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Unassuming Local Guy wrote:
You can do what you want in your own home game. It isn't game breaking - all it is is standard celestial armor with a different base armor.
As for the stats, nothing would change from the description. Other than full plate granting a +9 armor bonus in Pathfinder compared to +8 in 3.5 D&D.
Unassuming Local Guy wrote:
** spoiler omitted **
He isn't trying to identify the power of a magic item. He wants to know the specific spell active on a creature. Detect magic doesn't do that. Neither does spellcraft. I'm not sure anything does. You can determine the school of magic involved, but that is it.
Edit: Greater arcane sight does identify the spells. Though it maybe intended to only remove the check necessary to learn the school, as written it identifies the spell.
Pathfinder material predates the actual Pathfinder system. The original material was for 3.5 D&D. The section you posted about the item even says it isn't for the Pathfinder rules system. (I bolded it above.)
You can skip prerequisites during item creation, yes.
What Azten is referring to is needing a specific caster level to select the item creation feat in the first place. You can't bypass that without something else saying you can (like Master Craftsman does). For example, you normally need a caster level of at least 3 to select Craft Wondrous Item as one of your feats.
And that generally does not apply to bonus feats.
You still need to meet the requirements even for bonus feats (usually). The times you don't need to meet the requirements are generally when a class gives a specific feat instead of a choice, like the wizard giving Scribe Scroll for free.
For the bonus feats you have a choice in gaining, you must meet the requirements normally. If a class works differently, it specifically states so (like the ranger does for the combat style bonus feats).
Murdock Mudeater wrote:
Spell Focus has zero impact on spell like abilties or spell-trigger items (like wands and scrolls), right?
Partly correct. Your feats only modify the spells you cast yourself, not spells cast from items.
Spell-like abilities function like spells, so should be enhanced as well. There is a FAQ that says that Augment Summoning can apply to summoning spell-like abilities, so the same should hold true for other feats as well.
Ah, well. That changes things. I'm not totally familiar with the gunslinger, and assumed that targeting a specific body part was the Called Shot rules.
I've got a gnome gunslinger in three party that's been using targeting on legs regularly. Our has repeatedly turned the course of battles. Since its basically a touch attack to trip it never fails. I haven't questioned it until this little 3 foot shrimp with his small size gun managed to knock a T Rex prone. This to me would be like expecting a BB gun to do the same to a person which is unlikely. Are we resolving this correctly?
Are you using the Called Shot rules from Ultimate Combat? With that, a called shot to the legs only knocks the target down on a critical hit, and even then allows a saving throw to avoid.
Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude save keeps the creature from falling prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes.
Plus, it isn't a touch attack anymore.
Touch Attacks: Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes.
your forgot engineering for constructs and what not
Unless it was expanded somewhere(and it may have been), Engineering doesn't cover any creature types.
Engineering (buildings, aqueducts, bridges, fortifications)
Constructs are covered by Knowledge (Arcana).
Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
Edit: And Knowledge (Engineering) was expanded in the Technology Guide but only covers robots, not all constructs. All other constructs are still covered by Knowledge (Arcana).
If a knowledge check is required to identify, would the same type of knowledge check apply to all enemies encountered or would there possibly be different knowledge types required depending on type of enemy?
Different Knowledge skills cover different creature types.
Knowledge (Arcana) covers dragons, constructs (but not robots), and magical beasts.
Edited to include the changes from the Technology Guide regarding robots.
Murdock Mudeater wrote:
Racial hit dice aren't really equal to a class level (though they are treated that way for certain things). That is why Pathfinder changed how it is done for PC monsters.
A monsters hit die has nothing to do with it in Pathfinder. It is based on CR. Regardless of what you think, a bugbear with 1 level of barbarian is equivalent to a 3rd level PC as far as the rules are concerned and is suitable to be included in a party with other 3rd level characters.
Chromantic Durgon <3 wrote:
No, because you don't meet the requirements. It requires the Investigator talent class feature, which you don't have until 3rd level.
