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Jeraa's page

2,916 posts. No reviews. No lists. No wishlists.


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Klorox wrote:
the fact that they can't be made into 2 handed weaponry, (at least for obsidian), which is basically what oversized weapons are.

You can make a longsword, yes? Well, a Medium longsword is 2 handed for Small characters. A Large longsword is a one-handed weapon. It just requires 2 hands for a human to use.

Your interpretation has absolutely no rules support at all. Does it make sense you can make a Large longsword but not a Medium greatsword? No. But no one ever accused the rules system of making sense. As far as the rules are concerned, you can make weapons of any size category out of primitive materials.

Basing it on weapon handedness is stupid and does not work, but thats the rules.

CrystalSeas wrote:
Dasrak wrote:
If the spell description says it's a Wizard spell of 0th level and it's not of your opposition school then you automatically know it.

Actually, you know the cantrips of your opposition school as well.

Core Rule Book wrote:
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

No, you don't. That information is about casting it, not including it in your spell book. The spellbook info:

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

If you want 0-level spells of your prohibited school in your spellbook, you have to add them in yourself following the normal rules of writing spells into your book. You don't start with those prohibited school 0-level spells in your book.

messy wrote:

"A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures."

is this choice made when the character is created or each time the ability is used?

You choose each time you use the ability.

It very specifically says "bows". Not even crossbows get the bonus (which is also specifically stated). Guns would also not receive the bonus.

If it said "projectile weapon" instead of bow, it would apply to guns(and crossbows, blowguns, etc) as well, but it doesn't say that.

Lady-J wrote:

your hp total is take your roll then add con modifyer in this case -3 then add favored class bonus then add toughness(since your fighter is higher level than 3 ill just count toughness as +1hp per hit die) so you get 9 hp for 1st hit die then 0 at 2nd then 9 more at 3rd 5 at 4th 7 at 5th and 0 at 6th. 9+0=9+9=18+5=23+7=30+0=30

why does your fighter have a 5 con? not even my undead characters start off with that low of a con

You can never get 0 hit points at a level. You always get a minimum of 1. That is before you add in Toughness or favored class bonus. And if your undead characters have a Constitution of more than 5, you are doing something wrong. Undead don't have constitution scores.


You apply your character's Constitution modifier to:

Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).

Number 3 is the correct way to do it:

3. Subtract Con modifier from each roll, then make sure minimum is 1. Only then add favored class and Toughness: 1st=10-3=7, 2nd=1-3=1, 3rd=10-3=7, 4th=6-3=3, 5th=8-3=5, 6th=1-3=1 (total of 24); +12 for favored class & Toughness. Total=36

Likewise, the same applies to skill points. You always get at least 1 skill point when you gain a level, regardless of what your Intelligence modifier is. Then you adding any bonus points such as a favored class bonus or the bonus point from being human.

There is more than 1 type of banner. There is at least one magical banner (Advanced Player's Guide):

A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.

And a nonmagical banner from Ultimate Equipment:

This is a banner, flag, or pennant. You tie it to a pole, lance, or polearm. Most are woven, dyed, or painted with a pattern or symbol, such as a knight's crest or a country's flag. A simple banner with one field color and a simple insignia such as a weapon or shield costs 1 gp. A banner with two to four field colors and a complex insignia such as a lion or dragon costs 5 gp. A detailed banner with four or more field colors and a very complex insignia, such as a heraldic device with eight or more sections, costs 20 gp.

A flag (Inner Sea World Guide), and the Flagbearer feat (same source), do require it to be held in hand.

A flag is a colorful banner that bears the heraldry or symbol of a nation or organization. A character with the Flagbearer feat who bears a flag can grant additional combat bonuses to nearby allies. Carrying a flag in combat requires a free hand.

The banner for the cavalier class just needs to be displayed, with no listed limitations on how.

N N 959 wrote:
Understood, but the point is you're still using the number.

I don't care. If that is the number someone wants to use for their gorillas, that is the number they are going to use. I was simply giving the info needed to assign a Strength score to that particular number, for a Large creature at least. Different sized creatures would have a different Strength score for the same weight benchmark. Also to show that Strength 25 is probably too much.

