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Riuken, your statement was "by the time you can afford a mithral shield" and not, "by the time you can afford a mithral shield after you have made better purchases". I was responding to your statement as you wrote it.
To clarify, I stated a wizard can purchase a shield and it has helped me. You stated it wouldn't help by the time you can afford it. To which I responded that you can afford it at level 3 (and at that point it would help).
At no point in that exchange was there a discussion on whether or not it is wise to purchase one at level 3 in favor of other items.
Nefreet, "Shield" is most certainly an item slot. It is listed as such on CRB p459.
To clarify, I stated negative energy "effects" which is not the same as negative energy "damage". Negative Energy Damage is only one type of negative energy effect and negative energy damage is almost universally stated to heal undead.
I cannot think of a single instance where negative energy damage does not heal undead.
On the other hand, negative energy effects (which is what the OP asked about) is a broad category that as a category does not automatically heal undead.
In short, there is no debate. Negative Energy Damage heals undead, Negative Energy Effects does not automatically do so.
CRB p562 Negative Levels wrote:
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
Do you lose caster levels? No.Do you count as one lower for the purpose of level-dependent variables such as caster levels? Yes.
That is an important distinction. It means your caster level has not changed any more than a strength damage changes your strength score.
It will mean that the calculations are changed but that doesn't change the original stat (in this case Caster Level).
Still, does your caster level determine your spell level? No.
APG p72 wrote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.
Strict RAW: no, you cannot combine Trapper and Urban Ranger. So for PFS purposes no you cannot combine the two.
No, you cannot elect to not have Wholeness of Body at 7 in order to swap it for level 8 ability.
The list of abilities is what you can take, not what you give up.
You can take Wholeness of Body at level 8 if you do not have it.
Now, with that said, why they set up the levels as they did I have no idea. It doesn't mesh well with the list of powers you can give up.
Summons may be able to charge in and fight effectively but they have no way of knowing to attack enemy "B" instead of enemy "A".
When contrasting Handle Animal with how Summons are ran it is pretty clear that the wording is enabling you to tell the animal to do more than just 'attack my enemies'. It is enabling you to tell the summoned creature to 'attack this specific enemy'.
BTW, Handle Animal is a means to control summoned animals to attack specific targets, something you cannot normally have them do.
You could look at it from the point of summon monster. With summon monster you cannot direct the creature to attack specific creatures unless you can communicate with it.
So while summoned creatures attack any enemy (unless you can direct them otherwise) Handle Animal allows you to direct an animal to attack a specific creature if you can point it out.
In other words, the "may" is giving you permission to attack a specific creature, not limiting how you can direct it to attack enemies.
Just a note, if the spider has an Int of 1 then the spider should have a minimum of 5 tricks, not 3.
Regarding pinpointing, that should not be necessary. Using a move action to figure out the direction and then pointing the spider in that direction should be sufficient for the spider to attack the first creature along that line it finds.
Animated Objects are constructs and thus, are not objects. Because they are constructs they are creatures.
The quote on page 175 states that animated objects are not treated as objects (for the purposes of AC).
Note: If you are referencing the critical hits section of text where it states that Animated Objects are immune to critical hits then you are using an older version of the CRB and should consider updating your copy. It is no longer present.
In any case, no, you do not apply the 1/2 damage rule to creatures because creatures are not objects.
DreamGoddessLindsey, after reducing the DPI to about 75 or 100 try splitting the map into pieces using GIMP or Photoshop.
I can help you get set up in Roll20 if you would like. Private message me a join link (note: I am a Moderator on Roll20).
Standard action is an umbrella term for a number of actions.
Not to be confused with Full-Round Actions that you can perform:
So when something references "attack" it is not necessarily an "attack action". It could be anything where you are making attacks such as an Attack Action or a Full Attack Action.
You cannot charge and whirlwind at the same time.
