|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
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.
A weapons enhancement bonus applies to both attack and damage rolls. There is no need to specifically mention it again.
Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
The enhancement bonus of normal ammunition is +0. Therefore, you use the enhancement bonus of the longbow itself. A +1 longbow firing mundane arrows deals 1d8+1 damage.
Besides, the long bow and the composite long bow are two different weapons and in the adventure paths I've played they've always been separated.
They are two separate weapons. They are just treated as the same for the purpose of feats that require you to choose a single weapon. Weapon Focus (longbow) works for both normal longbows and composite longbows.
1d8+1, and yes. Composite longbows count as normal longbows.
For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.
I've never quite understood it, but the devs really really really really really don't want PCs to be able to draw anything quickly unless it is a traditional weapon. The Quick Draw feat for Pathfinder has its wording changed from 3.5 to explicitly forbid all of the adventuring items one would expect PCs would want to draw quickly, such as positions.
I know this is an old post, but just for those reading for the first time, this isn't true. The 3.5 Quick Draw feat as written only works with weapons.
3.5 Quick Draw wrote:
All Pathfinder did was clarify it. It didn't actually change what 3.5 Quick Draw as written did.
PF Quick Draw wrote:
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
For those who think vermin familiars don't get an initial feat, that's wrong, the Greensting scorpion gets Weapon Finesse, as does the centipede.
They get that feat as a bonus feat. Notice the small "B" next to the feat in their statblock. They don't have normal feats.
But as a familiar, all three gain one feat, as they lose the mindless trait.
The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait.
Shadow Knight 12 wrote:
You can argue that you don't need the ability to specifically say "magical", as any any flight ability that is classed as (Sp), (Ps) or (Su) is magical by default.
The problem is that most creatures that fly do not state what kind of ability their flight is. The Bestiary just says that flight is either Extraordinary or Supernatural, but doesn't specify which creature has which one.
Didn't know that, but after a quick google, it seems a number of posters suggest that the attuned tuning fork should have a cost >1gp so assuming that is the case, the requirement wouldn't be removed by the proposed modification to Eschew Materials.
That would also help the problem with the attuned forks being available in all spell component pouches (in potentially unlimited numbers).
By definition, all magic items are made from masterwork items, no matter what the final appearance. None of the items you referring to then, are of simple make, even if they are plain in appearance.
The only things that have to be masterwork are weapons, armor, and shields. No other magic item crafting feat requires a masterwork item.
There is no such thing as a masterwork ring, or masterwork parchment.
Is there anything preventing me from rolling to touch my allies when I'm holding a heal charge? Thus, if I roll a twenty and confirm my touch, I would crit the heal?
Critical hits increase damage. Healing is not damage.
You can crit undead with a Cure spell, as that is damage instead of healing.
Can I ask for a page reference on that soft cover? because I don't see it in the core books cover section nor appendix.
The PRD entry:
Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.
Have to dig out the book for a page number.
Edit: Page 196 in my copy (third printing). In the section on Cover.
Scribing a 1st level spell into your spell book normally costs 10gp. Getting it from another wizards add half the price to that, or +5 gp, for a total of 15gp.
The prices listed in the book assume you already have a copy of the spell to scribe. Getting the spell from another wizard increases those prices.
Cypher script should only halve the cost to scribe, not the cost to get the spell from the other wizard. Scribing a 1st level spell with cypher script would cost 5gp (10/2). Plus another 5gp for borrowing the other wizards spellbook so 10gp.
Wait, they still have Gauntlets of Ogre Power in PF?
I believe he was referring to the pre-Pathfinder versions of the hammer, which required you to be wearing both gauntlets of ogre power and a belt of giant strength (because Thor required both his gauntlets and belt to wield Mjolnir).
A barbarian with the titan mauler archetype can reduce (or remove) the penalty, but would still require 2 hands to wield it. They do get another ability to wield a 2 handed weapon in 1 hand with a penalty, but that only works on weapons that are appropriately sized for the barbarian (so Medium weapons for a dwarf).
I don't think there is anything else at all. Other than finding a way to make your dwarf a Large creature.
Cap. Darling wrote:
Quick draw only allow you to draw weapons, not potions or other stuff.
Just posting the feat to back that up:
Favored Class Bonuses wrote:
Many of these alternate class rewards add only 1/2, 1/3, 1/4, or 1/6 to a roll (rather than 1) each time the reward is selected, or add 1/2, 1/3, 1/4, or 1/6 to a class ability (such as adding to a bloodrager's number of bloodrages per day or a swashbuckler's total number of panache points). When applying such a benefit to a die roll or class ability, always round down (minimum 0). You may thus need to select such an option several times before the benefit applies.
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.
Fractions are always rounded down before you add them to other modifiers.
Covert Operator wrote:
There are no half stat modifiers. Both 14 and 15 grant a +2 bonus.
The favored class options that give a +1/2 bonus are worthless unless you take them at least twice.
Combat casting only applies when casting defensively or in a grapple. IT does not help if you just take damage, or in any other situation that requires concentration. Skill Focus applies always - you will always get the bonus on Concentration checks.
Edit: Forgot the stupid Pathfinder change where Concentration isn't a skill.
Communal scrolls are 6x the cost. Are you protecting 6 people with the communal spell?
Higher cost, but you protect multiple people with a single standard action, as opposed to using several rounds to protect everyone.
So which is more important: Gold, or your actions in combat? If you are just concerned about gold, individual scrolls are cheaper.