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Also its only on a crit, and a mace is only on a 20.
The weapon he wants to put it on is a mace. Nothing stops anyone else from putting the same ability on another weapon with a higher crit range. That needs to be taken into account, as the cost of an ability does not change when you put it on different weapons.
If they have no racial hit dice, they have no caster level, and so have no spell-like abilities from green warden.
Alternatively, as they are no longer humanoid, they no longer get to exchange their one racial hit die for a class level, and therefore would have at least 1 racial hit die.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class.
After thinking about it for a bit, I'd be tempted to allow flaming and the like to be made without the safeties but natural 1's deal the fire damage to the wielder and they have to roll for 'catch on fire'. I'd also require a touch attack on yourself to avoid making a save for 'catch on fire' when you damaged yourself. And so that no one asks/comments, that would totally be a house rule. ;)
Bad idea, just like any critical failure thing. It means higher level characters (the ones that should be least likely to critically fail) have a greater chance to have something bad happen, as they roll more attacks per round.
James Risner wrote:
You can hurt yourself with the weapon part, yes. But Flaming very specifically says it doesn't harm the wielder.
That was meant to mean just holding the weapon doesn't deal fire damage to you, but the way it is written says the flames can't hurt you period.
Secret Wizard wrote:
By the bolded part, I assume you mean hardness. If so, that is wrong. Bucklers have hardness 10 (they are all metal), while light shields have hardness 5 (if wood) or 10 (if metal). So bucklers are harder than some shields, and as hard as others.
Light shields do have more hit points, however. Light wood shields have 7 hit points, and light steel have 10. Bucklers only have 5.
How important this is varies. It depends on how often the GM targets your equipment. Personally, I have never seen it matter in 15 years of gaming, but groups vary.
It doesn't seem to work in Pathfinder. It would work in 3.X D&D, because you specifically had to see or hear the somatic/verbal components to identify the spell. In Pathfinder, you just have to see the spell be cast, not the components.
In the chapter with magic items, there is a pricing table.
The farming and crafting tools you mentioned would simply give a bonus on a skill check. That is worth (bonus squared) x 100gp.
Prestidigitation can clean objects, so an Amulet of Prestidigitation at will can make a nobleman look clean and tidy (though it won't help with his actual appearance, so if he looks tired it won't help). That is also covered by the table (900 gp, same as a Hand of the Mage).
Each claw is a separate attack. You don't attack a single time with both claws at once, each claw attacks separately.
As a standard, you get 1 attack (either a bite+grapple or 1 claw+grapple).
If the tiger was already grappling a foe at the beginning of its round, it gets 2 free claw attacks (from rake) in addition to the attack it can make while grappling.
Philip Sgrignoli 662 wrote:
I posted this in the rules forum because this spell should be combat applicable and no guidelines are present. On top of this, I see no rules in place for concentration checks for spells already active since the guides only account for during casting. I then posted what I did as a model. There was no home-brewing where this was used it merely was not an official pathfinder society session.
The rules forum is specifically for the actual rules of the game. This is very much a home-brewed rule, as it does not appear in the actual rules of the game.
You may also be overlooking that is is a standard action to maintain a spell with a duration of concentration.
Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end.
You can't really do anything if you are concentrating on a spell except move. Especially since you have to concentrate for at least 3 whole rounds to get the surface thoughts. That is a massive waste of actions. You are just standing there - any even remotely intelligent creature would just ignore you, making the defensive abilities pointless.
Aside from that, nothing about the actual spell scales with your level. There is no reason to make any defensive bonuses scale either. You aren't looking deeper into someones mind or getting the results faster as your level increases, it stays the same from 3rd level to 20th. The same should apply to any defensive abilities you want to give it.
DM Livgin wrote:
Correct. As written, the readied action must be the next action you take. If you take any other action first, you lose your readied action.
The Advanced Race Guide has this to say:
Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Wands don't change how a spell is targeted. Aspell that requires a touch attack still requires a touch attack when used in a wand.
The only question is how it works. Do you touch someone with the wand, or does the wand charge your hand and you touch them like that (as the spell itself would do)? I don't think the rules ever say one way or the other.
Each sphere gets a separate Reflex save and deals 6d6 fire damage.You only add the damage together after you roll the saving throw.
If you fail 3 saves and make 1save, you take 6d6+6d6+6d6+(6d6/2) fire damage. The spell will do at most 24d6 (not including anything that may boost that) if you target them with all 4 spheres.
Had they made all of their saves, each fireballs damage would be (6d6/2) fire, or 24d6/2 fire damage total.
Purple Dragon Knight wrote:
25,000gp is 500 lbs of gold, which is 8,000 oz of gold, which means, at the $1,194 per oz current gold price, that 25,000gp is equivalent to 9.55 million dollars.
That also puts a longsword (15gp, 4.8 ounce of gold) at $5,730. An axe (10gp, 3.2 ounces) at $3820. A simple backpack (2gp, 0.64 ounces) at $764. A light wooden shield (3 gp, 0.96 ounces) at $1146.
D&D gold is more common and thus less expensive than real-world gold. You can't compare the two.
Using race builder, do half-constructs get bonus hp? We had a game yesterday where a half-construct player would have been reduced to 0 hp otherwise, which would have killed him instantly so I gave him 20 hp to prevent a player death as I didn't know if he was supposed to get bonus hp.
Nothing about half-constructs say they are destroyed at 0 hit points. They are only half-constructs, they still have a half-living side, and use the normal rules for death and dying. With the exception that once dead, they can't be raised or resurrected.
Half-construct is a subtype that modifies another type (one that is not construct or undead).