N N 959 wrote:

Jeraa wrote:
If it was Str 20, it would match the 1600 pound bench press given earlier (you aren't moving around during a bench press). (Str 20 is 400 pounds, x2 for being Large, stagger around with double that = 1600)

There's about zero credible or valid scientific evidence that gorillas can "bench press" anything close to 1600 pounds. Your average wild ape may be lucky to bench press 800 pounds...if that.

It's fascinating to see how once sensationalized information gets implanted in a community, people cling to it, despite any and all evidence to the contrary.

I never said they could. I just used that number as that was the one thrown about earlier.

The spell has to be cast. Doesn't say how. Ask your GM, but any item that casts the required spell should be all right.

As for Classic Horrors Revisited, look at each type of undead. If it can be created by animate dead, it should say so.

Edit: None of the variants say they can be created with animate dead so no, they can't be created with animate dead. Your GM can determine otherwise, as always.

With a strength of 25, the gorilla would be capable of lifting 3200 pounds, though only moving 5' with it. (800 for Str 25, x2 for being Large, and you can stagger around with double that).

If it was Str 20, it would match the 1600 pound bench press given earlier (you aren't moving around during a bench press). (Str 20 is 400 pounds, x2 for being Large, stagger around with double that = 1600)

Quantum Steve wrote:

Interesting. The hurling rage power is one example, although it does specifically state it adds str (it wouldn't have added it otherwise since falling objects don't normally add str).

I don't know what you mean by "a physical attack with an improvised weapon ," could you elaborate please?

It is in regards to the hurling ability. It is a physical attack, not an energy attack. It attacks as an improvised weapon. Therefore, it is a weapon attack as a touch attack that still gets your Strength modifier to damage.

All of that was in response to the question:


Is there any precedent for energy-type or touch weapons adding str? None of the weapons in the TG do.

Can you think of even one?

All of what I posted were examples of touch attacks adding strength. So there is precedent for touch attacks that add strength.

It's pretty close for someone wearing full plate and a heavy shield, but against a creature with natural armor, mage armor, and shield, Brilliant Energy doesn't ignore any of it, but none of these adds to touch AC.

Mage armor and shield actually do add to touch attacks, but only against incorporeal touch attacks.

Talonhawke wrote:
On the other hand Brilliant Energy turns the weapon in light and still gets STR so it's still anybody's game.

Brilliant energy weapons aren't totally energy, but only a "significant portion", though weight isn't changed. So it is still partly physical. They also aren't a touch attack.

Poison Dusk wrote:
Kalindlara wrote:

From the stat block that the plasma blade was printed with:

A Song of Silver wrote:

Melee plasma blade +17/+12/+7 (1d10+3/19–20/×3)

Str 17
I went over the stat block a couple times and couldn't find anything else that might be adding to it, so it appears that Strength is indeed in play.
I think this is all the evidence that is really needed. If the NPC using it adds STR, then the PC who kills him and takes it uses STR.

To be fair, stat blocks aren't always correct. A number of them have potions listed of spells that can't be made into potions.

I believe it is correct in this case, but just because it is in a statblock doesn't make it automatically correct.

dragonhunterq wrote:

I'm going to take "only" as explicitly limiting, even in a list that talks about 'typically'.

And at least one of your critters will absolutely respect the vow against teaching druidic.

Julungalli wrote:
...and has been known to punish those who break social taboos.

I'd say that the Leshy would more likely than not respect it too, seeing as most seem to require being created by a Druid and retain strong ties to nature.

Irminsul you'd have a chance with the right conditions I guess, but I'd not count on it. They'd still fall on the 'keep on the good side of the druids' IMO.

I wouldn't count something specific to druids as being a social taboo. But opinions on that would vary.

As I said, nothing requires you to be a druid to create a leshy. Nothing about the leshy in general says they act like druids or follow druidic traditions. Applying the same restrictions a druid has to them is a house rule.

The point is, even if ultimately unlikely, there are ways for a non-druid to learn and speak druidic. You can certainly apply houserules and roleplaying restrictions to that, but as far as he rules are concerned non-druids can have the language.

SillyString wrote:
Jeraa wrote:
They may also require a larger onyx to animate (animating an undead with animate dead requires an onyx gem worth 25gp per hit dice of the target creature you are trying to raise). I'm not so certain on that part.
Oh, so going back to question 7, does the 1/day use of animate dead from deific obedience (Urgathoa) require components or is it a spell like ability? (I assumed halek was saying it didnt require components, but he could have been talking about drawbacks. I thought the (Sp) after "mistress of undeath" meant all gained spells were spell-like, is this the case?)