2) Does you Favored class have to be the one you pick at level 1? I don't think it does since the wording is that your favored class is "typically" the one you take first. Just thought I'd check.
You have to choose which class it is at level 1. That doesn't mean it has to be your first class level, but that is when it is chosen. You can choose wizard as your favored class, then take fighter as your 1st class level.
It drains energy on each attack it does. There is no limit on daily uses.
Read the energy drain rules:
If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
You never actually lose levels. Negative levels just give penalties. A permanent negative level just means it requires magic or some other ability to remove. It doesn't actually remove a level. Pathfinder removed the ability to actually lose levels or lose/spend experience points.
It spends entirely on the circumstances. What was the cultist doing when he was caught? What kind of cultist (being a member of a cult isn't necessarily evil or illegal)? How was the cultist killed? Why was the cultist killed and not turned over to proper authorities?
Without details, it is impossible to say what kind of action it is.
DM Beckett wrote:
Bombs deal energy damage, which isn't subject to damage reduction in the first place.
And there are several places where it does say it is magical. It is a supernatural ability (And supernatural abilities are all magical). In the description of the alchemists Alchemy ability, it says they can create 3 types of magical items - bombs being one of the three. And at the very least, the bomb ability implies they are magical by saying they are infused with magic. So 2 very clear locations and one location that at least implies it.
Aline saying "affects incorporeal beings" would make it totally clear, but is ultimately unnecessary. Incorporeal stats it takes half damage from corporeal magical sources, and several spots indicate that the bombs are indeed magical. No further words necessary.
Confusion doesn't cause the damage. Confusion causes the target to become confused - that is the spells effect. That confused state may cause other effects (like the attack) but that isn't actually a result of the spell. Maximize/empower spell has no effect.
Likewise, a summon monster spells effect is to summon a creature. That is it. Anything the creature does wouldn't be an effect of the spell. THe only thing the spell does is bring the monster there. The only thing maximize/empower spell would do is change the number of creatures summoned.
All of those examples have wording, however, that indicates what is meant. Some say "maximum +X", and you can easily determine how that is done. Slay living uses words to separate the two damage sections, making them 2 separate things. 12d6 damage and 1 damage/level.
The newer wording for force strike doesn't have similar wording. It doesn't list a maximum or cap we can reference to determine how it works. It doesn't seperate the damage the same way slay living does. It just says "1d4 + 1 per level". And just like how fireball says 1d6 per level, the new wording would imply it is supposed to be 1d4+1 per level, not 1d4 and an additional 1/level.
Now, don't get me wrong. I still believe it is supposed to be 1d4 damage, +1 per level. But that isn't what the newer wording says. Either the ability was deliberately boosted, or whoever changed it didn't follow the normal wording conventions because it doesn't say what it used to.
It must be noted, however, that greater magic weapon will not help overcome damage reduction beyond DR/Magic. It says so in the spell. So a weapon boosted to +4 through GMW will not overcome adamantine, cold iron, or silver damage reduction while a normal +4 weapon will.
I may be wrong, however. It seems to have been deliberately changed between printings. The first printing (and the d20PFSRD) say "1d4 points of force damage, plus 1 point of damage per arcanist level". The second printing (and the official PRD) say "force damage equal to 1d4 + 1 per arcanist level".
While it originally was 1d4, +1 per level (And so 1d4+4 in our case), it appears to have actually been changed and is now 1d4+1 per level (or 4d4+4 in this case). That is what is written. Which would be overpowered. It would deal twice as much damage as the other options, with no attack roll necessary. All it gives up in exchange is a minor debilitating effect (like the ice missiles staggering).
So, it should be the original way (1d4, +1 per level). Whether or not it is, however, can be debated.
That comma doesn't exist in the PRD:
Force Strike (Su): The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals a number of points of force damage equal to 1d4 + 1 per arcanist level. Spells and effects that negate magic missile also negate this effect.
