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Kyra

Jeraa's page

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Unassuming Local Guy wrote:
Klorox wrote:
oops, how absentminded of me.
I didn't see it either and the same thing was explained to me in the thread I linked, thus prompting my line of questioning.

You can do what you want in your own home game. It isn't game breaking - all it is is standard celestial armor with a different base armor.

As for the stats, nothing would change from the description. Other than full plate granting a +9 armor bonus in Pathfinder compared to +8 in 3.5 D&D.


Turns out, you want Knowledge (Arcana).

Quote:
Identify a spell effect that is in place Arcana 20 + spell level

Detect magic or similar spells aren't necessary for that. And as I said before, greater arcane sight may do it as well, without a check.


Unassuming Local Guy wrote:
** spoiler omitted **

He isn't trying to identify the power of a magic item. He wants to know the specific spell active on a creature. Detect magic doesn't do that. Neither does spellcraft. I'm not sure anything does. You can determine the school of magic involved, but that is it.

Edit: Greater arcane sight does identify the spells. Though it maybe intended to only remove the check necessary to learn the school, as written it identifies the spell.


Klorox wrote:

This armor? (see below?) it does have a PF source... now, if you want something different, you better beg the DM and see what comes out of it...

Aura faint transmutation (good); CL 8th
Slot armor; Price 25,000 gp; Weight 25 lbs.

DESCRIPTION

Celestial plate armor is a sturdier version of the standard celestial armor.

This bright silver suit of +3 full plate is remarkably light, and is treated as medium armor. It has a maximum Dexterity bonus of +6, an armor check penalty of –3, and an arcane spell failure chance of 20%. It allows the wearer to use fly on command (as the spell) once per day.
CONSTRUCTION

Requirements Craft Magic Arms and Armor, fly, creator must be good; Cost 12,500 gp

[This content was created by Paizo Publishing LLC but not for the Pathfinder rules system.]

Section 15: Copyright Notice – Pathfinder 11: Skeletons of Scarwall
Pathfinder 11: Skeletons of Scarwall. Copyright 2008, Paizo Publishing LLC. Author: Greg A. Vaughan

Pathfinder material predates the actual Pathfinder system. The original material was for 3.5 D&D. The section you posted about the item even says it isn't for the Pathfinder rules system. (I bolded it above.)


Adjoint wrote:
Azten wrote:
Well, at the simplest answer, if you don't qualify for a feat you can't use it. Every magic item creation feat has a caster level as a prerequisite.
Most prerequisities can be skipped at the cost of heightening the DC.

You can skip prerequisites during item creation, yes.

What Azten is referring to is needing a specific caster level to select the item creation feat in the first place. You can't bypass that without something else saying you can (like Master Craftsman does). For example, you normally need a caster level of at least 3 to select Craft Wondrous Item as one of your feats.

Quote:
And that generally does not apply to bonus feats.

You still need to meet the requirements even for bonus feats (usually). The times you don't need to meet the requirements are generally when a class gives a specific feat instead of a choice, like the wizard giving Scribe Scroll for free.

For the bonus feats you have a choice in gaining, you must meet the requirements normally. If a class works differently, it specifically states so (like the ranger does for the combat style bonus feats).


Murdock Mudeater wrote:
Spell Focus has zero impact on spell like abilties or spell-trigger items (like wands and scrolls), right?

Partly correct. Your feats only modify the spells you cast yourself, not spells cast from items.

Spell-like abilities function like spells, so should be enhanced as well. There is a FAQ that says that Augment Summoning can apply to summoning spell-like abilities, so the same should hold true for other feats as well.


Diachronos wrote:

I'm pretty sure Moorningstaar is referring to the Targeting Deed that Gunslingers get at level 7:

Quote:

At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

...
*Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
...

Ah, well. That changes things. I'm not totally familiar with the gunslinger, and assumed that targeting a specific body part was the Called Shot rules.


Vidmaster7 wrote:
huh are those errata'ed changes jeraa?

I don't know. But that is what the official PRD says.