Sorry, I was talking about animate dead in general. In this case, as it would be a spell-like ability, there are in fact no components.

Daw wrote:

OK, here is something very close.

Flameblade Spell wrote:


A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

This would tend support the don't add your strength at all interpretation.

The plus 3 damage points the other direction.

Interesting thought though, would Dex to Damage work on a Melee attack that doesn't get a STR damage bonus?

No, that does not tend to support the "don't add your strength at all" interpretation. Why? Because it specifically has to say you don't add your Strength modifier.

The plasma blade is a melee weapon. By default, you always add your strength modifier to the damage roll with a melee weapon. There has to be a specific rule to change that. There is no specific rule that says weapons doing energy damage, or touch attacks, do not get to add your strength modifier. Individual weapons do have that specific rule written in, but nothing that applies to all such weapons. It might be an oversight, but as written the plasma blade gets your strength modifier to damage.


Is there any precedent for energy-type or touch weapons adding str? None of the weapons in the TG do.

Can you think of even one?

The barbarians hurling rage power?

Hurling, Lesser (Ex): As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.

A physical attack with an improvised weapon, that is a touch attack. It adds the strength modifier to damage.

A mancatcher is a melee weapon that has a touch attack. It still adds your strength modifier to damage, because it doesn't say you don't get it.

A swashbucklers Perfect Thrust deed turns a normal weapon attack into a touch attack.

The Pinpoint Poisoner feat makes a blowgun dart attack into a touch attack, and you get to add any bonuses that would normally apply to your unarmed strikes damage to the dart damage, which would include your strength modifier.

So there are at least a few ways to have a touch attack weapon that adds your strength modifier to damage. I can't find an example for energy attacks, but all such attacks that would normally get your strength modifier to damage have to have a specific line stating you don't get it. That at least implies that even an energy-based melee weapon touch attack would get your strength modifier to damage unless it specifically said otherwise.

GM Ryan wrote:
Weapon Focus would fix this?

Weapon Focus doesn't make you proficient. It just gives you a +1 bonus on attack rolls. That helps to reduce but won't remove the -4 non-proficiency penalty.

But you have to already be proficient with the weapon already to take Weapon Focus.

dragonhunterq wrote:
linguistics wrote:
Druidic (druids only)

I would be extremely surprised if non-druids were permitted to learn druidic in PFS. I'm not aware of anyway to bypass the restriction.

Feral speech does not work for PFS.

additional resources wrote:
Feral speech does not allow a PC to learn Druidic.

That table lists typical speakers. Typically, druids are the only ones who speak Druidic. That doesn't mean druids are the only speakers. Officially, there are non-druid speakers - all leshy can speak druidic. Though they are typically made by druids, anyone who can meet the requirements can make one. A ranger can meet the requirements for one of them without additional help. A multiclassed ranger/cleric can make all of them, and a ranger/wizard (or ranger/sorcerer) can make one as well.

Julunggali can speak druidic. Irminsul can't speak, but do know druidic and have telepathy. Theoretically they could still teach someone druidic. You aren't likely to come across either of these two, but it is still possible.

All of those creatures are not druids, but speak druidic. None of them are bound by the druids vow against teaching druidic.

SillyString wrote:
Bonus question: If I used animate dead (bloody skeleton) on a creature that had 15HD before death, what HD would it have in undeath?

Assuming it isn't a creature with class levels, it would have 15 hit dice. It would count as 15 hit dice toward your control limit (which is normally 4x your caster level), but would count as 30 hit dice toward the limit you can animate at once with a a single casting (normally 2x caster level.)

They may also require a larger onyx to animate (animating an undead with animate dead requires an onyx gem worth 25gp per hit dice of the target creature you are trying to raise). I'm not so certain on that part.

SillyString wrote:


Ah cool, so where exactly did you find those quotes (i'll need the source so i can show it if my GM asks)? (searching the pfsrd comes up with nothing, presumably because their site is crappy at the moment)

So basically i'd need to be able to cast haste or remove paralysis to create fast zombies but nothing extra to create bloody skeletons? Would I be able to create fast zombies by using an item that can cast haste etc?