It does appear in the d20PFSRD, but they aren't Paizo and have been known to add their own interpretation to things.
Yes. Unless it says "or" between attacks, you get all of them. For example, the troglodyte:
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1)
They can either make:
A) 1 club attack, 1 claw attack, and 1 bite attack
How does purchasing weapon enchantments work, can you have a +1 vicious earth breaker or does it have to be a +1 earth breaker then add vicious which would effectively make it a +2 vicious earth breaker
Take the weapons enhancement bonus, add the effective enhancement bonus for the special abilities to that, then determine the price.
Vicious is priced as equivalent to a +1 bonus. So a +1 sword with the vicious special ability would be priced the same as a +2 sword. A +2 sword with the vicious special ability would be priced as a +3 sword. And so on.
So a +1 vicious earthbreaker costs the same as a +2 earthbreaker.
At our last society session there was a disagreement about the Arcanist exploit Force Strike more specifically does the damage scale 1d4 + 1 per Arcanist level as in 4d4 + 4 at level 4 or, 1d4 + 4 at level 4
Well based on cure light wounds, which has similiar wording, it would be 1d4+4.
If it did 1d4+1 per level (or 4d4+4), it would out damage the other options in addition to automatically hitting. The other options do 1d6 damage, but only scale every other level. And have a cap at 10 dice.
So I believe the intention is that the ability does 1d4 damage, plus 1point of damage per caster level. Or 1d4+4 at 4th level.
Heather 540 wrote:
I'm thinking of getting my halfling a Composite Shortbow and I'm not entirely clear on the rules for them. Using a +2 composite bow with a +2 Strength mod adds that to the damage roll, right? And the cost of it would be 225 gold?
The Strength mod of a composite bow does add to damage, provided your strength is high enough. A composite shortbow (+2 Strength mod) does cost 225gp. You can add up to 2 points of damage to an attack if your Strength mod is good enough.
A "+2 composite bow with a +2 Strength mod" is something different. IT is also magical. A +2 bow costs 8000gp, plus 525gp for the masterwork composite shortbow (+2 strength mod). Weapons must be masterwork to be enchanted. IT would work the same as the non-magical composite bow, but also add an additional +2 damage and +2 bonus to the attack roll.
Note the naming convention:
As written, regeneration and fast healing do nothing to stop bleed damage. Bleed damages stopped by a successful Heal check, or any amount of magical healing. Neither Fast Healing or Regeneration is magical (surprisingly). According to James Jacobs, however, bleed damage was intended to be stopped by any sort of healing.
Having Regeneration or Fast Healing does not prevent you from taking bleed damage, however. Nothing in either ability or the description of bleed damage says fast healing or regeneration makes you immune. The healing each does would stop it. But you have to wait until that healing kicks in. For the ioun stone, that could be up to 10 minutes away.
What about regrowing lost limbs?
It does exactly (and only) what it says it does - heals 1 point of damage every 10 minutes. Nothing else.
A question recently came up to me about the Alchemist. While it's Bombs (Su) ability is listed as supernatural, there's been confusion as to which element is supernatural. Is it making the bomb that is supernatural, or are the bombs themselves supernatural? Or is it both?
Yes, bombs are magical. As I said in the other thread going on:
The bombs are infused with magic. They also don't function if handed to someone else. They are magic.
IF an ability is labeled as something (supernatural, extraordinary, or spell-like) then all of it is the same unless it specifically says otherwise. There may be a few abilities like that, but I don't know of any off hand.
So? They can also choose the dwarven waraxe, dwarven urgrosh, or gnome hooked hammer and be proficient with it. Dwarves and gnomes do not automatically gain proficiency with those weapons (it just becomes easier to get).
You issue isn't with the weapon, it is actually with the half-elf alternate trait. It should be limited to elven and human weapons only. You know, their actual ancestors for Ancestral Arms.
i just find it weird that a half elf can get easier access to a weapon made by orcs to be used by orcs than an orc can
How exactly? Unless I am missing something, both only need to take Exotic Weapon Proficiency (Butchering Axe).