CRB p138 Whirlwind attack wrote:
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
CRB p183 has a list of full-round actions. Full attack is a full-round action. Charge is a separate full-round action. Full-attack actions and Charge actions are both subsets of the Full-round action.
Since Whirlwind Attack can only be used when making a Full-attack action you cannot use it with another type of action (such as a Charge action) even if that action is also a full-round action.
Val'bryn2, your assumption is flawed. If the Devs had insufficient room to print (which they often do) they would cut it short at a point they consider "reasonable".
How many creatures in the Bestiary would exceed 28HD if turned into zombies?
Answer: Most Ancient and older Dragons, Tarn Linnorm, Black Scorpion, and the Tarrasque. Ie. a very short list and not reason enough for the Devs to extend the list.
Add to that that if they did want to limit what you can animate with Animate Dead all they had to do is add a phrase similar to what they used in the Skeleton.
Compare these two:
Bestiary p250 Skeleton wrote:
Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.
Bestiary p288 Zombie wrote:
Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. Zombies gain a number of additional HD as noted on the following table.
No such statement is present in the zombie entry.
So, using your assumption that if the Devs did not put it there then it must not exist then we can assume that since the Devs did not put a limit there but they did put one in the Skeleton entry then there is no limit for zombies.
Roll20 automatically breaks maps up into sections to reduce the processing load on your computer. This is a behind the scenes element to how Roll20 works and will not affect how you use your maps.
If you use a 5MB map (maximum size limit for free users) it should not slow things down provided it is not PNG. If you can, avoid PNG images for maps because PNG maps may slow down people's processing time (PNG is a resource hog).
With that said, my suggestion is taking your mega-map and breaking it up into sections using an image program such as Gimp.
Also, there is a practical size limit for hex maps in Roll20. If you find you need more than 500x500 hexes (just a ballpark estimate) you may want to consider breaking the map up in separate pages.
If you decide to use Roll20 and you need further help feel free to ask. You can find me on the Roll20 boards. :)
Rushley son of Halum wrote:
So what you are saying is, according to you, PFS in Australia ignores the rules regarding second diagonals and reach weapons. Good for them, but that does not mean that they are not the rules.
I fully expect table variation in PFS on this issue since ~90% of people use the 3.5 exception (many without even realizing it). However, that is not the rules as they are currently written.
I think you may be having a difficult time with the concept of Rules vs House Rules and that we can discuss rules in a rules forum without actually running it that way in our own game. In order to properly house rule something you should understand what you are changing.
Existing Rule: reach weapons do not threaten the second diagonal. This has been confirmed by the Devs.
Developer House Rule: If you move from the second diagonal to the first diagonal you are passing through the 10' threatened area of a reach weapon user even if they do not threaten the second diagonal. Thus you provoke an AoO.
~90% of respondents House Rule: Just use the 3.5 exception which states you threaten the second diagonal.
Now, which of these are you and your table using? It sounds like you are using the House Rule of using the 3.5 exception.
Nobody is trying to "ruin the game". What we are doing is explaining the way the rules work in a rules forum.
Now, if you would like we could move to the House Rules forum and discuss house rules to fix the glaring problem of reach weapons and the second diagonal as currently written in Pathfinder.
Rushley, this is the rules forum. This is not the 'how should things work' forum.
So, we have the rules which state that you measure diagonal distance using the 5-10-5 method. This means the second square is 15feet (5+10).
Do I like this? No.
If you are playing Pathfinder Society you have to deal with the fact that you do not threaten the second diagonal with a reach weapon. If you do not play Pathfinder Society feel free to use the 3.5 reach weapon exception.
There seems to be some confusion regarding people thinking that a 50% miss chance results in Total Concealment. However the reverse is actually true, Total Concealment results in 50% miss chance.
This is an important distinction. While you can reduce or even negate the 50% that results from Total Concealment you are not actually negating the Total Concealment unless the ability states it does.
