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bbangerter wrote:
Note also the sorc should have the eschew materials feat, gained at 1st level just for being a sorc, so for the sorc a component pouch is not needed or useful.

Eschew Materials only removes the need for non-expensive material components.It does nothing for non-expensive focuses, which are also included in the pouch. Plus the pouch gives the character a place to store your expensive components/focuses.

So even sorcerers should carry a pouch.

From the FAQ:


Cleric domains, sorcerer bloodlines, wizard schools, and certain other class features give spell-like abilities that aren't based on spells. What's the effective spell level for these abilities?

The effective spell level for these spell-like abilities is equal to the highest-level spell that a character of that class could normally cast at the level the ability is gained.

For example, a 1st-level elemental bloodline sorcerer has elemental ray as a spell-like ability. Because a sorcerer 1's highest-level spell available is 1st, that spell-like ability counts as a 1st-level spell. A 9th-level elemental bloodline sorcerer has elemental blast as a spell-like ability. Because a sorcerer 9's highest-level spell available is 4th, that spell-like ability counts as a 4th-level spell.

TyrodBoshi wrote:

Can anyone get definite info on if you can actually use rapid reload and rapid shot together using a heavy crossbow?

I think that you can use it but need definite proof as there is some pushback from my friends..
Im at 3rd level now.

No, you can't. Reloading a heavy crossbow is normally a standard action. Rapid Reload only reduces it to a move action. Rapid Shot is done as a full attack - a full round action. You can't normally do a full round action and a move action in the same round.

In order to use Rapid Shot with a crossbow, you need to get the reload time down to free action.

Chilichici wrote:
And if we take the guardian, why does it first say +1 for wep enchantment, then +10/+5? Shouldent I calculate with the +1 also then or is it already in the +10/+5?

The +1 (or any other +#) before the weapon means that it is a magic weapon. In this case, it isn't just a normal scimitar, it is a +1 keen scimitar. The +1 is already included in the given statistics. Any bonus that applies at all times is already included - you would only need to do the math is the monster has an ability it can turn on or off, like the Power Attack feat.

Chilichici wrote:
And I really don't get why there is a +10/+5? Why both? Can he attack twice or?

Yes, it does mean he can attack twice with a Full Attack action.

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Chilichici wrote:


I'm New to Pathfinder and roleplay games, I was thinking about a thing when I played with My friends who also are New to this.
When a creature should roll against someone AC, I believe he should have some kind of bonus on the D20 roll?

How should I calculate to get the correct attackroll bonus?

Regards, Chilichici

The monster in the Bestiary already have the number calculated. For example, the typical orc has:


Melee falchion +5 (2d4+4/18–20)

Ranged javelin +1 (1d6+3)

So when making a melee attack, the standard orc uses a falchion. When making the attack roll, you roll the d20 and add his attack bonus, in this case +5. If the attack hits, the damage rolled is 2d4+4. The attack is a possible critical hit if the die itself comes up as an 18, 19, or 20.

Likewise, the standard orc uses a javelin as a ranged weapon. When attacking that way, you only add +1 to the d20 attack roll. The damage is 1d6+3, and since there are no numbers after a slash next to the damage, a critical hit is only threatened if the die itself comes up as a 20.

For monsters you make yourself, their attacks are calculated the same way as a player characters attacks are. Unless noted, all creatures follow the same rules for everything.

Cloudyshine wrote:

So my friend is gonna retrain all of his Class Levels, and I can't find anywhere if he should re-roll his hit points, or if it stays the same.

The hit dice is the same as before for 9 out of 10 levels, so should he just re-roll the one that changes?

His class is a 3rd-Party Class called the Armiger, and they treat anything rolled below 6 on a Hit Dice as an automatic 6, giving them on average more HP than someone with the same Hit Dice. So since it's different in that sense, should he re-roll all hit dice?

When retraining, you lose all benefits of that class level. So yes, you lose the hit points for all those levels that you are removing, and roll for the new class levels as normal.