Edit: Ah, I see. You mean half-elves who have taken the Ancestral Arms alternate racial trait.
And not everyone has dwarves that hate giants, but that bit of fluff is tied into the racial stats. All elves, even those raised among humans by humans, receive training in swords and bows just because. Tying things to lore is already done, even if that lore does not hold true everywhere.
Those kind of learned things shouldn't be a built-in racial trait at all.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
It isn't a greataxe.
It isn't covered in any way by the half-orcs Weapon Familiarity.
Why powdered pears and live spiders? Eat the fruit tarts used for hideous laughter.
But seriously? No. Spell component pouches aren't infinite dispensers of food. Exactly how they have what you need isn't clearly stated, but getting infinite anything from them is definitely game breaking and not intended. Having just what you need to cast your spells is fine.
"Timeless" doesn't mean time entirely stops moving. Just partly.
Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.
And the Astral plane:
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
So magic still functions normally, including durations. Neither of the Timeless planes (Astral and Purgatory) in the Game Mastery Guide are timeless in regards to magic.
You can take 20 if there is a chance of failure. You can't take 20 if there is a penalty for failure (like setting off the trap you are trying to disarm, falling off the cliff you are trying to climb, or ruining raw materials when crafting).
Yes and no. The masterwork cost is already included in the cost for a darkwood item. Any item made from darkwood is automatically masterwork, and the cost of the item reflects that.
Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
Can a monk retrain bonus feats ie Stunning Fist at say level 4 for example?
No. In order to be valid for retraining, it must be something you actually had a choice in making. You aren't given a choice in getting Stunning Fist, so you can't retrain it.
If Stunning Fist was one of the bonus feats you could choose from, you could change it. But it isn't, so you can't.
Ferious Thune wrote:
Maybe you missed it, but I did say you can you can transfer the weapon to your shield hand if using a light shield.
Only if it is a buckler. Other shields occupy your hand, so you would need to sheathe/drop your sword. If using a light shield, you can transfer the weapon to that hand.
Cause fear, irresistible dance, ghoul touch, and fungal infestation also have variable duration. So there are some others, but not many.
We know the rules about adding special abilities to weapons. It has limitations.
The amluet says you can also add those special abilities to it. It tells you exactly how it is different (doesn't need to be +1, lower limit on the total amount of special abilities).
If it doesn't say it changes the rules, the rules aren't changed. Any other limitation still applies.
Ellias Aubec wrote:
In curse of the crimson throne AP, in the first book you get an object that specifically states that it can be used as the masterwork component in creating a specific object. This does imply that you can have a separate masterwork object to craft around.
To be specific, it is a broken knife blade than can be used to make a masterwork dagger. It is more fixing the dagger than creating a new one.
There are medium size T-Rexs under animal companions so you could become one of those.
No, you can't. That is not the normal form of the creature. You must become a totally normal form of the creature. The FAQ Matthew Downie posted implies differently - if companion forms were possible, it wouldn't be needed.
Why are we still discussing this? It was covered almost 6 years ago, then again 2.5 years ago when resurrected the first time.
As I said, the enhancement bonus isn't separate - it boosts the armors current armor bonus. Normal clothing (for the purposes of the spell) is armor with a +0 armor bonus. Adding in a +1 enhancement bonus to that does not make clothing with a +0 armor and +1 enhancement bonus. It makes clothing with a +1 armor bonus.
Enhancement bonuses are not added directly into your Armor Class. They are added into an existing form of armor first (like regular armor/clothing or natural armor), which are then added to your AC. Look at any of the monsters that have magic armor. My go-to example is the solar angel. He has +5full plate. If you look at how his AC is calculated, it has a +14 armor bonus. Not a +9 armor bonus and a +5 enhancement bonus.
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