The Bestiary, in the Skeleton and Zombie creature templates. Or the creature entries in the actual PRD, which is usually a better source than d20pfsrd anyway (though it does lack the third party material).

For skeletons, it is in first paragraph under Variant Skeletons. For zombies, it is in the creature description itself, after the stat block.

SillyString wrote:

Does animate dead actually let you make bloody skeletons and fast zombies as the guide seems to imply?

"This spell turns corpses into undead skeletons or zombies (see the Pathfinder RPG Bestiary) that obey your spoken commands."

If it can make the variants, could you direct me to where it says they can? thanks :)

For skeletons, it flat out says you can:

Numerous variant skeletons exist, such as those whose bones burn with an unending fire and those who drip with gore and reassemble themselves over time. Both of these variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. Once controlled, they count normally against the controller's limit.

And for zombies:

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

The variant skeletons require no additional spells to be cast, but count as 2x the normal number of hit dice. The variant zombies count as the normal number of hit dice, but require additional spells to be made.

Baval wrote:
Darksol the Painbringer wrote:

Doesn't matter. Spell says it works on Clubs and Quarterstaves, nothing else.

If somebody wields a Greatclub or a Bo Staff, it won't work with them.

Also, if Greatclubs and Clubs are the same, then why do they have different entries in the weapon table?

only it doesnt. The quarterstaff and club are not capitalized in the spell description, meaning its using the generic term rather than the specific weapon. Like if a spell said it worked on swords you wouldnt need to find a weapon called Sword.

Weapon names (and for that matter, class names) aren't capitalized in the middle of a sentence ever. So the fact the spell description has them in lower case letters means nothing.

Wheldrake wrote:
And AFAIK the bonus languages that you get for high intelligence must be from one of the lists you have access to, from race, class or other sources. The extra languages you get from linguistic skill point investment can be anything except restricted languages like Druidic. And some would argue even for that one.

Well, it is on the list in the Speak Language skill. And if druids lose their class abilities by teaching it, a non-druid would have to be able to learn it.

Crayfish Hora wrote:

Guys, I am making a shapeshifting ranger guy and I found this trait that could be of special note. It's called Celluar Match

This trait is also, by RAW, available to anyone who may or may not have secret fluff nanites in their blood. The benefit states that under a polymorph effect, you are only humaniod in regards to what affects you. So you can't be affected by hold animal if you were a druid and wildshaped as a bear.

However, this also brings up the opposite. Without the benefit stated above, it would be easy to say that if a dragon is polymorphed into a humanoid and you got abosultely livid at it parading itself around, when you knew it was a dragon and that it had wronged you with its terrible puns, you could cast dominate person and that it would affect the dragon, maybe. Maybe a dragon isn't the best example, but the dragon is just an example; the base creature is not what is important in the example.

The base creature is important - that trait is for androids (not everyone). Androids have the following:

Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

The only thing that trait does is remove the android counting as a construct when under the effect of a polymorph spell.

Their are problems with using a starknife or something similar to represent a larger shuriken. Shuriken are treated as ammunition, the others are not. Drawing ammunition (and so shuriken) is a free action. The starknife and similar would require Quick Draw to do the same.

Shuriken are enchanted in batches of 50, while starknives are enchanted individually.

A larger than normal shuriken is still a shuriken for any abilities that only function with shuriken (I don't know of any, but they might exist). Starknives are not shuriken, so would not work.

The 2 weapon fighting rules say:

Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.

So shuriken are treated as light weapons for at least one part of the rules. It isn't a stretch to say they are light weapons for other rules as well.

Danzibe1989 wrote:
GM thinks otherwise because its a "touch" weapon that does energy damage.

Nothing in the rules about touch attack or energy damage says strength doesn't apply.

There are similar abilities that do specifically state that strength does not apply. The flame blade spell, for example. But it has to specifically say that your strength modifier does not apply. If that was the general rule, the spell wouldn't need to state it.

Delenot wrote:
And 1 rnd per level (10 rnds) makes sense, but brings me back to my question of how CL 10 was calculated in the first place. Was it used to give the 10 rnds, or could it be less to reduce cost, or is there something else entirely?