The example in the book:

Example: Mark is playing a ranger 5/rogue 2, and has decided he'd like to retrain one of his ranger levels into a rogue level (so he has to find a 3rd-level rogue). When he completes the training, he immediately loses all benefits from taking ranger level 5 (base attack bonus, saving throw bonuses, Hit Dice, hit points, skill ranks, and class features), then gains 1 level in rogue, immediately gaining all the benefits of rogue level 3. Mark's character is now a ranger 4/rogue 3. This retraining did not change Mark's 7th-level feat.

Gray wrote:
If a giant uses a sling does it increase the range? What about a huge creature? I would think that the range increases, but maybe I'm wrong. Please let me know if there is an official ruling on this that I'm missing.

Nope. Range is not based on size. It stays the same. And yes, that does mean some creatures can attack an enemy further away when using a reach weapon than they can throw a weapon. (A colossal creature normally has 30' reach, which becomes 60' with a reach weapon. He can still only throw a dagger a maximum of 50 feet.)

Gallant Armor wrote:
It seems like it lets you craft without the feat similar to Master Craftsman

Master Craftsman does not let you craft items without the relevant feat (Craft Magic arms & Armor or Craft Wondrous Item). You must still take those feats. Master Craftsmans just lets you use ranks in a relevant Craft skill to meet the prerequisites of those two feats instead of requiring a caster level.

Ryan Freire wrote:
GM Rednal wrote:
It's true that at a certain point, it's really not that useful of an item. XD I don't think that's enough damage to hurt most objects, so you can't even wear barriers down over time with it.
I thought magic missile couldnt target objects. Maybe that was an old 3.0 faq or something tho

You are correct. Magic missile specifies it targets creatures. It can't be used on objects.

It lets you make mundane items by using the magic item creation rules. Instead of making a Craft check for each week of progress, you simply make 1000gp of progress per day on the item. So instead of a couple of years spent to make adamantine full plate with the normal Craft rules, you can get it done in just a couple of weeks.

It is a magical ritual to speed up mundane crafting, but with an increased cost (1/2 the item cost in raw materials instead of the normal 1/3).

Air0r wrote:
Garbage-Tier Waifu wrote:

We also have a similar spell to this effect in Stone Call, which does 2d6 damage in an area with no save or even spell resistance. I'm not sure if a psionics level 2 power is equivalent to a 2nd level spell, but It isn't unprecedented in Pathfinder's spell lists.

It does seem reasonably strong for level, though, given that it's a 3d4 without a save, and an equivalent Burning Hands does as much damage. In addition, it seems to be scalable, and without a limit as well. Given I have no idea how psionics work I can't really comment but at the very least it fits with what Paizo deems suitable for a 2nd level spell.

Just felt it important to point out that the limit of scaling is this: You cannot spend more Power Points on any one effect than your manifestor level.

It is still "without a limit" of sorts. Most spells put a cap on damage (like 10d6, for fireball or 5 missiles for magic missile). Psionics doesn't generally put an artificial limit on things like that - you could theoretically pump the power up to dozens of d6s or missiles, provided your manifested level was high enough. Even if you had a caster level of 100, your fireball would still only do 10d6 damage. A psions energy ball (with the same 100 manifester level) could do 100d6 damage.

Yes, manifester level is a limit, but so is caster level. Psionic powers do way with the cap on damage magic has, however. So it is in effect, limitless.

The Rust ability changed between 3.5 D&D and Pathfinder.

3.5 D&D wrote:

Rust (Ex)

A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

The Pathfinder ability makes no mention of that (as GreyYeti posted), though the description of the monster still indicates it.

Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.


As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple)

In order to constrict, you need to be grappling. With reach, grappled creatures are moved so they are adjacent to you. You can't constrict at range.

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Quintain wrote:
Remember that it does piercing damage. So, any applicable DR will apply to the effect.

Slashing, but yes. It also does less than normal damage (d4s instead of d6s), with a small area (15' cone). So the fact it doesn't have an attack roll or saving throw is somewhat balanced out.

Just raise its 12 Strength to 13. Then you don't have to recalculate or change anything, the rest of the creature would stay the same.

_Ozy_ wrote:
Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells).
What's the difference between a wizard and a sorcerer spell? Are there any that are on one list but not the other?

At least one (Mnemonic Enhancer). I'm not sure if there are any others, however.

Edit: And indeed there are. Blood Transcription and Mage's Lucubration.

