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1,793 posts. No reviews. No lists. No wishlists.


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There is a magic item that does something similar (Marvelous Pigments), but requires you to paint on a surface.

ZenithTN wrote:
I disagree. Craft check (arbitrarily say 15) X DC 12 for a simple weapon = 180 sp production a week. 180 sp is equivalent to how many 0 gp clubs? You can't answer, because it's a divide by zero. But if we were to find a close equivalent, a club studded with a penny, we could then determine that weeks production made 1800 clubs studded with pennies. 1800 / 40 hr work week = 45 CSwP an hour, or a little more than a minute each. Honestly, this is simple algebra people. There is no statement within the Craft skill as to minimum time. If you infer one, you've just put basket weavers and candle makers out of business, as they can only make one a day by that (il) logic.

Please tell me where it says the Craft skill can make more than one item at once? You can't. Because as written, you can only make one item at a time.

And there is a minimum time of 1 day, because that is all the Craft skill allows. There is no such thing as crafting by the hour, minute, or round. The minimum time is by the day. You will notice there is absolutely nothing in the skill about Progress by the Hour. The only thing you will find is Progress by the Day.

All skills have an Action section, detailing how long it takes to make a check. You will notice the Craft skill only mentions a week and a day. Not a hour, not a minute. Therefore, Craft checks take a minimum of one days time.

Does it make sense? No. But the Craft skill never has. Yet it has stayed unchanged for almost 15 years now, since 3.0 D&D. Why? Because when it comes down to it, no one cares about mundane crafting. Seriously. The game is about murder-hobos killing things for their shinies. It is not meant to simulate dung farmers or candle makers.

ZenithTN wrote:
As an aside, per crafting rules, it takes virtually no time at all to craft a zero gp item. Fearspect, your 1 wk estimate is incorrect.

Actually, no it is not. By default, Craft checks are done by the week. At best, it still takes a day if you use the Progress by the Day rules.

Even if you have +1 billion in a Craft check, it still takes a minimum of 1 day to make something.

Action: Does not apply. Craft checks are made by the day or week (see above).

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DragonMunchie wrote:
I have a question on behalf of a fledgling DM - Can you slap the half-fiend template on a demon, devil, or other type of fiend as a sort of advancement?This would probably be in addition to increasing the creatures hit dice.

Yes you can.

For that matter, you can add the Half-Dragon template to dragons to create a Half-Black Dragon White Dragon (a grey dragon? or a dalmatian dragon?), or use the Half-Celestial template to model the offspring of a Solar and Planatar angel couple.

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Mike Johnson 320 wrote:

I have a Headband +6 and Another Item giving me Int +4

Both have different skills attached to them.
Question is can I wear both Items and get the skills from both items.
I know I only get the +6 once to Int score. But the magic of the other item doesn't shut off. does it still give the skill bonus?

The bonus skill ranks you are getting are because of the boosted intelligence. Since the second item isn't boosting your intelligence any more, you should not get the skill ranks that item grants.

The answer to your questions is as follow.

The question was asked almost 5 years ago. Granted, the thread was resurrected, but that was still over a year ago. Please check the dates of the posts before replying.

JoeJ wrote:
It's good to know that it's coming, although I'm a little bummed that I have to wait that long.

You could always use the rules for crossbows, and just say that they are guns. That should work, at least until the real rules come out.

Tegnaz wrote:
Where would one find that list of safe wishes you spoke of?

In the Wish spell (and Limited Wish spell) itself. The bulleted list which contains things like duplicating spells, bringing back the dead, and undoing misfortune.

Deadkitten wrote:
I meant more along the lines of: "If you use wish to duplicate another spell, do you use the casting time of wish or the spell being duplicated?"

I figured that out after I posted my last post. Yeah, that is totally fine. You use the casting time of the Wish spell.

Deadkitten wrote:

So in a certain other thread, there was brought up a tactic of using Wish to mitigate the casting time of spells that have longer casting times than wish.

Is this possible by RAW?

By RAW? Techinally yes. Wish doesn't have limits. Just a list of "safe wishes".

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.)

Modifying another spells casting time is not one of the safe effects listed for Wish. So it is entirely up to the GM.

Though you could argue that the ability to duplicate a spell would include versions of that spell modified by metamagic feats. In this case, anything a relevant metamagic feat could do, wish could do.

Edit: Unless you mean using the Wishes ability to duplicate spells to duplicate lower-level spells without metamagic. Then yes, it is totally fine to use Wish in that way.