It is caster level 10 because that is what the designers at Wizards of the Coast wanted when they made the item for 3.5 D&D. Paizo just copied it for Pathfinder.

Since haste lasts 1 round/level, it makes sense to make the item caster level 10 as well. Even if the item isn't standard, and doesn't follow the general rules of other magic items.

Delenot wrote:

I understand the 'one charge per day' section now. But how is the 10 rnds equals 1 charge portion figured?

Again my apologies if this is overly simple for most.

There isn't really a way. Not all magic items follow the formulas. It just happens that the boots appear to. Many magic items were just given prices that sounded right.

The ability to divide a single use up into individual rounds should cost something, but there is no way by the book to price that.

2 people marked this as a favorite.

In many places in our world eating another human being isn't even illegal. Killing or attacking the person is. If the meat is legally acquired (say, someone donating the chunk of flesh) it is perfectly legal to consume. So whether it is lawful or not would depend on where they area, their personal beliefs, and the beliefs of the locals. Likewise with it being evil or not.

Cutting up a corpse could be considered desecration of a body. But many also count looting the bodies as desecration as well. PCs generally don't have a problem with that.

Killing the unicorn would most likely be evil. Unless it was self defense or something.

I would give them all explosive diarrhea.

Rainbow-colored of course.

Most people don't seem to have a problem with wearing the skin of an intelligent being (dragonhide), but have problems with wearing the skin of other intelligent beings (humans). Eating the flesh of an intelligent being may have similiar views.

Gauss wrote:

I see no such line in the feat.

Dragon Empires Primer p5 Fox Shape wrote:

You can change into a fox in addition to your other forms.

Prerequisites: Cha 13, base attack bonus +3, kitsune.
Benefit: You can take the form of a fox (Pathfinder RPG Bestiary 3 112) whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
What is your source?

It is listed that was on d20PFSRD. But the formatting is wrong - the Special entry always comes after the Benefit entry. So something is wrong.

Murdock Mudeater wrote:
Mostly curious. If I know I'll need a feat later, but I don't need it now, can I save a feat "slot" to spend later? Or must I select a feat, only to retrain later?

You can not save feats (or skill points). You must choose immediately.

Nitro~Nina wrote:
If that's what you want to do, the Inspired Blade works really well with the Investigator, and you can be a Sleuth to add your Charisma to the total (with Luck) all over again. Either that or you pick up a pistol and decide to be a Mysterious Stranger or Siege Gunner which have Grit keyed to Charisma or Intelligence respectively.

That actually doesn't work.


Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the three resources together into a combined pool. (Those who use panache and luck do not gain twice their Charisma bonuses in their pools.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit points or panache points, and vice versa.

A luck user does not count as a grit or panache user for the purpose of meeting feat prerequisites.

So your Charisma is only applied once.

Darthslash wrote:

I made a 1st level Inspired Blade, which is a Swashbuckler archetype, and it lets me take my Charisma and Intelligence modifiers as my starting panache. My question is, when I get enough experience to make level two, if I instead multi-class as a Mouser, do I get to add my Charisma modifier to my pool of panache points again since I'm starting a new first level class?

Thanks for clearing this up.

You don't multiclass between archetypes. You would be a 2nd level swashbuckler with the Inspired Blade and Mouser archetypes. An archetype isn't a separate class.

Also, you can not combine archetypes if they both modify the same class feature. Both the Inspired Blade and Mouser archetypes modify the Bleeding Wound deed (both replace it). As such, you can't combine the two.

D@rK-SePHiRoTH- wrote:

Question 1:
"Word of recall teleports you instantly back to your sanctuary when the word is uttered."
What word must be uttered? Is it
a) The verbal component (therefore the teleportation requires a standard action to cast the spell)
b) Another word that can be uttered at any time after casting the spell? (therefore you can teleport as a free action as long as you casted the spell once in your lifetime)

A player of mine thinks it's B. I think it's A

Question 2:
How does PFS handle this spell for spontanous casters? When is the location chosen?

Word of recall has a duration of instantaneous. That means the magic comes and goes in a flash. As such, the word is part of the casting, not something you can say later. If it was something you could do at a later time, the spell would specifically say so and a duration would be listed.