Moorningstaar wrote:
I've got a gnome gunslinger in three party that's been using targeting on legs regularly. Our has repeatedly turned the course of battles. Since its basically a touch attack to trip it never fails. I haven't questioned it until this little 3 foot shrimp with his small size gun managed to knock a T Rex prone. This to me would be like expecting a BB gun to do the same to a person which is unlikely. Are we resolving this correctly?

Are you using the Called Shot rules from Ultimate Combat? With that, a called shot to the legs only knocks the target down on a critical hit, and even then allows a saving throw to avoid.

Quote:
Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude save keeps the creature from falling prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes.

Plus, it isn't a touch attack anymore.

Quote:
Touch Attacks: Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes.


Lady-J wrote:
your forgot engineering for constructs and what not

Unless it was expanded somewhere(and it may have been), Engineering doesn't cover any creature types.

Quote:
Engineering (buildings, aqueducts, bridges, fortifications)

Constructs are covered by Knowledge (Arcana).

Quote:
Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)

Edit: And Knowledge (Engineering) was expanded in the Technology Guide but only covers robots, not all constructs. All other constructs are still covered by Knowledge (Arcana).


DanEvans wrote:
If a knowledge check is required to identify, would the same type of knowledge check apply to all enemies encountered or would there possibly be different knowledge types required depending on type of enemy?

Different Knowledge skills cover different creature types.

Knowledge (Arcana) covers dragons, constructs (but not robots), and magical beasts.
Dungeoneering - Aberrations and oozes
Engineering - robots (A subset of constructs)
Local - Humanoids
Nature - Animals, fey, plants, vermin, monstrous humanoids
Planes - Outsiders
Religion - Undead

Edited to include the changes from the Technology Guide regarding robots.


Murdock Mudeater wrote:
Lady-J wrote:
yes and racial hit die mean jack all in pathfinder

Racial HD are equal to class levels for the purposes of determining the total character level or for spells that affect opponents based on their total hit dice (like color spray and daze). Suggesting that racial HD are meaningless will result in some interesting balance issues if you do not consider them equal to character levels when allowing players to create characters.

I do agree that the Bugbear is a weak race option and that despite 3 racial HD, it has only 2 CR to reflect this. But I don't think this means you should treat a Bugbear with 1 Barbarian Level as if it were a 3rd level character creature that has 4 Hit Dice. And a PC version of a Bugbear will be an improved Bugbear anyway.

Racial hit dice aren't really equal to a class level (though they are treated that way for certain things). That is why Pathfinder changed how it is done for PC monsters.

Quote:

For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.

A monsters hit die has nothing to do with it in Pathfinder. It is based on CR. Regardless of what you think, a bugbear with 1 level of barbarian is equivalent to a 3rd level PC as far as the rules are concerned and is suitable to be included in a party with other 3rd level characters.


Potato disciple wrote:
Well common sense also says if you hit someone's arm he'll be injured, but called shots say otherwise...

You still deal normal damage with the called shot rules. Unless you are talking about a different set of rules than the ones in Ultimate Combat.


Chromantic Durgon <3 wrote:

Okay so two questions (sorry is that bad form?)

1) Can you take the Extra Investigator Talent feat before level 3?

No, because you don't meet the requirements. It requires the Investigator talent class feature, which you don't have until 3rd level.

Quote:
2) Does you Favored class have to be the one you pick at level 1? I don't think it does since the wording is that your favored class is "typically" the one you take first. Just thought I'd check.

You have to choose which class it is at level 1. That doesn't mean it has to be your first class level, but that is when it is chosen. You can choose wizard as your favored class, then take fighter as your 1st class level.


Phast wrote:

How often can a specter use the level drain

Special Ability?

It drains energy on each attack it does. There is no limit on daily uses.

Quote:

When your hit and drained 2 levels,

do you get them all back at once when you save?
Or do you have to save each level?

Read the energy drain rules:

Quote:
If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
Quote:

When you regain the level 8th down to 6th,

Can you pick new feats? Then what you originally picked?
Do you roll Hitpoints again or do you stay with what you originally rolled?

