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2,504 posts. No reviews. No lists. No wishlists.


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Cevah wrote:

The line "Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions." ignores the fact that (un)holy water is a potion. It is priced less because the priests choose to sell at cost as a way of encouraging use.


Unholy water is not a potion. It is not brewed with Brew Potion (instead being created by a spell), and it does not duplicate a spell like all other potions do. Unholy water is a splash weapon, while potions must be drunk (or smeared on in the case of oils) to function.

The only similarity between unholy water and potions is both are magical liquids in a container. Besides that, they don't have any thing in common.

messy wrote:

can a sorcerer (or other class with limited spells known) use a higher level spell slot to learn a lower level spell?

for example, bob the 11th level sorcerer has learned the four 3rd level spells he's allowed, but wants to learn fireball, too. can he learn fireball as a 4th level spell?

if so, is the spell treated as 3rd or 4th level for the purposes of saving throws, etc.?

From what I can find, he simply can not learn fireball. The numbers on the sorcerers spells known list are absolute - you can't exchange a higher level spell known for a lower level one.

The sorcerer class and the magic chapter make no mention of a sorcerer being able to chose a lower level spell, and the sorcerer's spell swap ability specifically prohibits it.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

He could use a page of spell knowledge to get access to fireball, however.

Renarin Kholin wrote:

just a quick double check...

I cast summon monster I at first level, how many attacks does my monster get?

The monster will stay around for a single round, so one full rounds worth of attacks. How many that is would depend on what is summoned.

K-kun the Insane wrote:

I'm putting on the finishing touches for a new character I will be playing in about 13 hours from the time I post this but there are still a couple things I could use some clarification on.

My Eidolon (I am playing an Unchained Summoner) has the Serpentine base form which grants it a climb speed of 20ft. Does it automatically get a +8 to its climb skill? Even with no ranks? The skill says you need hands to climb, so can my Eidolon not put ranks into it?

The skill chapter is written from the point of view of your typical character - one of the normal races who has hands. Anything with a climb speed can climb regardless of what the skill says. Anyone can put ranks into any skill (except Fly - that has special restrictions).

The +8 bonus is granted to any creature with a climb speed. You do not need ranks in Climb to get that bonus. (The same applies to the bonuses to Fly and Swim as well.)

This actually goes without saying. Conditions like shaken, dazzled, sickened, etc. never stack with themselves.

Not quite.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

So if the target is already shaken, a casting of spook will make them frightened.

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sisima70 wrote:
The Phrenic Scourge is an answer to your second question.

His question was 5 years ago.

messy wrote:

it is a natury spell, after all.

** spoiler omitted **

Just be happy they have it at all. Way back in 1st edition AD&D, clerics had wind walk as a 7th level spell, and druids didn't have it at all.

Authoritative Flinn wrote:
Okay, so how about they invest downtime in training them? Would it be too overpowered for them to let those dogs get the advanced template or somesuch?

Wouldn't really help much even if you could. Doesn't change the fact a riding dog is a 2 hit die animal that will die to a single fireball. Normal, non-companion mounts and pets are best left behind out of combat. They are simply too fragile to be of any real use.

So if i understand it right UMD will not help overcome the negative levels by the robe of the archmage because the mage in question have to done it before he can make the check and therefore its to late?

The Use Magic Device check happens at the exact same time as he puts on he robe. That is how UMD works - it is part of activating the item (and in this case, the item is activated by putting it on).

If the mage did not attempt a UMD check as he put on the robe, then he can not make one later as the item is already activated, and the check happens when you activate the item. However, he could remove the robe and put it on again, making the check as he does so.


So second one water walking can get drawn under water.

Are there any rules for that?
I read the under water combat section but that doesn't cover it.
Any advice?
I need to know how to handle it.
All i found you have to make a grapple check to get the target.
What i dont know is how much can the target get drawn under in one round and how is that handled?
What strength is necessary to overcome the spell as long as the grapple holds?