As for spontaneous casters, it would be the same as for prepared. Prepared casters must choose the location during spell preparation (when they get their spells back), spontaneous casters would do the same when they get their spells back for the day. At least that is how I believe it would work. When the spell was written, only clerics and druids could cast it, and neither of those are spontaneous casters.

Claxon wrote:

You can always cast a spell at reduced caster level to decrease size, down to the minimum caster level to cast spells of that level.

But you cannot control the shape unless the spell has the (S) in the description to indicate it is shape-able.

Just to post the relevant text:


A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell.

You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

Note that reducing your caster level to get a smaller sphere will also reduce the duration.

UnArcaneElection wrote:
Jeraa wrote:

{. . .}

You want something more than the lowest possible caster level, you must pay more.

Unless you are using a Wand and you have the Staff-Like Wand Arcane Discovery. This normally requires being an 11th-level Wizard, but VMC Wizard lets you put it on any other class that can get Craft Staff (have to wait until 15th level, though).

Still not something for nothing. In this case, the payment is having to choose the specific discovery instead of something else. So you are still paying more - just not entirely in gold.

A staff is the only item that can get you a free boost. But we aren't talking about staves.

Kamiizumi Nobutsuna wrote:

The spell: Entangle

Area : plants in a 40-ft.-radius spread

Can I decrease its affected Area to 15ft or 10 ft?

Only if the spell is shapeable. The area must list an (S) in the Area or Effect section to be shapeable. Otherwise, you are stuck with whatever it says.

James Risner wrote:

Scroll = 25 * CL * SL

Wand = 750 * CL * (SL <= 4)

Scrolls provokes when used
Wands have 50 charges

Otherwise they are identical in the hands of generic wizard.

Well, with the exception that wands are very easy to use (you only need the spell on your spell list, even if you aren't capable of casting it yet). Scrolls have a list of requirements that must be met to use the scroll automatically. Though if making the scroll yourself, you would meet the requirements already - scrolls found maybe a different story.

So in addition to being cheaper per use, wands are also easier to use.

a dedicated buffer wizard can have like a caster level of 10 or 11 at level 7 for haste 188 gold for a scroll of haste that can have 11 rounds of potency is alot better than a really expensive wand that does the same and you can make 50 of those scrolls for 9400 gold as oposed to like 20somthing thousand

The caster level of the user means absolutely nothing for scrolls (or any other magic item except for staves). The only way a scrolls gets a longer duration is by being crafted with one, which raises the price accordingly.

You don't get to make a higher level scroll for the same price. The price increases along with the caster level increase. A scroll of haste with a caster level of 11 would cost 825gp (412 to make). 50 of those is 41,250 (20,625 to make), not 9400. You don't get to increase the caster level for free.

A CL 11 wand is 24,750 gp to buy and 12,375 gp. So you can outright buy a CL 11 wand of haste for only 4,125gp more than you can make 50 CL 11 scrolls of haste.

A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell. The price of a scroll is equal to the level of the spell × the creator's caster level × 25 gp. If the scroll has a material component cost, it is added to the base price and cost to create. Table: Scrolls gives sample prices for scrolls created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster scribing the scroll.

You want something more than the lowest possible caster level, you must pay more.

the scrolls duration is longer

And just how exactly? If the caster level is the same, the duration is the same. And by default, the caster level of both is the minimum CL of 5th, so 5 rounds for both. You can scribe a scroll/enchant a wand with a higher than minmimum caster level (and so a higher than minimum duration), but it costs more.

If anything, the wands duration is higher (for roughly the same cost per use as a scroll). A CL 8 wand of haste would cost 18000gp, or 360gp per use. It would last 8 rounds. A scroll of a 3rd level at the minimum caster level of 5th is 375gp, and would last 5 rounds.

So again, the wand is better unless you only want a few uses.

Kileanna wrote:

A GM can also allow a wand with less than 50 charges.

And you can purchase a scroll with a higher CL to last a few more rounds, in that case it would be slightly better, even though I don't think most fights will last more than 5 rounds.

You can also purchase a wand with a higher caster level, so that doesn't matter. If you have the same number of uses (via multiple scrolls or a wand with few charges), at the same caster level, the wand will still be cheaper.