You never actually lose levels. Negative levels just give penalties. A permanent negative level just means it requires magic or some other ability to remove. It doesn't actually remove a level. Pathfinder removed the ability to actually lose levels or lose/spend experience points.


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It spends entirely on the circumstances. What was the cultist doing when he was caught? What kind of cultist (being a member of a cult isn't necessarily evil or illegal)? How was the cultist killed? Why was the cultist killed and not turned over to proper authorities?

Without details, it is impossible to say what kind of action it is.


DM Beckett wrote:

Thats the issue. The key igrediant that is missing is a line like "Bombs are treated as magic for the puroses of overcoming DR" or "affecting Incorporeal Targets". Other abilities specifocally call that out when it is the intention.

Instead, it says they are treated as weapons, (as oppossed to spells, for instance) and splash weapons, (which normally can not be magical).

Bombs deal energy damage, which isn't subject to damage reduction in the first place.

And there are several places where it does say it is magical. It is a supernatural ability (And supernatural abilities are all magical). In the description of the alchemists Alchemy ability, it says they can create 3 types of magical items - bombs being one of the three. And at the very least, the bomb ability implies they are magical by saying they are infused with magic. So 2 very clear locations and one location that at least implies it.

Aline saying "affects incorporeal beings" would make it totally clear, but is ultimately unnecessary. Incorporeal stats it takes half damage from corporeal magical sources, and several spots indicate that the bombs are indeed magical. No further words necessary.


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Confusion doesn't cause the damage. Confusion causes the target to become confused - that is the spells effect. That confused state may cause other effects (like the attack) but that isn't actually a result of the spell. Maximize/empower spell has no effect.

Likewise, a summon monster spells effect is to summon a creature. That is it. Anything the creature does wouldn't be an effect of the spell. THe only thing the spell does is bring the monster there. The only thing maximize/empower spell would do is change the number of creatures summoned.


Gauss wrote:

Lets look at other spells with similar format.

CRB p245 Augury wrote:
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%;

If it were (70+1)/level then it would max out at level 2 rather than generally accepted 70+(1/level) maxing out at level 20.

Divination has the same format.

CRB p280 False Life wrote:
While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).

Based on the comment "maximum +10" I believe False Life is 1d10+(1/level).

The comment "maximum +10" would make less sense if it were (1d10+1)/level.

Here is a damage version of that format:

CRB p326 Produce Flame wrote:
You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5).

Quench and other spells have the same basic format as False Life and Produce Flame (dice +1/level with a maximum of some multiple of +1/level) format.

CRB p344 Slay Living wrote:
The target takes 12d6 points of damage + 1 point per caster level.

I think we can all agree that Slay Living means 12d6 +(1/level) and does not mean (12d6+1)/level.

In short, while the comma version before was clearer, there is plenty of evidence that shows that the damage for Force Strike is 1d4 +1/level and not (1d4+1)/level.

All of those examples have wording, however, that indicates what is meant. Some say "maximum +X", and you can easily determine how that is done. Slay living uses words to separate the two damage sections, making them 2 separate things. 12d6 damage and 1 damage/level.

The newer wording for force strike doesn't have similar wording. It doesn't list a maximum or cap we can reference to determine how it works. It doesn't seperate the damage the same way slay living does. It just says "1d4 + 1 per level". And just like how fireball says 1d6 per level, the new wording would imply it is supposed to be 1d4+1 per level, not 1d4 and an additional 1/level.

Now, don't get me wrong. I still believe it is supposed to be 1d4 damage, +1 per level. But that isn't what the newer wording says. Either the ability was deliberately boosted, or whoever changed it didn't follow the normal wording conventions because it doesn't say what it used to.


Kayerloth wrote:
Gisher wrote:
Many groups, like PFS, don't allow the Enhancement Bonuses of specific magic armor and shields to be permanently upgraded. Magical Vestment can be really nice when you like features of a specific item but it has a low Enhancement Bonus.

My Wizard while he didn't have Magic Vestment often did memorize Greater Magic Weapon for this reason, some perculiar material was needed to bypass DR or if something ugly happened to the groups melee experts favored (read multiple feats sunk into) weapon. Disjunction is a thing :)

My Living City archer had a +1 Bow plus 'stuff' and frequently had it boosted similarly.