Common sense. It varies on what you are trying to make. Wooden spoons would be Craft (Carpentry) or Craft (Woodcarver). Iron pots would be Craft (Blacksmith).
Every craft skill can make very simple, typical, high-quality, and complex/superior items. What skill is used depends on just what you are trying to make.
Azure Falcon wrote:
So one of my players wants to cast Wish, but you need a 25,000 Gold diamond. How big is this thing?
Somewhere between a grain of sand and a breadbox.
It is really hard to say. Gem value is based not only on size, but cut and clarity. A 25,000gp uncut flawed diamond would be larger than a 25,000gp flawless diamond with a magnificent cut.
As far as the game is concerned, gems are weightless. So not very big.
333.33gp, actually. It is mundane crafting with the Craft skill, not magic item crafting. You only pay 1/3rd the cost in materials.
The cost of a mechanical trap is 1,000 gp × the trap's Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap's Challenge Rating.
So it can actually only cost 250gp, or 83.33gp to make yourself. Still a lot for a simple hole in the ground.
i see, is there a feat to mitigate this penalty, because as it is staying hidden is really hard
The only feat I know of is for kobolds only. It reduces the penalty to -10. (Advanced Race Guide)
There is a rogue talent (Advanced Player's Guide) that reduces the penalty to -10.
The crossbowman fighter archetype (Advanced Player's Guide) gets a bonus equal to 1/2 his level on Stealth checks when sniping, which helps offset the penalty.
The cavern fighter archetype for drow (Advanced Race Guide) gives a bonus to stealth when sniping.
While not actually reducing the penalty, the Stealthy and Skill Focus feats can help offset the penalty.
Only if your Stealth check (with the -20 penalty) is successful. The success (or failure) of your attack roll doesn't matter when determining if your position is revealed or not.
As written, the feat does nothing. It allows you to ignore up to -5 in distance penalties, except distance doesn't give a -# penalty. It increases the DC instead.
Whoever wrote the feat was most likely thinking of the D&D Spot rules, which did give a -1 penalty on the check per 10 feet of distance.
Looks like it is. Wouldn't be the first time a feat did nothing.
If no other action is stated, it defaults to a standard action.
Absolutely nothing about Detect Magic says anything about glowing. You just know if something is magical, there is no visual indication. As such, only those things that specifically say they glow under Detect Magic glow.
By a strict reading of Arcane Mark, only invisible marks glows under Detect Magic.
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
It specifies invisible marks glow under Detect Magic. No mention is ever made of visible marks glowing, so the default rules apply - Detect Magic doesn't cause anything to glow unless its specifically says so.
Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.
It is an attack. It has a range. It is a ranged attack. It is not a ranged weapon attack, but it very well is a ranged attack.
Causing harm indirectly does not break invisibility. The trap is attacking, not the invisible creature who triggered it. The spell itself even says it is acceptable.
Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.
But do remember that crafting the wand at a higher caster level does increase the cost of the wand.
Wands cost (caster level x spell level x 750 gp), or half that to make. A normal Wand of Fireball (caster level 5) is worth 11,250 gp. A caster level 10 wand of fireball is worth 22,500 gp.
Magic item saving throws are always based on the minimum ability score needed to cast the spell.
3rd level spells require a minimum core of 13, which is a +1 modifier. So a wand of a 3rd level spell has a DC of 10 + 3 (spell level) + 1 (ability modifier) = 14.
Staffs are the only magic item that operates differently.
In official rules, there's nothing that officially has 'Good BAB' or '3/4 BAB'. At least, not that I know of. Perhaps monster rules may have something? So you couldn't refer to a 3/4 BAB class or a 1/2 BAB class without first defining what those are, which takes up quite a bit of page space.
In the Bestiary, the descriptions of the various creature types do include "Base attack bonus equal to 1/2 total Hit Dice (slow progression)", "Base attack bonus equal to 3/4 total Hit Dice (medium progression)", and "Base attack bonus equal to total Hit Dice (fast progression)."
So there are references to slow, medium, and fast progression BAB as well as 1/2 and 3/4 fractions.
Gregory Connolly wrote:
Mage Armor helps with incorporeal attacks, though not with incorporeal touch attacks.
Mage Armor does help with incorporeal touch attacks.
Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.
Is there some actual mechanical/legacy (as in dnd throwbacks) reason that create water is so silly? Practically infinite potable water is definitely not something someone should be able to get with a single cleric level
It wasn't quite as bad in D&D. Cantrips weren't useable at-will. Though you could still put it in an at-will magic item.
At least the water disappears after 24 hours in Pathfinder. You don't have to worry about someone trying to flood a dungeon with it.
Vampires frightening animals would make it kind of hard for the vampire to use its Children of the Night ability.
On the other hand, it is harder to get animals to attack undead, according to the Handle Animal skill. So that implies animals don't like undead.
And some undead do have an unnatural aura, but vampires aren't one of those.
Something has been missed in calculating the area. A spell can never extend beyond its range.
A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell's range is the maximum distance from you that the spell's effect can occur, as well as the maximum distance at which you can designate the spell's point of origin. If any portion of the spell's area would extend beyond this range, that area is wasted. Standard ranges include the following.
At9th level, the range is 190 feet. At most, the ice field would be a circle with a radius of 190 feet, for a total area of about 113,000 square feet.
Edit: Nevermind. That was mentioned in the very first post.
For those doing the calculations, remember 1 important part: the ice does not expand toward the caster. So the ice isn't expanding in a circle or equally on all sides of a square. (Unless of course the caster stands in the middle of the area for the duration.)
Each round on your turn, the sheet of ice grows 1 foot in all directions except toward you.