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Lady-J wrote:
Calth wrote:
Casting, Wand, Scroll all produce generally the same effect (wand uses its caster level not the users). Potions only affect the drinker.
^this so in clasifications of usefulness its scrolls,wands and then potions

Wands would be more useful than scrolls. Both would have the same stats (caster level/duration/number of targets). A wand of a 3rd level spell does cost 11,250gp, but with 50 uses each use only effectively costs 225gp. A scroll of a 3rd level spell is 375gp. Wands are also easier to activate with Use Magic Device.

The only way a scroll is better than a wand is if you only want a few uses, and so don't need the 50-use wand.

I think his issue is actually with the disrupting weapon spell.

Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

That would still have no miss chance. It is part of the weapon attack itself, and wouldn't be subject to the 50% chance to fail. The spell isn't trying to affect the undead at all - it changes the weapon itself.

Something like command undead would have that chance to fail, however.

Valix Bloodlord wrote:
If I cast "Disrupting Weapon" on a +3 Greatsword and I attack an incorperal creature (A ghost) How many times do I have to roll a 50% miss-chance ? Before I have the creature roll a will save to avoid distruction ?

There is no miss chance when attacking an incorporeal creature. Incorporeal creatures ignore all nonmagical damage, and ignore half of any magical damage they take. You just simply cut the damage dealt in half.

So a +3 greatsword deals 2d6+3 damage per hit (just loking at the weapon itself with no other modifiers). Against an incorporeal creature, you roll to hit normally, and if you do hit you deal (2d6+3)/2 damage.

Inlaa wrote:

I was poking around at Bard archetypes when I noticed that both the Court Bard and Dragon Yapper get a song that reduces enemy attack and damage by 1. Since they're different songs, do they stack with one another?

As an aside, does the Dragon Yapper's yap harm EVERYONE - including allies - that hears it? If so, is there a way to keep it from affecting allies (besides earmuffs)?

They are different performances (so different sources), so the penalties would stack. However, they would need to come from separate bards - a bard can only have a single performance in effect at any one time.

And yes, from the wording used the dragon yappers yapping song does affect everyone, as it affects all those who hear it. Compare to the court bards Satire performance, which specifies enemies, not everyone.

Edit: Well, they definitely must come from different bards even if you had an ability to use multiple performances at once. You can't combine the Court Bard and Dragon Yapper archetypes as they both replace the base bards Dirge of Doom performance.

JakeCWolf wrote:

Curious as while the pistols entry says it may be use ammo to cast Burning Hands it doesn't list what it's effective caster level should be counted as, and since the ones most commonly using this nifty little toy are Gunslingers who have no caster level what is the damage?

Does it go by thier effective level? Is it treated as if "used by" a first level caster? The former seems logical yet overpowered and the later under powered for a 20k gold item.

Love some feedback. :)

All magic items have a listed caster level. That is used to determine all the effects of a magic item unless an ability specifically says otherwise.

Price 20,300 gp; Aura faint evocation; CL 5th; Weight 4 lbs.

And as a follow-up, the DC is figured the same as for all other magic items. 10 + spell level + minimum ability modifier to cast a spell of that level. So 10 + 1 (1st level spell) + 0 (need an ability score of 11 to cast 1st level spells, +0 modifier) = DC 11.

runslikeawelshman wrote:

Makes sense. Can you tell me where that quote is from?

EDIT: Never mind, I found it in the CRB. Thanks for the answer!

Just for those that might still want to know, it is the Magic chapter, under both Arcane Spells and Preparing Divine Spells.

Goblin_Priest wrote:
I'm not sure why you are looking at rifle rounds? No PF character uses rifle rounds. And the firearms that are used target touch AC: so your tower shield isn't meant to be able to stop bullets as, mechanically, it offers no protection against firearms whatsoever.

Normally, it doesn't give any protection. However, tower shields can grant cover, which does provide protection. It does require a standard action to use that way on each round you want the benefits however.

runslikeawelshman wrote:

If a spontaneous spellcaster lacks the required ability score to cast spells of a certain level, do they still have spell slots that they're unable to use or do they lack the spell slots completely?

More specifically, could a character who possesses an ability that requires them to sacrifice a spell slot to activate, still activate that ability if they lacked the ability score required to cast any spells?

Spell slots aren't based on ability scores, but are based on class levels. (The exception being bonus slots from a high ability score.)

Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

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