The grapple rules cover moving the target (in this case, dragging them under water). With a successful grapple check, you can:

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

They are normal riding dogs, and they stay normal riding dogs. Animals don't level up. Animal companions leveling up is a class feature - it doesn't apply to normal animals.

thaX wrote:
It is just as easy to round down each missile and add them together. With the maximized and empowered, each missile is doing 7 points of damage. (1d4+1 = 5 + half again (2) equals 7)

Again, that is wrong. Maximize does not interact with empower in any way. You get the separate benefits of both feats.

It is not (1d4+1 = 5 + half again (2) equals 7)
It is 1d4+1 = 5, + (0.5)1d4+1 equals 6 or 7. You must roll the dice when using empower. You do not get an additional 50% of the maximum value.

Nope, UMD won't help. The Robe has to be worn to be used. You must don the robe before you have a chance to use it, therefore before you have a chance to try UMD. Additionally, the entry specifically states they cannot be "overcome" in any way other than removing the robe.
Saldiven wrote:
You could never do it afterwards. The robe is use activated, which means it becomes active as soon as it is put on. The negative levels are gained "immediately." I believe it is made even more clear by the second bolded sentence above that a mere skill check shouldn't avoid what can't be removed by a Wish spell.

You don't put the item on then attempt to activate it. It all happens at the same time.

Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.

The Use Magic Device check doesn't let you overcome the negative level penalty. The negative level penalty would never be applied with a successful check.

Pizza Lord wrote:
I see nowhere that says force damage bypasses DR. I see nothings that says [force] counts as an energy attack. I see fire, cold, acid, electricity, and sonic. At best, you might be able to include positive or negative energies as well.

The only place that I am aware of is in the rules for performance combat.

Energy Spells and Effects: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.

Hardly definitive, but it does lump force damage in with energy damage.

Technically yes, they would all be separate rolls. This would be important for things like energy resistance, which would apply to each missile (or ray) separately. In this case, however, I don't know of any force resistance like there is for the energy types or any other effect that would apply to each individual missile, so in the end it doesn't really matter.

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Sundakan wrote:

Empowered is applied after all the rolls.

So a Magic Missile would be 1d4+1 x 1.5 (so 7 damage).

So a Maximized Empowered spell would be 4d4+4 (20 damage) x 1.5 (30 damage).

No. Empowered does not interact with maximize at all. You get the separate benefits of each.


Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Kobold Cleaver wrote:

So let's say I rolled...

4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15

Total damage would be 7+20=27?


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Each missile would do 0.5(1d4+1) + 5 damage. At 7th level, with 4 missiles aimed at a single target, that would be 0.5(4d4+4) + 20.

Maximize makes a normal missile do 5 damage. Empower adds half the normally rolled damage.

Cayzle wrote:

"Could you use greater bestow curse to change a creature's alignment?"

I say you could use regular old Bestow Curse to do so. Compare to the other curses ... changing alignment is not as powerful as some of the others. Just because someone changes alignment does not mean they will be a friend.

No, but it can strip you of you class abilities. A wizard might not care, but you could make a druid non-neutral or a paladin non-lawful good. Lawful barbarians can't rage, and clerics must be within one step of their deities alignment.

Also seeing as how it requires a 5th level spell with an hour long casting time to even give the creature a possibility of changing its alignment (Atonement), a simple 3rd level spell should not be able to force an alignment change.

GM Red wrote:

Does this mean he can accelerated climb once and then climb again as a double move, for a total of 45 feet?

If so, can he also accelerated climb twice for a total of 60 feet?

Yes, and yes.

Joey Cote wrote:
Ok, in the bestiary they put two things together that the shouldn't have. That dragons have a DR rating, and that their natural weapons are considered magic are not related to each other. Gargoyles, as an example, have a DR but their natural weapons are not considered magic.

