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Jeraa's page

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CBDunkerson wrote:
Kobold Cleaver wrote:
The key flaw with becoming a vampire, though, is that it's too stupid a risk for any self-respecting mage to take. Even a sorcerer should have built up some paranoia by the time they're considering going undead. There is no way to become a vampire without initially being under the control of another...

Actually, there is.

Just use Control Undead to force a vampire with less than half your hit dice to turn you. You will then exceed its maximum control level and automatically become free willed.

Or when the 1 minute/level control undead spell wears off, you are already dead. The now uncontrolled vampire, knowing what you are attempting, then destroys your body sometime in the 1d4 days it takes you to come back from the dead as a vampire.

Fits perfectly with the last line of the spell.

Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.

theticklemonster82 wrote:

I am confused about how rage and fatigue work. Specifically with regard to the Unchained Barbarian.

"While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends."

This states first, that if you enter a rage again within 1 minute of a previous rage, the bonus HP are not replenished. Second, it states that a barbarian becomes fatigued for 1 minute after a rage ends. Third, it states that a barbarian cannot enter a new rage while fatigued or exhausted.

How exactly would a barbarian enter a new rage within 1 minute of having already raged, if a barbarian is fatigued for 1 minute after having raged, and cannot enter a new rage while fatigued?

Is this just a mistake in writing? Or am I missing something here?

There are ways to become immune to fatigue. And at 17th level, the unchained barbarian gains Tireless Rage, which removes the fatigue from the end of a rage.

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Lady-J wrote:
0o0o0 O 0o0o0 wrote:

Neither is the best undead template for a caster.

The winner is... Dread Wraith Sovereign because they get a mighty +14 to Cha. +14!

And Incorporeal but not killed by sunlight and various stuff nobody cares about - you are a spellcaster who has picked up +14 to your casting stat, you can do what you like. Just cast Possession if you want a body. Most people can't cast back because you have a very rare 12+ level SR. They can't really hit you so well with weapons either - +20 Dex and also the Cha bonus is added to AC, that's +17.

Vampires are sexy but flawed, Liches are overthinking it as usual. Just go for raw power in your undeath.

doesn't becoming a wraith cause you to lose all your class levels?

Yes, but they aren't talking about the regular wraith. They are talking about the dread wraith sovereign, which doesn't lose class levels. It does require you to spend some time as a regular dread wraith, and so lose your class levels, but you get those back once the dread wraith sovereign that created you is destroyed (Assuming you had 10 hit dice before becoming a dread wraith).

The core rulebook has the flame tongue, a +1 flaming burst longsword that can shoot a fiery ray 1/day.

Broken Crown wrote:
I like this idea, however I would tweak it so that it only stacks with similar casting types. So Divine casting capability would stack only with Divine classes.

But you can argue for it applying to all caster classes. Spellcraft works regardless of the caster classes involved, so the basics are the same between divine and arcane casting. (Knowlege (Arcana) and Knowledge (Religion) cover the specifics of the appropriate type or casting.)

You could also make mixing the types be a bonus. Either with a feat, or as something a god of magic can grant to his cleric/wizard followers (or as a benefit of the Magic domain).

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Daedalus the Dungeon Builder wrote:
And then you get people going as a Wizard 1/Sorcerer 1/Cleric 1/ Druid 1/ Psychic 1/ Witch 1/ Oracle 1/etc. because they can take a 1-level dip into a full-caster class and have all of their spells level up despite never taking another level in the class. Do you really want to deal with a character that, at level 10, has the casting power of a 10th level Alchemist, Arcanist, Cleric, Druid, Oracle, Psychic, Shaman, Sorcerer, Witch, and Wizard, with Mutagen, bombs, arcane reservoir, domains, and so on, on top of that? That's just asking for trouble (and an essentially endless number of daily spells).

Caster level has nothing to do with what spells you can cast. Class level does. Caster level only increases the strength of the spells you can already cast.

A 4th level wizard who gets a +1 caster level boost from somewhere isn't capable of casting 3rd level spells despite his newly acquired caster level 5. He is still only capable of casting 2nd level spells (The same as any other 4th level full caster), he just gets the effects from those spells as if he were 5th level instead of 4th.

