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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.
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.
You choose each time you use the ability.
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.
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:
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:
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:
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
So your Charisma is only applied once.
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.
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.
Just to post the relevant text:
Note that reducing your caster level to get a smaller sphere will also reduce the duration.
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.
James Risner wrote:
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.
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.
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.
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.
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.
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.
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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