Zalak123 wrote:
If a Druid has enough Wisdom to get a bonus level 4 spell, can they cast it at as a level one, even though they would normally have to be level 7 to cast a level 4 spell?

You only get bonus spells of a spell level you can actually cast. So a 1st level druid doesn't have that 4th level bonus slot, and won't until he is a 7th level druid.

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the class descriptions in Classes for details.

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It does make me sad that the DMG won't be out until November 2014. I wish they would just release the 3 core books all at the same time, not 1-3 months apart.

Hey, it could be worse. For 1st edition AD&D, the Monster Manual was released in 1977, the Players Handbook in 1978, and the Dungeon Masters Guide in 1979.

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Enpeze wrote:
the layout of the basic pdf is ok, but not really phantastic. Even the simplest Pathfinder books have a more professional layout. What is really annoying that in my copy there was no index and no table of contents which page numbers.

This may change. The current Basic PDF is not the final version. They still have material from the Monster Manual and Dungeon Masters Guide to add to it. After that, they may include an index/table of contents.

Jacob Saltband wrote:
Also detect magic is a 1st level spell again.

But it is also somewhat better. 5e Detect Magic automatically senses magial auras within 30 feet of you, then you can spend an action to see the auras. In Pathfinder, you must spend one action to even determine if there are any auras within the cone, and two more actions to know where the aura is located.

SteelDraco wrote:
A heavy horse is a Strength 20 large quadruped. Checking the carrying capacity rules, we see that a Strength 20 normally has a load of 133/266/400 (for light, medium, and heavy loads). A quadruped multiplies this value by x3, and a Large creature by x2. Using the normal Pathfinder multiplication rules, this totals out to x4 (you increase the highest multiplier by one less than the next multiplier, so x3 and x2 becomes x4).

Incorrect. You don't apply both modifiers. Both bipeds and quadrupeds each have their own multipliers based on size. A large quadruped multiplies the numbers by 3, not by 4.


Bigger and Smaller Creatures: The figures on Table: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller creature can carry less weight depending on its size category, as follows: Small ×3/4, Tiny ×1/2, Diminutive ×1/4, Fine ×1/8.

Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.

Animals follow the same rules for encumbrance as humans.


A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.

For a light horse, a heavy load is 690 pounds, a medium load is 460 pounds, and a light load is 228 pounds. A light horse can drag 3,450 pounds.

For a heavy horse, a heavy load is 1200 pounds, a medium load is 800 pounds, and a light load is 400 pounds. A light horse can drag 6,000 pounds.

Jiggy wrote:
The CR system assumes a 15 point buy.

Correct. That is why it is called "Standard Fantasy" on the table. It is the standard.

+5 Full Plate gives a +14 armor bonus, not a +9 Armor bonus and a +5 Enhancement bonus. It should apply to the whole thing, reducing it to +7 AC total.

Quark Blast wrote:

So then, with 10' range increments, throwing a dagger (e.g.) would be at what penalty at 40' away? Or was it just not allowed?

I'll bet @David Haller is right, that this 30' Sneak Attack max range comes from somewhere in RPG history. Grandfathered in from 1E, which got it from table-top wargames?

Nope. 1st edition Sneak Attack was called Back Stabbing. It could only be done with a club, dagger, or sword attack delivered to the opponents back. Not ranged weapons.

The wording on the ability in 2nd edition implies only melee weapons can be used to backstab.

As far as I can tell, the 30' limit was first added in 3rd edition.

Chess Pwn wrote:
2) no you can't, but if your DM allows for it you can.

There is absolutely nothing in the rules what so ever that prohibits further enhancing specific magic items. It is just harder to do, because not all magic items follow the pricing formulas and so adding additional abilities on top of what the item normally has isn't always clear cut.

It is prohibited in Pathfinder Society, but that is only because all item creation is prohibited.

Quark Blast wrote:
And what @DavidHaller said. Anyone have the 1E books handy?

2nd edition had 2 movement rates: one for inside, and one for outside. Outside, you could move your movement rate in 10s of yards per minute. Inside, in 10s of feet per minute. Human speed was 12, so 120 yards (360 feet) per minute outside, 120 feet per minute inside. That works out to 36 feet per 6 seconds outside, 12 feet per 6 seconds inside.

I'm pretty sure 1st edition was the same.

I think the idea is, at least in my opinion, you save your actual spell slots for special moments. Most of your actual attacks would be with your cantrips, which do scale automatically (eventually reaching 4d8 or 4d10 damage). Actual spell slots would them be saved for things like area damage, buffs, or miscellaneous spells (like Knock and Comprehend Languages).