So replacing caster level with your total character level will not give you any additional spells beyond what your actual class level gives. It just increases the power of your existing spells. A wizard 1/sorcerer 1/cleric 1/druid 1 (4th level character) would still only have the spells granted to those classes at 1st level, he just casts them as if he were 4th level - he would get 4d6 damage from spells that do 1d6/caster level instead of just a single d6), a spell that lasts 1 minute/level would last 4 minutes instead of 1, and so on.

Damage to ability scores can be removed at any level. (Lesser Restoration)
Damage to hit points can be removed at any level.
Diseases and poison are removable at 5th level (Remove Disease and Neutralize Poison, requires a caster level check.)
Negative Levels can be removed at 7th level (Restoration).
Death can be fixed at 7th level (Reincarnate, even from old age). Also Raise Dead at 9th level. Resurrection at 13th level can bring back people killed by death effects.

Heal can fix anything but death, negative levels, or ability drain.

Basically, everything can be healed at some point. You just need to find something that is beyond the parties current abilities.

Chess Pwn wrote:

Reincarnate can fix that.

Becoming a vampire usually isn't a choice, it is just something that happen when you lose a fight with a vampire. Becoming a lich is a choice, one any caster capable of making the phylactery can make.

Vampire have some very annoying weaknesses. Can't enter a private dwelling without permission, dies in sunlight, damaged by running water, vulnerable to pointy sticks and vorpal weapons. A lich has no special weaknesses, aside from the general weakness of undead (which vampires also have). A lich can walk into your home at will, go for a swim outside at noon, and couldn't care less about pointy sticks or vorpal weapons.

A lich is immune to cold and electricity damage. A vampire only has resistance 10 to those.

A vampire that reaches 0 hit points has only 2 hours to reach its coffin (which is roughly 9 miles max, according to the vampire entry). If it fails to do so, it is destroyed. A lich that reaches 0 hit points simply reforms 1d10 days later at its phylactery, which can be anywhere in the multiverse.

The only real benefit from choosing vampire over lich is that you can become a full vampire as early as 5th level, for free (assuming you can find a vampire to turn you). Of course, you would also be under the control of the vampire who created you, at least until his death.

If you want to become a lich, however, you have to wait until 11th level, have the Craft Wondrous Item feat, and spend 120,000 gold.

murno wrote:

I have been doing research on the rank requirements for pre-requisites and still am confused. I am seeing in some places that as your character advances you may add one point to raise a rank in a skill per level. That is standard.

But we have other things that apply points and they also raise the effective number rank such as:
It is a class skill
You take Skill focus
You have trait the impact the number

What I am basically trying to determine is for things like trick riding were the prerequisite is 9 ranks if basically you have to be 9th level or if any of these elements allow you to qualify at lower level...

The +3 class skill bonus, Skill Focus, and anything else like it is not a rank. A skill rank only ever comes from putting a skill point in a skill 9Also one of the possible options of gaining a level in a favored class). Everything else just grants a bonus on the check, but is not a rank.

If something requires 9 ranks in a skill, there is no way to get that until 9th level.

A staff with one spell is completely legal. There is absolutely nothing in the rules for staves that puts a limit or a minimum on number of spells. The language used assumes multiple spells, but nothing ever states that multiple spells are required.

Just because there are no officially made one-spell staves does not mean that it is not possible to make them.

Letric wrote:
Oh, I thought you'd get to add feats like Spell focus. I guess I won't be using it for fireball then. Besides that, it's still the cheaper option, even buying a wand is more expensive.

You can use feats like Spell Focus, as long as you have Scrollmaster. Spell Focus boosts the save DC, and Scrollmaster says you can use feats that boost the save DC when casting from a scroll.


The scrollmasters ability only lets you do 2 things:

1. Use your Intelligence score and relevant feats to boost the save DC
2. Use your caster level
Improved Scroll Casting (Su): At 10th level, the scrollmaster can cast a wizard spell from a scroll and use his own Intelligence score and relevant feats to set the DC for the spell, and can use his own caster level if it is higher than that of the scroll (similar to a caster using a staff). The scrollmaster must have already deciphered the writing on the scroll to use this ability. This ability replaces the 10th-level wizard bonus feat.

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Improved Scroll Casting (Su): At 10th level, the scrollmaster can cast a wizard spell from a scroll and use his own Intelligence score and relevant feats to set the DC for the spell, and can use his own caster level if it is higher than that of the scroll (similar to a caster using a staff). The scrollmaster must have already deciphered the writing on the scroll to use this ability. This ability replaces the 10th-level wizard bonus feat.