Saethori wrote:
JDLPF wrote:
Neither Detect Magic or Spellcraft contain wording to let you identify supernatural abilities. They also don't identify auras on spellcasters.
Detect Magic wrote:

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

What does Detect Magic do, if it cannot detect magic? The spell even outright tells you that, yes, you can identify the schools of auras on creatures. If a person has a magical aura on them, Detect Magic specifically states you can detect it. And supernatural abilities are explicitly stated as magical.

The spell only detects functioning spells and magic items. IT doesn't detect all magic.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Supernatural abilities are neither of those. Detect magic does not register anything for those.

Kamarok wrote:
I understand how the javelin of lightning works except for one thing: When it hits, it creates a 5d6 lighting bolt (with a link to the spell). It doesn't seem to indicate that the damage only affects the target. Does that bolt shoot forward away from you, or come back toward you? The bolt in the spell is 120 ft long, is this bolt that long? If it comes back toward you, does it stop before it hits you, or continue on past you (assuming you didn't throw it 120 ft before it activated) causing you damage? I couldn't find any discussion on this anywhere so here I am. Thanks for the help.

The javelin doesn't become the lightning bolt when it hits - it becomes the bolt as soon as it is thrown. You target it the same way as you do lightning bolt:

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

It makes a 120' line from you to the target (and beyond, if the target isn't 120 feet away).

The weapon is just a 1-use lightning bolt spell.

Klorox wrote:
Tiny armor does not give half the bonuses, the table you quoted is for prices and weights... a tiny creature in full plate will have the same AC as a medium one also in full place, given corrections that tiny has an AC bonus and that the tiny creature may have more dexterity than the medium one (yeah, dx bonus in full plate does not go far, but still)

Read the table again. There is a star (*) by "Tiny or smaller" that means, if you read the bottom of the table, that those armors receive half the normal armor bonus.

Vince Frost wrote:

Put on a medium sized woman shirt, then put on a 2x large sized men shirt.

Both are sized for a medium sized creature in Pathfinder terms, but feel and acts very differently. This is why you don't wear some thing not sized for you.

Shields are also weapons and are strapped on not worn. The AC would stay the same no matter what size. Just damage and weapon size would change. Light/1-handed/2-handed. Look up inappropriate sized weapons for more details.

To Fuzzy-Wuzzy, those are price and weight guides, not AC and rule for wearing inappropriate sized armor.

There are no rules for inappropriate sized armor.

That isn't the question at all. IT isn't about a Medium-sized user wearing a Large-sized suit of armor. The question is why does an ogre (or a titan) receive the same defensive bonus from their appropriate size armor then a human does wearing his appropriate armor. Why is full-plate designed for a colossal creature (presumably being thicker) no more protective than full-plate designed for a human?

Because even if the armor gets thicker, the gaps between plates/links does so as well.

For shields, it isn't as clear. Why does a Medium-sized shield grant the same defensive bonus as a Large-sized shield that is thicker and much larger?

Ultimately, the answer is "because the rules say so".

JiCi wrote:

Ever wonder why a large fullplate grants as much protection as a small one?

I mean, weapon damage scales up or down, so why not armors and shields? A Huge breastplate is certainly thicker, thus more durable, so...

Larger armor also has larger gaps to attack through.

Ferious Thune wrote:

The way I've always thought of it is if a line like blade barrier crosses a square, then it affects a character in that square. I have no problem with putting a blade barrier along a Grid line, but then it is not crossing any squares. It is on the edge of the squares, and so it would not affect anyone unless they pass through the barrier. If you want to drop it on someone, it has to be in the middle (not absolute center) of the square, otherwise it is not crossing an occupied square.

EDIT: "If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall." Creatures are not on the edges of squares. Creatures are in squares. It's fine to place the barrier on a grid line to split a 10 foot hallway, but it's not going to cause anyone to make a saving throw, and it's not going to damage anyone, unless they pass through it.

Except it can still be in the middle of a creatures space even if it does fall along an edge of a square - creatures larger than medium size have grid lines running through their spaces.

So that bolded part can apply in either case (the middle of the square or the edge), and is not an indication of the spell working either way. Either way you rule the spell to work (middle of a square or the edge), that line would still work.