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5e is still similar enough that conversion can be done relatively easily. No need for an "official" conversion.

Besides that, its generally not a good business model to actively support your competition in the market.

FuriousManwich wrote:

So very simple question, but it seems like an oversight,

I'm not sure how this slipped by me so long, but does it really mean radius in spells? Take silence for example, 20 ft radius would mean 40 ft diameter or something like ~1256sq ft. That just seems like an overly large area.

This may get this moved to House Rules, does anyone else substitute diameter?

Yes, they meant radius. When casting an area spell, you choose the center point and measure out from there.

At will abilities have no daily uses. They are unlimited.

Mortalchuck wrote:
I am currently GMing for a party of 5, and I have a Drow who was adopted by humans but took the Drow Nobility trait. As of that, he is able to use a number of abilities at will like Deeper Darkness, Faerie Fire, and others. I was wondering if these abilities are something like once a day? It seems a little bit absurd that a Drow who takes the nobility trait gets so many abilities because of that.

Do you mean this section below? Or do you mean the Drow Nobility feats? I can't find a Drow Nobility trait. Anyway it goes, how often the abilities can be used is listed.


Drow Noble Characters

Drow nobles are defined by their class levels—they do not possess racial Hit Dice. A drow noble's challenge rating is equal to her class level. Drow nobles possess all of the racial traits listed above for drow characters, plus the following.

+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.

Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.

Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.

No limit on Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, or Levitate.

1/day for Divine Favor, Dispel Magic, and Suggestion.

Some Random Dood wrote:
D20DM wrote:
I just asked a similar question a minute ago, this may help. If all attacks are primary...does the multiattack feat help, it doesn't seem so.
Doesn't multi attack just lower the penalty on secondary attacks? If so, then it would do nothing if all your attacks are primary.

But using a manufactured weapon and natural attacks makes those natural attacks become secondary attacks, so the feat can still be of some use even if all your natural weapons are usually primary.

Rathendar wrote:
The only benefit Multiattack would give you is that it would reduce the penalty of adding in natural attacks when wielding a weapon at the same time.

Just to quote the relevant part:

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.

Adoril Recond wrote:

+2 per item

is that +2 gp per bolt or per package

Per individual piece of ammunition.


Ability Score Bonuses

Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.

Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.

Dexterity: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The bonus also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and your Combat Maneuver Defense.

Constitution: Temporary increases to your Constitution score give you a bonus on your Fortitude saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.

Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.

Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.

Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

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Darksol the Painbringer wrote:
Assuming you have Natural Spell, you could use this on yourself, but enjoy being squishy...

Won't work. Polymorph effects do not change your creature type, and Pup Shape only works on animals and magical beasts.

Opalescent Obelisk wrote:

I'm confused on what drain damage is and how it works. For example, Demon Fever caused 1d6 CON damage, target must make a second FOrt save or 1 point of the damage is drain instead.

What does the drain damage do?


Ability damage causes penalties to appropriate checks. Ability drain actually reduces the ability score, which can cause things like skill point loss, changes when the character dies at negative hit points, and everything else modified by the ability score.

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Paul Murray wrote:

Is hovering a move action? Does this mean that you cannot take a full-round attack while flying? It makes sense, I suppose, and explains why dragons land on the ground to fight adventurers. It creates a bit of a quandry for air elementals, though, who are always flying. But then again, they don't use wings. But neither to PCs using the fly spell.

What I'm asking is: can a PC using a fly spell just sit there hovering in midair and make full-round attacks as though they were standing on the ground?

Most (if not all) skills contain a section detailing what kind of action is required to use the skill. For Fly:

Action: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.

So yes, you can hover and make a full attack.

You can "turn more than 45° by spending 5' of movement", and "Turn 180° by spending 10 feet of movement". 180 is greater than 45 - why can't you just spend the 5'? Is there some errata to the effect that 5' will buy you more than 45° but only up to 90° or 135° or something?

There doesn't need to be errata. If you turn more than 45 degrees, you spend 5 feet of movement. If you turn 180 degrees, you spend 10' of movement.

When you sacrifice 5' of movement to turn, do we assume that this 5' does not count towards the requirement to move at least half your movement to stray aloft? I suppose so, otherwise you could hover by just spinning in place.

Correct. You are sacrificing movement, not actually moving. Only actual movement counts.

The fly spell states that it "requires no more concentration than walking". I read this as "it requires no more concentration to fly than a creature with a fly speed needs". That is, you still need to make fly checks when you are flying with a spell.