The scrollmasters ability only lets you do 2 things:

1. Use your Intelligence score and relevant feats to boost the save DC
2. Use your caster level

It does nothing else. It doesn't let you add bonus damage (such as from bloodline arcana, being an evoker, or the half-orc favored class option). It doesn't let you add metamagic to an already existing scroll, or reduce the level adjustment of metamagic feats.

You can craft a scroll with a metamagic feat included. But anything that reduces the level adjustment when you cast a spell does not apply, even with scrollmaster, as you are not the one casting the spell.

You may be able to prepare a selective fireball as a 3rd level spell, but when crafting a scroll it is a minimum of a 4th level spell, because any metamagic reducers you have don't apply.

Kalindlara wrote:
Jeraa wrote:
Source? Because I can't find that in the magic section of the PRD at all.
Bizarrely, it appears to be in the Combat chapter instead. ^_^

Yeah, I just found that. Stupid place for it.

Baval wrote:

I think what he means is making an attack to touch their hand so that it discharges (touch spells discharge the next time you touch someone, there is no control over that)

"If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges."

Theres no rules for doing so, but its theoretically possible. DMs call.

Source? Because I can't find that in the magic section of the PRD at all.

Plausible Pseudonym wrote:
And why is SR based on CR, so that key classes give you a bigger protective effect than the same number of non-key classes.

Because monsters (especially the larger ones) have far more hit dice than challenge rating. Take a look at the monster hit die by challenge rating table in the Bestiary. Especially at the upper end.

A CR 20 fey has (on a average according to the table) 37 hit dice. With the standard 11+ "some number" spell resistance, that would give you a SR of 31 (if based on CR) or 48 (if based on hit die). A level 20 caster would only have to roll an 11 to get a spell through the first, but would need to roll a 28 on a 20 sided die to get through the second.

Cuup wrote:

Bump. Does anyone know if this is legal?

For example:

Round 1 - activate scroll of Burst of Insight as a Standard action

Round 2 - apply Burst of insight bonus on Use Magic Device check to activate a scroll of Water Breathing as a Standard action

No. Burst of Insight doesn't have a duration, it is instantaneous - you have to cast it at the same time as you make the check. It would be useless when cast from a scroll.

Faragrim Ironhand wrote:

Thanks Chess!

Do you know of any resource that states either that or otherwise?

The feat itself? IT just says you have to move. It doesn't give any specifics or limitations on how you move, where you move, or with what movement type you move, with the exception that you must move at least 10 feet before the attack and you can't move more than your speed allows.

Azten wrote:
Ashram wrote:
- Yes, but you cannot reduce the metamagic cost in any way. Class features, feats, traits; none of that applies in regards to the metamagic modifier when crafting a spell completion item with a metamagic feat. A scroll of selective fireball would be a 4th level spell, regardless of if you have fireball as your chosen spell for Magical Lineage.

The FAQ.


Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

You aren't casting the spell when you activate a magic item. The item is. Anything that modifies your spellcasting does not work when the item itself is casting the spell.

habibo wrote:

So im looking at the mesmerist class and they like enchantment and stuff then i found this trait

Insistent Benefactor

You have perfected the art of forcing your magical boons on your allies.

Benefit: Whenever you cast a harmless spell, you gain a +2 trait bonus on caster level checks to overcome spell resistance, and the saving throw DC of the spell (if any) is increased by 2.

so enchantment's don't cause harm so does this apply to enchantments?

Harmless spells specifically say they are harmless in the saving throw entry. Mage armor, for example:

Saving Throw Will negates (harmless);

So if the word harmless appears in that spot, that trait works.

powerdemon wrote:

I'm wondering what the hardness and HP are for firarms, specifically pistols.

The chart here:
lists "projectile weapons" as 5 hp, 5 hardness. Is that it? I feel like firarms should be a little toigher than a bow or crossbow. Maybe not though with all the delicate parts....

When that chart was made, the only projectile weapons were bows and crossbows, both made from wood.

I don't know of any place that actually lists firearm hardness/hit points.

As firearms are made of metal and wood, I would assume Hardness 10, same as other metal weapons. It is true that the entire weapon isn't made of metal, but enough of it is to probably use that value. For hit points, I would just use the values for the one and two-handed hafted weapons. 5 hit points for pistols, 10 for two handed firearms.

Osmin wrote:

So...are there any restrictions?