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Java Man wrote:
Philo Pharynx wrote:

If they had DR/Magic, then their attacks could hit incorporeal creatures, but since they are weak and only have DR/-, they cannot harm them.

but burn is still (Ex), so it's normal fire.

I thought having DR/magic let you bypass DR/magic, not that it allowed you to count as magic for other purposes as well, am I missing something?

The rules from the Bestiary:

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

Koi Eokei wrote:
rules for familiars wrote:
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.

Basic statistics, so I'd say no to swapping out feats.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Is toughness an effect?

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

So, that would make me believe toughness is a no go. Hit dice aren't considered for familiars, period.

Best case scenario, you'd get a whopping 3 more hit points.

Share spells; cast false life or greater false life on your familiar and move on.

Toughness itself is not an effect. It is a feat. But what is the effect of the toughness feat? The effect is you gain 3 hit points, +1 per additional hit die beyond 3. So the effect of Toughness is tied to the number of hit dice. As such, the masters level would increase the number of hit points a familiar gains from the Toughness feat.

If a familiar can benefit from the Toughness feat, it would use the masters level as its effective number of hit dice, and gain an appropriate number of hit points.

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Corvo Spiritwind wrote:

I'm still curious about the grid line thing. If it's a wall along the grid lines, then how do you summon it on top of someone?

Blade Barrier wrote:
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
So it either fills a square like and affects those inside, or it starts in a square and magically skips half a square onto a grid line, or it starts on a grid line and affects all squares it touches?

Creatures larger than Medium sized. Or a diagonal line (basically, you pick two intersections and draw a straight line between them).

Driver_325yards wrote:
I really don't know, but can you eat 30 goodberries at once?

It would depend on the type of berry. Can you eat 30 blueberries at once? 30 strawberries?

But as you can only get healing from 8 berries on any given day, eating 30 wouldn't do anything extra.

Wheldrake wrote:

Isn't this really an irrelevant discussion since familiars also don't ever gain feats? I can see where on some rare occasions you could argue about swapping a feat that an improved familiar has for some other feat... but whether improved or vanilla variety, familiars just don't ever gain feats, do they?

Or am I missing something?

As I posted before, all familiars (improved or not) do have a feat. Becoming a familiar does not cause the creature to lose the feats a normal creature of its type has. So all familiars have a feat they can potentially swap out for Toughness. And there is at least one familiar that can gain feats (the familiar for a beast-bonded witch).

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Ckorik wrote:
JDLPF wrote:
A wall must be in a straight line or circular if the rules allow it. Other shapes, including having it zig-zag across the hall back and forth, aren't rules legal unless the spell is shapeable.


I'm not finding that rule (that a wall must be a straight line) anywhere I look.

On the flip side people have made wall of ice/stone/iron horizontal for decades. I'm not seeing anything that couldn't make the blade barrier 'wall' vertical - did anyone try to duck? A horizontal blade barrier would fill the entire hallway.


(S) Shapeable: If an area or effect entry ends with "(S)," you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

The wall spells can be made horizontal or vertical, as the spell only cares about the total area. It gives no limitations on orientation.

Blade barrier, on the other hand, specifies the barrier is 20 feet tall and is vertical. You can't make it a horizontal plane of blades.

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

TheZombiePunch wrote:
How would the familiar pick up toughness? I know they can share Combat feats with an Eldritch Guardian or Teamwork feats through the Valet Archetype. Since they don't get feats themselves I'm curious how it would snag toughness anyway. Would love additional traits on one of mine but couldn't figure out how to do it.

All familiars have a feat.

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

Like any other creature, it can choose its feats. The feats listed for an animal are simply the typical choice.

In addition, the familiar of a beast-bonded witch can gain feats. Instead of the witch gaining a feat at the appropriate level, she can instead have the familiar gain a feat.

Fuzzy-Wuzzy wrote:
I believe they're referring to the "Creating Magic Whatever" sections here that all say something like "Skill Used in Creation: Spellcraft or Craft (armor)." Sadly Craft(alchemy) is only cited for potions.

Not quite correct. Wondrous items say:

Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.

Craft (Alchemy) could be an appropriate Craft for some wondrous items, such as elixers, ungents, ointments, silversheen, marvelous pigments, universal solvent, sovereign glue, or any other liquid/paste wondrous item.