Correct. But note you only need to make Fly checks when performing a complex maneuver. Regular movement and gentle turns (less than 45 degrees) do not require checks.

blackbloodtroll wrote:

Whoah. Check this:

Pathfinder Core Rulebook Page 459 wrote:

Magic Items on the Body

Many magic items need to be donned by a character who wants
to employ them or benefit from their abilities. It’s possible for
a creature with a humanoid-shaped body to wear as many as
15 magic items at the same time. However, each of those items
must be worn on (or over) a particular part of the body, known
as a “slot.”
A humanoid-shaped body can be decked out in magic gear
consisting of one item from each of the following groups,
keyed to which slot on the body the item is worn.

*cut for space*

Not only did they add Shield as a slot, Pathfinder separated the head slot into 2 (Head and Headband), and the Chest slot into 2 (Chest and Body). So you can now wear magical armor and magical robes in Pathfinder, as well as a magical headband and magical helmet.

Robert Young wrote:

A spell like this one requires you to choose a grid intersection as a point of origin, and then have the spread measured from that point.

The question then becomes how much leeway you have regarding multiple squares you may occupy due to your size.

This is correct.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

Since the spell must start from an intersection, you choose which intersection this is. That includes any that are inside the creatures space, as well as those on the edge (creatures of medium size or smaller only have intersections on the edges of their spaces).

No FAQ entry, but here is a post from James Jacobs. Hardly official, but its the closest thing we have.


From page 214's discussion on area. For an emanation, you pick the spell's point of origin and measure its effect from that point. This is a grid intersection.

For an antimagic sphere, which has a radius of 5 feet, you pick a grid intersection and the effect emanates from that intersection for 5 feet. This gives you four squares of protection (see the "5-foot radius" spell area on page 215.) If you're Large or smaller, you can comfortably exist inside your spell's area. If you're bigger, part of you will stick out.

Allowing an emanation to extend from the edge of a creature's space makes such spells more powerful the bigger you get, and since magic doesn't really care how big its spellcaster is, that's kinda weird.

It doesn't matter if it is supernatural or not. In order to overcome DR/Magic, a weapon must have an enhancement bonus of +1 or higher.

Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

So the +2 from flanking only applies to the attack roll and not the damage roll?


In that case, no. Both grant spell resistance, not improve it. As such, they do not stack, and you only get the highest value.

zauriel56 wrote:
I know there is a race that gets it but can't remember/find the alternate race trait for it. Would you be able to combine it with the Pure Legion enforcer?

Spell resistance does not stack (unless specifically noted). You only benefit from the highest amount.

Rhum wrote:
Does the Sneak attack bonus ( +2) only apply to damage roll, or it applies to Attack roll as well?

I'm not sure what you are talking about here. There is no +2 Sneak Attack bonus. Sneak Attack only adds a certain number of extra damage dice.


"The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. "

What do they mean by "Denied a Dexterity bonus to AC"? can you give me an example?

It means you don't get to add your Dexterity modifier to your AC. Several conditions apply this, such as being attacked by an invisible attacker.

Can you use sneak attack twice in a turn if you attack with both daggers?

You can apply Sneak Attack damage to any attack that qualifies. If you have 10 attacks a round, and they all qualify as sneak attacks, all 10 get sneak attack damage.

I don't like it. Partly I think it does go too far, too early in preventing deaths. Partly it becomes another "must carry" spell for clerics, forcing them more and more into the healbot mode, at least if it isn't reliably available as potion or scroll. It's just too necessary as an emergency spell to not have ready at all times.

Well, Revivify is a domain spell for the Life domain (which is focused on healing). So those clerics won't have to prepare it at all, as they get it for free. Other clerics would have to prepare it if they wanted it, however.

For that matter, so is Cure Wounds. So a healbot cleric won't have to prepare the healing spells, as the basics ones are prepared for free anyway.

thejeff wrote:
Logan1138 wrote:
As I more deeply read the Basic rules and see the previews of the PHB classes, I am becoming less and less enchanted with 5E. The power level of PC's just seems far too high for my tastes. In addition, I just saw a 3rd level Cleric spell Revivify that allows a Cleric to raise the dead! So, once your party has a 5th level Cleric, permanent death is pretty much a thing of the past.


If it's like the old version, it's basically Breath of Life - works only within a round of death, so it's hardly like permanent death is a thing of the past.
It is lower level though.

It is in the Basic PDF. Has a 300gp consumable material component.