Incorrect. A dragons natural attacks counting as magical is because of its DR/Magic. Gargoyle natural attacks are also considered magic for the purpose of overcoming DR.

Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

So a creature with DR/Magic has natural attacks that count as magical for the purposes of damage reduction.

thorin001 wrote:
Why would it? Nothing in the readied action section says that you are prohibited from taking those kinds of actions.

It depends on how you interpret the rules.

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

Some read the bolded part as meaning "before your next turn", while others take it literally as "before your next action". For those that interpret it literally it would mean that any action whatsoever, including an immediate action, would spoil the ready action as the ready action did not occur before your next action.

Either way you interpret the wording, an attack of opportunity is not an action, and does not prevent your ready action from happening.

Imbicatus wrote:
Why would a Sorcerer need to UMD a Staff of Fire? Fireball is on the Sorcerer spell list, even if it's not a spell known.

This is about summoners, not sorcerers.

All magic items have a listed caster level.


Hat of Disguise

Aura faint illusion; CL 1st

Slot head; Price 1,800 gp; Weight —

DrNegative wrote:
Squiggit wrote:
It's sort of funny because musket masters are the only characters in the game that can full attack with blunderbusses too.
Can you explain how to do that, please?

I believe it works as follows:

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Rapid Reload (Combat)

Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

It goes from a two-handed firearm to a one handed firearm (Fast Musket), which takes a move action to reload (Rapid Reload). Using alchemical cartridges reduces that by a step to a free action.

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Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

omegatiger121 wrote:
Looking over the Ogre race, I noticed a contradiction. Is there a reason they have paragon ability scores (+4 Str and -2 Cha/Int/Wis) and a +2 advancement on wisdom (effectively, no change to wisdom) instead of standard ability scores (+2 Str and -2 Cha/Int) and a further +2 advancement on strength?

As far as I can see, there is no other way to do it. The standard ability score entry for 0 RP gives a +2 bonus to 2 ability scores and a -2 to one other score, not 2 -2s.

None of the options gives you just two -2 penalties to mental scores. It is either a single -2 penalty to one score, or a -2 penalty to all mental scores.

AkamaruRules wrote:
Wasn't there a cost to 1/3 the price or something like that? How's that add in?

That just determines how much you need to spend on materials to make the non-magical mithral breastplate. It has no effect on crafting time.

Since mithral breastplate costs 4200gp to buy, you need to spend 1400gp on materials if you make the breastplate yourself.

The attack of opportunity is only provoked when you move. Otherwise, just having he monster move away (which moves his threatened squares) would cause you to provoke an attack of opportunity from it.

Krell44 wrote:
Thanks...Im thinking I would prefer a caster with spell slots vs memorized casting per day. Would that be mainly arcane casters?

All casters have spell slots. You seem to want a spontaneous caster (like sorcerers, oracles, summoners, and inquisitors) as opposed to prepared casters (like clerics, druids, and wizards)

They can cast as many has they have prepared. So if they memorize 1 Burning Hands and 1 Cure Light Wounds, they can cast 1 Burning Hands and 1 Cure Light Wounds.

If you had instead chosen to memorize 2 Cure Light Wounds, you could cast 2 Cure Light Wounds that day, but 0 Burning Hands because you didn't memorize it that day.



Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.


Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Absolutely nothing that says a prerequisite effects a feats benefits. Also nothing that says a feats benefits are affected by the feats prerequisites (other than that you have to have the prerequisites to get the benefits).

The only thing a prerequisite does is require you to have it before you select a feat. It has no mechanical effect at all.

No penalty, but you do provoke an attack of opportunity.

Krell44 wrote:

Leather Armor has 2 AC.

Chain Shirt has 4 AC.
Both are listed in the Core Rulebook under Light Armors.

I am asking if I can have a Dragonhide version of a Chain Shirt made, thus gaining the stats for the Chain Shirt.

One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger.

Do you see chain shirt being listed as an option? You can't have dragonhide chain shirt. You can only have dragonhide hide, banded mail, half-plate, full-plate, or breastplate. No other armor type is an option, not even leather.