You could also justify it for other wondrous items by saying you soak the components in some sort of alchemical bath during creation, though that would be up the the GM.

Sorrol wrote:


I'm trying to create my own magic items...

After trying to make some items I got confused...

The table for item costs is says:

2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

When does this come into play? Because when I look at all their premade magic items they never calculate that...

Sometimes their premades dont match up any of the magic item creation rules whatsoever...


The minor cloak of displacement uses that formula. 2 (Spell level) x 3 (Caster level) x 2000 = 12,000gp. Duration of the blur spell is 1 minute/level, so x2 for being continuous = 24,000gp.

That formula should only be used when no other formula applies. For example, you wouldn't use it to price an item of continuous mage armor, you would use the regular magic armor pricing formula.

That being said, the formulas are the last place to look when pricing an item. You always compare to existing items first. Even if the formula is used, many items have had their cost modified (either increased or decreased) to be more balanced. Some were just given prices based on what the developers at the time thought sounded right.

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Ring_of_Gyges wrote:

Grinding a diamond suitable for use in jewelry to dust should destroy almost all of its value.

This link suggests that doubling the size quadruples the value. The inverse would mean that splitting a diamond in half would produce two quarter value diamonds and result in a 50% loss in overall value. That's just one division (a 5,000gp diamond into a pair of 1,250gp diamonds). How many more equally value destroying divisions before the chunks are "dust"?

This site offers synthetic diamond dust for fifty cents a carat.

This site suggests a 1 carat synthetic diamond might cost $6,000.

Those two figures ($6,000 for a whole 1 carat diamond, less than a dollar for an equal weight of powder) support the reasoning in the division above. Grind a diamond to dust and you destroy almost all of its value. In real life, a $5,000 diamond is a lovely but ultimately unremarkable ring with a stone weighing .2 grams. $5,000 of diamond dust at the above listed price would be 10,000 carats, aka 2kg, aka ~4.4 *pounds*. That is probably a decent sized *sack*. No sane person grinds diamonds to dust, they would destroy ~99.99% of the value. To cast Stoneskin (250gp) you'd need to destroy a 2,500,000gp diamond!

What use does diamond dust have in the real world? Aside from use in grinding/cutting, I can't think of anything. In the game world, not only is diamond dust used for grinding purposes, but it has several magical uses as well. Fantasy world diamond dust is more useful than real world diamond dust, and therefor more valuable. You can't compare the two.

Kesseir wrote:

My question is regarding the specifics of some of the tricks. I'll copy and paste them here, before inquiring:

** spoiler omitted **

Now, I've dug around for a topic like this, and most are old, or simply unclear in the responses. I would like clear and defined differences between certain commands.

For instance, why take 'Watch' when 'Guard' says it covers it, right? Well, why take 'come' if 'heel' will essentially cover that? An ACom with 2 int can only learn so many tricks, and with it taking a week of in-game time to train a pet, I'm trying to move as fast as I can.

The guard trick does not cover the watch trick as well. The Guarding general purpose does. Tricks are learned either individually (the ones you listed in your post) or by package. "Guard" is a single trick, "Guarding" is a general purpose made up of several tricks (specifically the attack, defend, down, and guard tricks; wherever the "Watch" trick comes from, it isn't in the core rulebook Guarding general purpose).

Leaving a threatened square provokes an attack of opportunity. It doesn't matter where you move to - leaving the threatened square provokes.

Moving within an enemies threatened area without provoking requires an Acrobatics check.

In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.

Captain Zoom wrote:
Stephen Ede wrote:

So you're saying that those inside the rope trick can't do anything to people outside either.

That begs the question as to why don't the people inside the rope trick suffocate.
If there is no entrance then no air can enter.

This. It is the same reason you can fit 8 Colossal dragons in the space at once, but it can only fit 8 humans or 8 smurfs despite the vast difference in sizes.

Edit: I also forgot saying smurf changes your avatar...

The entrance isn't 3 foot by 5 foot. Those inside see out as if looking through a 3x5 foot window, that doesn't mean there is a 3x5 foot hole.

You are assuming there is an actual hole to throw something into, when there is nothing in the spell that actually suggests that. The fact it says window and not hole would seem to imply there isn't a physical opening at all, it just allows creatures to pass through by climbing the rope.