You have to charge in a straight line (barring Wheeling Charge) but does this have to be ruler straight, or just in a singular direction? Could a flying mount start 30ft in the air, charge 20 feet forward and 20 feet down (at an angle) to let his rider hit a target with reach and then, using ride-by attack, fly up and forward (at an angle) taking them both completely out of melee range with zero penalties?

Just seems a little too juicy to be true. Working on a tiny fighter/hunter with an eagle mount and this + lance and lunge would keep both of them from ever getting hit in melee, barring low ceilings/enemies with greater than 10ft reach making AoOs/ranged attacks.

You have to continue the straight line of the charge. You can't go in another direction, so wouldn't be able to fly up. You would have to continue down at the same angle as before the attack.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Flyby Attack (in the Bestiary) lets you move, attack, then move again. But it can't be used with a charge - it only allows a standard action to be taken in the middle of a single move action. Spring Attack also lets you move, attack, then move again, but also can't be used with a charge (it is its own full round action).

A set of crystal balls also has no range and even works across planes. With two balls, you would have to holdup written notes for the other person to see. You would also need to arrange a set time to communicate or send him a message some other way so the recipient knows to be at his ball to view you.

A crystal ball with telepathy lets you communicate with any creature you view in the ball. The recipient doesn't need a ball of his own, and can communicate back.

Hunch wrote:

Hey gang,

I'm looking for either a spell or a magical item that can transfer messages over long distances. It doesn't need to be able to communicate both ways.

Any ideas?

How long is a long distance?

Message has a range of a few hundred feet.
Whispering Wind goes a few miles.
Sending can send a message to anywhere on the same plane.

The ring gate magic item has a range of 100 miles, though you are limited to passing notes to that one single gate.

DmRrostarr wrote:

When you recover ability points from the Heal skill (normal or long term care), can the points be split up or do they have to go to one stat?

Thanks to all..

Natural healing heals 1 point to all lost ability scores, or 2 to all scores with complete bed rest. The Heal skill improves that, so it would apply to all ability scores that have damage. With a successful check, the patient would therefor heal 2 points to all damaged ability scores, or 4 points to all damage scores if they had complete bed rest.

Val'Ross the explorer wrote:

Now we are talking about "when a stat applies". Does a mounted Knight with a lance and shield get the (str X 1.5) mod for a 2 handed weapon?

While we are having heated discussions. I want add fuel to the fire. With another stupid question. My GM says, NO but I disagree.

Well, the FAQ says you still get the two handed bonus for Power Attack, so you should also get the two handed bonus from Strength as well.


Power Attack: If I am using a two-handed weapon with one hand (such as a lance while mounted), do still I get the +50% damage for using a two-handed weapon?


However, the FAQ also says:


Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat?

If you're wielding it in one hand (even if it is normally a two-handed weapon), treat it as a one-handed weapon for the purpose of how much Strength to apply, the Power Attack damage bonus, and so on.

So, maybe? There is a bastard sword FAQ that says it is treated as one handed or two handed depending on how many hands you are currently wielding it with, which would agree with the second FAQ. Meaning it counts as how ever many hands you are currently wielding it with.

Kitty Catoblepas wrote:
Jeraa wrote:
Kitty Catoblepas wrote:

Oh, nice. That means that you'd not apply your strength penalty to two-handed attacks or off-hand attacks.

Strength description

prd wrote:

You apply your character's Strength modifier to:
• Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character's Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)

Yeah, I'll show myself out

Except that isn't what that says at all. Nothing about those two melee weapon exceptions says anything about removing the penalty. It just changes the bonus applied.

It says that if you use a weapon two-handed, it doesn't apply your modifier to the damage roll, but instead applies 1-1/2 your Strength bonus. If you have a penalty, you don't have a bonus. Therefore, it applies 1.5*0 = 0 to the damage roll.

This is consistent with the concept that bonuses and penalties are different and that language pertaining to bonuses do not apply to penalties (and vice versa). Or does this rule only apply when it is to the detriment of the player?

You are completely ignoring the first part.

"You apply your character's Strength modifier to... Damage rolls when using a melee weapon or a thrown weapon, including a sling."

A modifier can be either a bonus or a penalty. Rewording that sentence (without changing what it means at all):

"You apply your character's Strength bonus or penalty to... Damage rolls when using a melee weapon or a thrown weapon, including a sling."