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As far as WBL, yes. The action economy of detect magic is poor for identifying spells as they are being cast.

The item of detect magic would only be needed for identifying magical items, which is something you don't generally do in combat anyway. Detect magic is totally unnecessary for identifying spells as they are cast.

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Also useful if you plan to use Use Magic Device. You need to decipher a scroll before you can cast it.

And as for identifying magic items, you can't just roll a Spellcraft check and know what a magic thing does; you have to cast Detect Magic/Identify/Etc. as well, which is something a non-caster can't do.

As it is a cantrip, a magic item of detect magic is cheap. 900gp for a command activated, unlimited use item.

It is also useful for knowing that the monster the mage just summoned is actually an illusion, so can be safely ignored.


So there we see the value of having Spellcraft in the party, but how is it beneficial on the non-Caster when the Caster could just be informing the party of his roll results?

Or is it just a matter of redundancy?

Not every party will have a caster. (Granted, such a party would be very rare among players). Sometimes the party splits up, or the caster is down. Having all of your eggs in one basket isn't very smart.

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JohnnyBlue wrote:
And yes the Lord of the ring orc where elf. Don't know why.

That was one of the possible origins that Tolkien had for orcs (he had like half a dozen or something). Different books said (or implied) different things. Supposedly Tolkien began to dislike that particular origin, but never really did anything about it.

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Franz Lunzer wrote:

hmm... These interpretations are new to me.

How about the last 'line'-diagramm shown on the PRD? It's not 'shooting away from the red dot-Center'

It isn't shooting directly aay from the caster, as that is not a requirement. It just has to shoot in some direction away from the caster. Everyone that is saying that the line must go through the center of the caster's space is flat out wrong.

Lathelus wrote:
Ok, now I understand, I think. So, for example, 4 +1 flaming bolts are worth 640 gp, because +1 and flaming are +2 bonus, so 8000gp, this is ammunition, so this is for 50 bolts. 8000/50=160, 160x4=640gp, is this right?

Mostly. You need to include the cost of the masterwork weapon too. For arrows, that is 6 gold and 5 copper each.

Weapon (and armor) enhancements have their own table. Frost is priced as a +1 equivalent bonus, so a +1 Frost weapon is priced as a +2 weapon total (8,000gp, plus the masterwork weapon).

The formulas you are looking at (command word, use-activated, etc.) only apply to items that duplicate a spell.

nogoodscallywag wrote:
Sennje wrote:

Unless otherwise stated I would assume they have normal sight.

The moon beast is blind as you can read in its fluff text and can therefor not perceive beyond 90 ft possibly with an exception of creatures with a mind due to its telepathy 300 ft, but that is a whole other discussion, but I would assume the skeleton can see just like a dwarf or something similar, if you say that doesn't make sense I say it is like how it moves without muscles "a wizard did it".
Fluff text is not RAW.

A skeleton being eyeless is fluff as well. There is nothing that says skeletons can't see normally, so they follow all the same rules as normal creatures.

2nd spells generally require a caster level of 3rd. 2x3x50 = 300gp. 3rd level spells generally have a minimum cater level of 5th. Spell level is not the same level a character gets access to the spell.

Also, is it even possible for a PC to "order" an enhancement of a weapon, which is given to the spell caster? You know, PC gives a weapon to a wizard (masterwork of course), and says that "I'd like to enhance this sword to a +1 flaming". It is in a capital city, by the way.

If the GM says it is all right, then yes.

zainale wrote:
well good luck ever finding one of that size

Size isn't an issue. A finely cut smaller diamond may be worth more than a rough cut (or raw) larger diamond.

zainale wrote:
resurrection is the spell that requires a diamond worth 5000 gp as a material cost. i always though it meant 5000gp worth of diamonds. so is it one diamond or many diamonds worth 5000 gp?