Alex Hey wrote:

*Passes out drinks and snickers bars to everyone* Ok, let's all take a breather here.

I've got a question. Is it possible to create a metemagic version of a page? If so, would it bypass the full round casting issue sorcerers have due to the fact that the spell is, more or less, already "prepared" in its metemagic version?

We did take a breather. Over a year ago when this thread died.

ckdragons wrote:

Can a character with multiple attacks per round declare a "full round of attacks unless the target dies after the 1st attack and then will use a move action instead"? If this is true, where may I find this rule online or in CRB? Thanks.

You don't have to decide to do a full attack until after you make the first attack. Core rulebook, Combat chapter, under the description of a Full Attack.

Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.

Ultimate Campaign has Talismanic Components.

For use as a spell component, I don't know of a list. You would have to go through and check each spell.

Atalius wrote:
I have question for when a druid is in wild shape form as a Huge Anaconda, should the damage go by 2D6 as per the "Natural Attacks by Size" table in the rulebook or do we follow the creatures actual attack as per its size (in the beastiery) which indicates an attack at Medium size of 1D4 which would scale up to 1D8 at Huge size. Is this question easy to understand?

The "Natural Attacks by Size" table is merely an average. Creatures may fall above or below those values. As such, use whatever the actual creature says.

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Genesist wrote:

Does a weapon made of alchemical silver or cold iron have to be masterwork?

I feel like I read that weapons made of special materials have to be masterwork, but cannot find the source. I know some materials require masterwork, ex: mithral or darkwood, but if it isn't explicitly called out in the entry, is it a requirement?

If it is not specifically called out as always counting as masterwork, then no. Making something out of a special material does not require or automatically make an item masterwork unless the special material specifically says so.

Of the core rules special materials, all require the item to be masterwork with the exception of cold iron and alchemical silver. Mithral, adamantine, darkwood, and dragonhide items are always masterwork.

Of the special materials added in Ultimate Equipment, blood crystal, Elysian bronze, griffon mane, living steel, viridium, whipwood, and wyroot are not automatically masterwork. Likewise, the primitive special materials (bone, bronze, gold, obsidian, and stone) are also not automatically masterwork.

Mysterious Stranger wrote:
Considering that most higher level version of a spell can do everything a lower one can what would be the point? It will not use a lower level slot so you gain absolutely nothing from this.

There may be something to gain - the lower spells generally have smaller material components. For example, lesser restoration has no costly component, regular restoration costs 100gp or 1000gp, while greater restoration costs 5000gp.

If all you have is a greater restoration prepared, but need something fixed that could be done with a regular restoration or lesser restoration, it would be beneficial if you could do what the OP is asking. But unless you have an ability that lets you do so, you can't.

_Ozy_ wrote:
Hmm, where are the pastel dragons?

Pastel dragons are simply the result of white dragons reproducing with another dragon type, resulting in offspring with a softer, milkier color than the colored parent. Additional generations (each breeding with their own white dragon) would result in softer colors.

Or possibly pastel dragons are dragons with the Celestial template.

Shonn@SagaBorn wrote:
If the answer is no to these questions. Then a mage can just write in a magical language nobody can understand. And it seems like no other mage can understand it either, unless they cast the read magic spell. This doesn't make sense to me. Unless you cast a spell to magically hide the meaning, it should not take a magical spell to decipher the meaning if you are a mage and schooled in reading the magical writings of other mages. This all seems to beg the existence of a "scribe magic" spell that I can't seem to find.

Read magic is not required to read the magical writings of others. A simple Spellcraft check works. Read magic just does it automatically.

To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

David knott 242 wrote:

I would reference the epic magic item section of the page: Belts of +8 or greater are epic items and thus cannot be made by non-epic characters. Problem solved unless your game actually reaches epic levels.

And that means absolutely nothing in Pathfinder, as Pathfinder doesn't use those epic rules.

_Ozy_ wrote:
Claxon wrote:

This isn't even possible using normal rules, regardless of caster level.

Enhancement bonuses to stats cap at +6.

Is this an actual rule somewhere? I mean, with size bonuses, alchemical bonuses, and 'normal' enhancement bonuses, you can hit +20 without breaking the rules, even before things like rage bonuses, but is there a rule saying that +6 enhancement bonus is the actual limit?