The listed exceptions only changes the bonus part. It does nothing to change the penalty part.

Kitty Catoblepas wrote:

Oh, nice. That means that you'd not apply your strength penalty to two-handed attacks or off-hand attacks.

Strength description

prd wrote:

You apply your character's Strength modifier to:
• Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character's Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)

Yeah, I'll show myself out

Except that isn't what that says at all. Nothing about those two melee weapon exceptions says anything about removing the penalty. It just changes the bonus applied.

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And as a side note, being flat-footed only denies you your dexterity bonus to AC. Bonuses are always positive. If you have a dexterity penalty (a negative modifier), it still applies while flat footed.

Dr Styx wrote:
Animate Dead wrote:

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Just have a Contingency spell cast on you that casts Disintegrate on you when your die.

Only if you are 18th level or higher.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

And at that point, the necromancer would be able to cast wish, which can restore a destroyed body that he could reanimate. So even that doesn't really work if the necromancer really wants to reanimate you (and doesn't care about the 25,000gp cost for wish).

Centerpoint108 wrote:

(I am running a Runelords campaign, so i might make a cervitaur npc later if the region is right, or it'll be for the next campaign as potentially a player race.)

My issue with quadruped requiring large is that a lot of halls are only 1 square wide, so i don't see a centuar (who takes a 2x2) fitting into these spaces at all. I had not really noted that quadrupeds use weapons a size smaller than they are, but after checking the damage dice on d20pfsrd, this doesn't look like much of an issue, the differences seem negligible.

Thank you for the stat recommendation Dragonchess, and thank you David for the 3PP race. it looks helpful.

The squeezing rules allow a large creature to move through 5' hallways.


Squeezing: In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

To squeeze through or into a space less than half your space's width, you must use the Escape Artist skill. You can't attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

So they can fit, they just take penalties.

_Ozy_ wrote:
A dart thrown by a pixie would be 1d3-2, maximum 1. 1 divide by 2 = 0.

Which becomes 1 point of non-lethal damage.

Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.

So his point still stands. You can damage a swarm with a toothpick. It is just nonlethal damage instead of lethal damage.

I'm back to "Bad Paizo, bad!" :P

You can still blame Wizards of the Coast too. That section should of been included in the swarm traits rules, as it is something that affects all swarms. IT shouldn't of been in a separate section.

You can't blame Hasbro though, they never cared about D&D. They just wanted Magic: The Gathering and the Pokemon card game (which at the time was owned by WotC.) You can't even find any of the Dungeons and Dragons stuff mentioned on their website, aside from some Lego knock off toys (Kre-o).

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Diego Rossi wrote:
Purple Dragon Knight wrote:

Found the old wording:

"Vulnerabilities Of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks."

Edit: I think Paizo just forgot to carry over the above wording. I'm just going to assume it's still valid...

That line is missing from the D20 open source license, so Paizo couldn't port it over, and they didn't put in some text replacing that, probably to avoid problems with copyrights.

No, all of that does appear in the SRD. It is in the Swarm creature entry, not the swarm creature traits. 3.5 D&D had all swarms listed under a single swarm entry in the Monster Manual - that is where those rules appeared. Paizo decided to split the various swarms up, putting each with its base creature instead of all in a single location. When they did so, they either deliberately or accidentally forgot to move the rules that appeared in the swarm creature entry to somewhere else.

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swoosh wrote:
I like Dragonchess' suggestion, though it's worth noting that for some reason the race builder version of the centaur (and drider on the same note) lack undersized weapons for some reason.

They do have it. It is part of the Quadruped racial trait.

Quadruped (2 RP): Prerequisites: Any type except humanoid, Large size, normal speed; Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). Special: The number of legs can be increased by 2 for each additional 1 RP spent. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus.

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Selvaxri wrote:

Sipping Jacket says it can store a potion for a day.

Can an Alchemist/Inquisitor store an extract in the Sipping Jacket?

While they do have similarities, extracts are not potions. The sipping jacket works with potions, not extracts.

Disarm him, and have another creature pick it up.
Sunder it/Rust monster. (Broken magic items can be repaired and their magic restored with things like make whole, for example).
Charm him into willingly giving it up. Fey are generally good at charming people.
Steal it.

All of this would be after you try and deal with the problem out of character and not in game, as you should.

Rahnum wrote:
Any idea how you write it up? I have a Grey Render and a create undead spell. Ghoul Grey Render. What the heck transfers? Do any of the stats get boosted? Probably doesn't keep feats. Any advice?