You cannot perform an AoO against a target that has Total Concealment regardless of the miss chance unless you actually negate the Total Concealment itself.
Example 1: True Strike will not negate Total Concealment although it will negate the miss chance.
Example 2: Greater Blind-Fight will negate Total Concealment because it states it treats it as normal Concealment.
Summary: Altering the concealment percentage does not alter the category that percentage is derived from unless specific rules state it does.
Pathfinder measures diagonals using the 5-10-5 rule. That is, the first diagonal is 5feet but the second counts as 10 feet. Thus, 5+10 = 15 and since the second diagonal is 15 feet away you do not threaten it.
This rule also existed in 3.5 but back in 3.5 there was a specific exception that allowed you to threaten the second diagonal. That exception is not present in the Pathfinder rules and as a result you do not threaten the second diagonal.
Of course, ~90% of people polled then use the 3.5 exception anyhow (some without realizing that it is not part of the Pathfinder rules).
Regarding Nefreet's statement that they are crossing from 15 to 5 feet and therefore they provoke, SKR had made a post awhile back stating that this is the case. Unfortunately, there is no rules support for this so it could be considered RAI but not RAW.
This has been discussed many times over.
The ruling that SKR made does not have any rules support but does make sense within the context of common sense.
However, many people do houserule back in the 3.5 exception. So while it may not technically apply to Pathfinder according to my poll ~90% (144 out of 161) of the people continue to use it.
Dave Vader, thanks for the link. I will probably still add the ACP switch just for those that state "James Jacobs is not a rules guy".
Regarding the INT function, I won't bother redoing the IF lines since they are working but thank you for letting me know about INT. I didn't know much about EXCEL before doing this. I researched the tools as needed.
In my next version I might add CMB and CMD modifier fields in the Optional Modifiers area. That way any unusual bonuses to general CMB and CMD can be factored in.
Regarding Wild Armor there is a great debate on whether or not the armor check penalty is included or not. I chose to include it since it is easier for people to eliminate it if they want.
About the floor function, it works that way in Excel too. I had a solution for that in the "Character Data" page but I forgot to put that solution in the "Polymorph Sheets" page. That is what I fixed last night.
Thank you for your excellent feedback. Your statements regarding it being easy to level once it is set up is the exact reason I created this.
Shem, you got malware? Could you be specific as to what kind of malware and what you are using to detect it? All you should get is an Excel file so this is concerning.
Perhaps you clicked something besides the green "Download (208 KB)" button near the top right corner?
I have downloaded it to confirm that Mediafire wasn't adding anything and Bitdefender didn't show any problem with the excel file.
Perhaps your player(s) do not like your house rules and are using the book to justify their dislike to you. That is different than 'it is not in the book so I don't like it'.
This game is at heart a co-operative game. If a significant portion of your group does not like how things are being run then perhaps you should examine what the group wants.
Frankly, from the house rules you have stated I would not want to play in your game. Most of them would make the game less fun.
BTW, the child thing? Your player would still have killed the child even if he used nonlethal damage since nonlethal damage becomes lethal damage after exceeding the maximum number of hitpoints (1 hitpoint) the creature has.
Also, I do not think he is metagaming.
Joe the Fighter: "Holy crap this kid hits hard! It must not be a kid, it must be some kind of fiend! I bet it will be difficult to kill!"
My curse builds are:
Cleric of Desna: Luck-Curse domain. Spell Focus/Gr. Spell Focus in necromancy (debuffs single foes but at level 7 also uses Aura of Doom). I also use Bodyguard to help protect my allies.
Shoemaker and I have talked and he said I could post my own wildshape (all polymorph spells actually) calculator in here.
My approach is significantly different than his own. I did not include any specific creatures but I did include just about every stat that could be affected by a polymorph effect such as Wild Shape.
The purpose of my sheet is to make leveling up simpler when you have regularly used polymorph creatures.
I am open to any suggestions on improvements you may have.