There are a few (non-core) ioun stones that boost an ability score, and specifically say they stack up to a maximum of +6. Other than that, I know of nothing else that even implies a maximum. Unless someone says that there are no enhancement bonuses higher than +6 in the rules already, so that must be the limit. But that would be wrong.

There is a wizard ability that (Temporarily) grants up to +10 to a stat. So an enhancement bonus to a stat that is larger than +6 does have precedent, at least for class abilities.

Rub-Eta wrote:
graystone wrote:
One. Swift. Action.
I never argued against this. I'm just saying that it doesn't make any sense that a Paladin can use LOH twice, but only once on himself.

A lot of things in the rules don't make sense, but that is how they work.

_Ozy_ wrote:
James Risner wrote:
Read the first post. One of the GM jobs is to not allow the system to be broken.

What is broken about following the rules?

How does a 6k wand of glitterdust break the system? Knee-jerk negative reactions are not helpful.

If you do not have Extend Spell, you can forgo the requirement and craft it at DC 16 instead.
I doubt this is true. Since the wand is casting an extended spell, you need an extended spell to craft the wand. You can't bypass this prerequisite for a spell trigger (or completion) item.

Unfortunately, the rules aren't clear.

A Staff of Power doesn't list Heighten Spell as a requirement, but 3 of the spells required are listed as heightened. So you wouldn't be able to bypass having Heighten Spell in this case.

However, the Crown of Blasting (major) does list Heighten Spell separately from the spell requirement, so you could bypass it.

Personally, in this case, I would go with how the staff lists it, as staves and wands are very similar.

James Gibbons wrote:

I'm wondering if you can mix specific magic item effects the same way you can upgrade a +1 sword to a +2 sword

for example the Lion's shield costs 9170
it's a +2 shield, which is 4000 gp of it's cost
it's a heavy steel shield which is 20 gp of its cost
that means the lion's effect is 5150 of it's cost

could I using craft magic arms and armor take a celestial shield (13,170 gp) and add to it the lion's effect for 5150?

Is it a +2 shield (4170gp) with an additional 5000gp worth of enchantments (the lion part)? Or was the lion part considered an an effective +1 bonus, so the shield is actually considered a +3 shield for pricing purposes (also 9170gp)?

Because if it is a +2 shield with an additional 5000gp worth of enchantments, upgrading it to +3 would cost an additional 5000gp (14,170gp total).

But if the lion part was considered a +1 equivalent bonus, then upgrading the shield to a +3 shield (+4 equivalent total for pricing) would cost an additional 7000gp, for a total of 16170gp.

That is why you need to ask your GM. Specific magic items don't always follow the formulas. And depending on how it is ruled they are priced will determine how they can be upgraded.

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_Ozy_ wrote:

DC is based on spell level, not caster level.

An extended spell has the same casting time as the non-extended spell, but if you're asking in general, yes. The activation time of a wand is a standard action or the casting time of the spell, whichever is longer.

Crafting wands with higher than required caster level is generally not that money efficient, so the fact that you can shave a bit off if you have the extended spell feat isn't much of a big deal.

I believe he is talking about the DC of the check to make the item in the first place, which is based on caster level of the item. Not the DC to resist the spell.

Crafting the wand at CL 12 does have an advantage over the CL 6 one with Extend Spell added in. If you had to make a caster level check for some reason the CL 12 wand would give you a +12 bonus on the check as opposed to just +6. In this case, that wouldn't help against spell resistance (as glitterdust bypasses spell resistance), but it does help if someone tries to dispel the effect on a creature.

The CL 12 one has higher saving throws than the CL 6 Extended one (+8 compared to +5). So the wand itself is better able to withstand damage. The range at which you can cast the spell is also greater with the CL 12 wand (220 feet compared to 160 feet).

So the two wands are not actually identical in their effects. The CL 12 one does have added benefits over the CL 6 Extended one. The CL 6 one is cheaper and easier to make, but the CL 12 one has a longer range, is harder to damage (as far as effects with a saving throws are concerned), is harder to dispel, and is better able to overcome spell resistance (though again, this part doesn't matter in this case).

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