Ghoul is a specific creature, it isn't a template. They aren't ghoul humans, ghoul elves, or ghoul grey renders. There are just ghouls.

Though there maybe a third party ghoul template out there somewhere.

Edit: d20PFSRD has this, from Classic Horrors Revisited. That could give you an idea.

Also gray renders are magical beasts, not humanoids. They wouldn't be able to rise as ghouls anyway.

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Lynceus wrote:

I keep seeing people asserting that because splash weapons deal 150% damage to a swarm, that means they take full damage from a splash weapon. But that isn't what the rules actually say. The rules for splash weapons say "A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target."

Further, "You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature."

Splash weapons do NOT say "a direct hit deals damage to all creatures in a square", which is the only way a swarm would take direct hit damage. The rules for swarms do not say "a swarm takes direct hit damage from a splash weapon, which is increased by 150%".

I'm not arguing that this is how it should be, quite the opposite, but that the rules on this are poorly written, and it's not a reading comprehension failure to interpret them in this manner. IF the intent is that swarms take direct hit damage from splash weapons, the rules have to say that. If I'm playing Pathfinder and the GM looks at the rules and says "welp, it looks like the swarm can only take splash damage", the argument of "lol obviously not the intent" isn't going to get me anywhere.

They may be coming from the fact that 150% of the splash damage is still only 1 damage. The only splash weapons that existed at the time the rule was written are those in the core rulebook. Those splash weapons only deal 1 damage on a splash. 1 x 1.5 is 1.5, but since you always round down unless told otherwise that rounds down to 1. The exact same damage as it did before the 50% increase. On the other hand, if swarms take the direct hit damage, you can actually increase that by 50% and deal more damage.

If swarms could only take the splash damage, then the rule that they take an additional 50% damage from that is actually useless. At least it was at the time it was written. I believe that there have been additional rules created since then that increase a splash weapons spalsh damage.

Many smiths put their mark on a blade to identify it. Arcane mark can do the same.

Keen edge temporarily improves a piercing or slashing weapons critical threat range. You could probably say it also sharpens the weapon at the same time (but with no mechanical effect).

Mending won't sharpen the blade the first time, but it could possibly help maintain that sharpness (as well as fixing any minor wear). Anyone with a weapon should be doing some maintenance as part of their daily down time, and a spellcasting character with a weapon could use this spell for that purpose.

zainale wrote:
do you think Prestidigitation can be used to sharpen or shape the blade on a dull sword?

No. Or more precisely, maybe, but for no more than an hour. After that it would go back to how it was before.

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

zainale wrote:
sure you can wish for a magic item or fabricate a poorly made item. those are the quick and easy way of doing something. but to create something with magic should take time and be worth that time.

Fabricate can make more than poorly made items. Quality of the finished item depends on the quality of the raw materials, and items requiring a high degree of craftsmanship can be made if you also succeed on a Craft check.

I second what Fuzzy-Wuzzy said. Just what is it you are trying to do?

Are you trying to find a highly magical way to make mundane items? If so, why? Why would anyone put that much effort into making just another mundane sword?

Are you trying to find a way to forge a magical item? The standard item creation feats can cover that. Just say the process involves "magical forging" instead of however you describe normal magical item crafting (a lot of chanting/praying, magical dusts, or whatever). The Master Craftsman feat combined with the appropriate magical item creation feat also covers this - you forge the item as normal for Craft, then enchant it. Again, this can be described as all one magical forging task.

Drahliana Moonrunner wrote:

They made a deliberate change to give differences between Golarion Elves and Forgotten Realms/ Tolkien knockoffs.

Elves in Golarion don't "trance", they sleep... generally in comfortable beds if they can manage it.

I don't think it was deliberate - the section of the D&D rules that said elves trance instead of sleep was never declared Open Content. Paizo couldn't use it. That is the cause for a lot of the minor differences between D&D and Pathfinder.

That being said, that particular part of this thread is over a year and a half old. No need to continue it.

zainale wrote:
instead of just nay saying how about you present other options?

Just pointing out some of the thing you were trying to do won't work.

There are still other options. Earth elemental miners, fire elementals to power your forges. Water elementals for quenching. Unseen servant can replace mage hand for lifting and holding the item (no tools necessary - the servant can only be harmed by area attacks, and a hot chunk of iron isn't an area attack).