It says diamond (singular), not diamonds (plural). It is a single 5000gp diamond. In 3.5 D&D, you could use multiple diamonds.

Also, raise dead is the spell with the 5000gp diamond. Resurrection requires a 10000gp diamond.

zainale wrote:

do you round it up or do you round it down on odd lvls?

The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

You always round everything down unless specifically told to do otherwise.

Rounding: Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.

DM_Blake wrote:

You could maybe create it with Heighten Spell to use a higher level sleep spell. This has the advantage of treating it like whatever level you heighten it to, so if you heighten it to a 4th level spell the DC rises from 11 to 16.

This has the downside of changing the price to create it. A lot.

The math gets weird because this is a weapon (ammo) that usually uses a scaling price rather than a fixed price, so there is no easy formula on the pricing chart to guide us.

But can reverse-engineer the existing price of 132gp. For this, we assume the Sleep portion is fixed (it's not treated as a +1 bonus like Flaming or Bane).

When crafting ammo, you craft 50 items at a time, so 132x60 = 6,600gp base price to make 50 sleep arrows. the +1 portion is 2,000gp, so that leaves 4,600 for the sleep portion of the arrows.

The other prices on the chart all use the same basic formula: X * SL * CL where SL = spell level, CL = caster level, and X = some specific amount of GP. For these sleep arrows, we now have our formula: 4,600 * 1 * 1.

Finally, we plug our new variables for our heightened sleep arrows (4th level, requires a 7th level wizard) into that formula: 4,600 * 4 * 7 = 128,800 base price for a batch of 50, or 64,400gp to make them yourself.

Divide that by 50 for the individual price and we get 2,576 base price per 4th level sleep arrow, or 1,288 each to make them yourself (but you probably still have to make 50 at a time, per the normal crafting rules).

All of which makes a couple assumptions that your GM might not agree with so, as always when crafting custom items, make sure your GM approves.

50 masterwork arrows are 300 gp (actually 302.5), so that is 4300gp for the sleep.

The arrow is also at caster level 5, not 1. So the formula would be 4300 = X * 1 * 5, which works out to X = 860gp. So spell level (1) * caster level (5) * 860gp = 4300 gp.

Finally, we plug our new variables for our heightened sleep arrows (4th level, requires a 7th level wizard) into that formula: 4,600 * 4 * 7 = 128,800 base price for a batch of 50, or 64,400gp to make them yourself.

Using your method but my numbers, that would be spell level (4) * caster level (7) x 860 = 24,080 gp for 50 sleep arrows. Plus the 2,300 gp for the +1 arrow itself, for a total of 26,380 gp for 50 arrows or about 528gp individually.

Strength Bonus: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on damage rolls made with a bow that is not a composite bow.

You won't add your strength modifier to the melee touch attack, as it isn't a weapon attack. You can argue that you could possibly add it when throwing the flame, as it specifies it is a thrown weapon.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

Since it deals the same damage as the melee attack, and the melee attack doesn't include your Strength modifier, the ranged damage shouldn't either.

Murdock Mudeater wrote:

Okay, negative dex mod. That negatively affects my AC, right?

So if I lose my dex bonus to AC, does that mean I gain AC...?

I know, it can't possibly work like this, but I'm drawing a blank on how it's suppose to work. Help please?

There is a difference between dexterity modifier and dexterity bonus. A bonus is always positive. A modifier can be positive or negative.

If you lose your dexterity bonus to AC, you only lose the positive modifier. If your dexterity modifier is negative, it isn't a bonus, so still remains.

thewastedwalrus wrote:
Hugo Rune wrote:
Any class can kick. But only a monk (edit: or brawler) can kick with their hands full.
I'm pretty sure thats not true, could you post where that's written?
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Doesn't mean that others can't do it, but it at least implies it.

The combat chapter does say:

Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

You always round down unless the ability specifically says otherwise.

There is no minimum unless the ability specifically says otherwise.

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