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

And don't think of it as bringing them back to life. Think of it more like when, on television and movies, you see someone perform CPR or use a defibrillator on a seemingly dead person, and they come back. You weren't dead. Just mostly dead.

shumatsu wrote:
I didn't think to mention this, but we have always ruled that polymorph effects do change the type here. Because in all seriousness, Pazio messed up on that one. (think about becoming a bear. The spell gives you the exact body as a bear, blood and all, so there is no possible reason that a poison that only effects bears shouldn't work on it because it is "officially" a human, because the bear body would still be affected.

No it doesn't.

Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor.

You may look like a bear and have some of the abilities of a bear, but you are not a bear. You do not get the exact abilities of a bear, you get lesser ones. If you actually became a bear, you would have the bears exact stats, not get a bonus to yours.

That being said, if a polymorph effect changed your type to animal (and by the rules, it doesn't), then yes the druid would receive the bonus.

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Halfway-Hagan wrote:
James Jacobs wrote:
Legend lore is a 4th level spell for a bard, so a bard could indeed make a wand of legend lore, and a wizard or sorcerer (or anyone else with legend lore on their spell list, regardless of where that spell appears) could use that wand.

What about a 1st level ranger who techincally doesnt have the spell class feature yet and thus has no spells? Could he use a wand (without a UMD check) with say Cure light wounds before 4rth level when he not only acquires the spell but the spell class feature?

First of all, this thread died about four years ago. Please check the date of the last post (or couple of posts) before posting.

Second, yes. Wands are Spell Trigger items:

Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

A magic weapon (And for that matter, magic armor and magic shields) must be +1 before any special properties are added.

You can't have just a Returning Throwing Axe. At the very least, it must be a +1 Returning Throwing Axe.

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Vincent The Dark wrote:
It also says "Armor bonus x 5" which I don't understand.

Armor has a number of hit points equal to whatever its armor bonus is multiplied by 5. So, since full plate has an armor bonus of +9, it has (9x5=) 45 hit points. Leather armor has an armor bonus of +2, and so has (2x5=) 10 hit points.

Armor hardness varies by material. Padded armor would have Hardness 0, leather/hide armors have Hardness 2, and metal armors have Hardness 10 (15 for mithral, 20 for adamantine).

Krith wrote:
If anyone knows where the "you're not the new type" is still listed, I'd appreciate pointing it out (or anything else relevant here). Thanks

The way all Polymorph spells and effect works is you only get what is listed in the individual spell/ability, or the general polymorph effect rules. So unless an entry somewhere says "Your type changes to match the form assumed", your type does not change.

Salarain wrote:

Hello gamers,

I have a question about understanding about the the special abilities on a weapon.

When you move to attack the enemy and you hit your target. Do I get the trip effect off the weapon after damage is dealt. If not, can you explain why?

The Trip property on a weapon doesn't give you a free, automatic trip when you hit with the weapon.

In order to trip someone, you must use the Trip combat maneuver, which takes the place of one of your attacks. The only thing the Trip weapon property does is allow you to drop the weapon to avoid being tripped yourself on a failed Trip attempt.

Scoundrel the Tiefling wrote:
I'm not talking about mechanics. I'm talking about how often they have put out a new edition. 3.5, 4th and now 5th ed so soon? I think that's Hasbro's doing.

Unlikely. Hasbro probably doesn't really care about D&D, as long as it makes enough of a profit. They bought WotC to get hold of the Magic the Gathering and Pokemon card games. That is where most of WotCs profit comes from. (Well, M:TG now. WotC no longer makes Pokemon cards.)

I can't even find any D&D books, of any edition, on You would have to figure that, if Hasbro really cared about the D&D RPG, there would be something besides a Lego knockoff named KRE-O. Yet there is nothing.

(Side note: KRE-O Drizzt)

Scoundrel the Tiefling wrote:
So if you're upset with 5th ed, perhaps you're aiming your hate in the wrong direction? It's Hasbro who is ruining D&D and treating it like it needs a new edition every few years isnt it?

Hasbro does own WotC, but that doesn't mean they are the ones calling the shots about when/if a new edition is released. Hasbro probably just wants WotC to make them X-amount of money with their RPG line, and Y-amount of money with their collectible card game lines, and its up to WotC to do what they need to to meet that requirement.

Either way it goes, WotC is definitely the ones responsible for the mechanics of said RPG. So if the problem is how the game plays, that is WotCs fault, not Hasbros.

Cultair wrote:
I just have a general question about enchantments that have a just flat +$$$$ cost value, do they count against the total +10 enchantment bonuses since there are not technically a +1,2,3,4, or 5 bonus.

No, they do not count against the +10 maximum.

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