But trying to do this with multiple spells is inefficient and needlessly complicated when all of the crafting can be done with a single 5th level spell (fabricate).

Magical tools exist. There is probably a spell to improve your Craft check.

i am sure the iron shards from an iron wall can be melted down and used in the process of making iron ingots.

You would be wrong. The spell specifically says the iron can not be used to make other items or sold. Probably specifically because that was an abused option in 3.5 D&D.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.

The iron from wall of iron can not be used to make things. The spell specifically says so.
Mage hand has a duration of Concentration. You can't cast another spell while concentrating to maintain such a spell. Casting another spell would end mage hand.
Magic missile can not be used to hammer anything - it can't target objects, only creatures.

1 person marked this as FAQ candidate.
TriOmegaZero wrote:

To be fair, as I understand it a torch is ineffective against swarms as well.

It's not what I want the rules to be, it's what they are.

You are correct, a torch is not effective. 3.5 D&D gives swarms a vulnerability to torch damage (they did 1d3 damage to swarms), but listed it in the swarm creature entry of the Monster Manual, not the swarm type rules. Paizo decided to split the various swarms up, putting them with their base creatures instead of a single location, and so that rule was lost in Pathfinder. It was also the location of the rule that let flaming weapons and similar deal energy damage to swarms even if the base weapon was ignored, as well as the damage from thrown lit lanterns (1d4).

Unless they moved the rule and I totally missed it.

Nofx Johnson wrote:
Ugh, I'm trying to read through all of these to actually understand DR better myself. I'm finding I still am not seeing the answer. So, adamantine weapons ALWAYS ignore DR? No matter what is after the slash? Or, now I'm seeing like the DR5/vorpal, or whatever. So....does this mean that even adamantine would not bypass DR, and ONLY vorpal would? And same for the rest, I guess. Does DR5/magic mean that ONLY magic weapons will bypass, and not adamantine? And, how about DR5/-...does that mean ONLY energy damage will bypass the DR, and not adamantine? Very confused, I have read what it says in the core rulebook, but just doesn't seem clear still. Thanks

Adamantine weapons only overcome DR/Adamantine.

As far as physical damage (bludgeoning, piercing, and slashing damage) is concerned, only the things after the slash overcome that damage reduction. DR/Adamantine requires an adamantine weapon to overcome. DR/Magic requires a magical weapon to overcome. DR/Silver requires a silver weapon to overcome. DR/Vorpal would require a vorpal weapon to overcome. DR/- is not overcome by any physical weapon (Though certain things do give the attacker the ability to ignore damage reduction, such as a paladins smite attack).

Energy damage (fire, acid, etc.) is never affected by damage reduction.

There is an exception, however. +3 weapons cound as cold-iron and silver for the purposes of overcoming damage reduction. +4 weapons count as adamantine and +5 weapons count as the appropriate alignment to overcome damage reduction as well.

Dorian 'Grey' wrote:

Does the chain of SM spells all count as one spell where employing the magical Lineage trait?

** spoiler omitted **


No, it is 9 different spells.

brodels wrote:

Quick question, the following string is taken from Koruvus' stat block (Rise of the Runelords - p36 in the anny edition):

Melee +1 longsword +4 (1d8+4/19-20), silver dagger +3 (1d4+1/19-20) mwk handaxe +3 (1d6+1/x3)

Why is the longsword italicized and what does the +1 before longsword mean?

Also, this is a mutated goblin with three arms wielding three weapons. Would he be able to use a full round action to attack an adjacent character with all three weapons?

Magic item names are italicized (as well as spell names).

The +1 before longsword means that it is a +1 magic weapon.
With a full attack, which takes a full round action, you get all your attacks. These attacks can be all against one creature, or spread out across multiple creatures.

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rainzax wrote:
Those look bigger than an ounce to me!

Damiel is an alchemist. They have various other concoctions as well.

The description of potions in the core rulebook is what says potions are a single ounce.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12.

Those vials strapped to his upper arm may be potions. Those other things could be the various alchemical chemicals and reagents used in creation the various things alchemists can do. Acid flasks, flasks of alchemists fire, and other various alchemical items are also larger than a potion (weighing 1 pound each), so that is what some of those bigger containers could be as well. And of course there is always artistic license.

Rogar Stonebow wrote:
Can you make using the spell hellmouth lash, since you treat your tongue as a whip?


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