It must be noted, however, that greater magic weapon will not help overcome damage reduction beyond DR/Magic. It says so in the spell. So a weapon boosted to +4 through GMW will not overcome adamantine, cold iron, or silver damage reduction while a normal +4 weapon will.


TriOmegaZero wrote:
Jeraa wrote:
So I believe the intention is that the ability does 1d4 damage, plus 1point of damage per caster level. Or 1d4+4 at 4th level.
I believe you are correct.

I may be wrong, however. It seems to have been deliberately changed between printings. The first printing (and the d20PFSRD) say "1d4 points of force damage, plus 1 point of damage per arcanist level". The second printing (and the official PRD) say "force damage equal to 1d4 + 1 per arcanist level".

While it originally was 1d4, +1 per level (And so 1d4+4 in our case), it appears to have actually been changed and is now 1d4+1 per level (or 4d4+4 in this case). That is what is written. Which would be overpowered. It would deal twice as much damage as the other options, with no attack roll necessary. All it gives up in exchange is a minor debilitating effect (like the ice missiles staggering).

So, it should be the original way (1d4, +1 per level). Whether or not it is, however, can be debated.


blahpers wrote:
Force Strike wrote:
The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.
That comma is there for a reason. : D

That comma doesn't exist in the PRD:

Quote:
Force Strike (Su): The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals a number of points of force damage equal to 1d4 + 1 per arcanist level. Spells and effects that negate magic missile also negate this effect.

It does appear in the d20PFSRD, but they aren't Paizo and have been known to add their own interpretation to things.


Jinotad wrote:

Lini, the Druid Pregen, has an animal companion named Droogami. On her stat sheet under melee it states Droogami has:

Melee: bite +8 (1d6+3 plus trip), 2 claws+8 (1d3+3);

I've been allowing my players to make 3 attacks on a full round with Droogami, 1 bite at +8, and 2 separate claw attacks also at +8 each, since that is what the sheet shows. Is this correct?

Yes. Unless it says "or" between attacks, you get all of them. For example, the troglodyte:

Quote:
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1)

They can either make:

A) 1 club attack, 1 claw attack, and 1 bite attack
or
B) 2 claw attacks, 1 bite attack


Baal1986 wrote:
How does purchasing weapon enchantments work, can you have a +1 vicious earth breaker or does it have to be a +1 earth breaker then add vicious which would effectively make it a +2 vicious earth breaker

Take the weapons enhancement bonus, add the effective enhancement bonus for the special abilities to that, then determine the price.

Vicious is priced as equivalent to a +1 bonus. So a +1 sword with the vicious special ability would be priced the same as a +2 sword. A +2 sword with the vicious special ability would be priced as a +3 sword. And so on.

So a +1 vicious earthbreaker costs the same as a +2 earthbreaker.


Baal1986 wrote:
At our last society session there was a disagreement about the Arcanist exploit Force Strike more specifically does the damage scale 1d4 + 1 per Arcanist level as in 4d4 + 4 at level 4 or, 1d4 + 4 at level 4

Well based on cure light wounds, which has similiar wording, it would be 1d4+4.

If it did 1d4+1 per level (or 4d4+4), it would out damage the other options in addition to automatically hitting. The other options do 1d6 damage, but only scale every other level. And have a cap at 10 dice.

So I believe the intention is that the ability does 1d4 damage, plus 1point of damage per caster level. Or 1d4+4 at 4th level.


Heather 540 wrote:
I'm thinking of getting my halfling a Composite Shortbow and I'm not entirely clear on the rules for them. Using a +2 composite bow with a +2 Strength mod adds that to the damage roll, right? And the cost of it would be 225 gold?

Not quite.

The Strength mod of a composite bow does add to damage, provided your strength is high enough. A composite shortbow (+2 Strength mod) does cost 225gp. You can add up to 2 points of damage to an attack if your Strength mod is good enough.

A "+2 composite bow with a +2 Strength mod" is something different. IT is also magical. A +2 bow costs 8000gp, plus 525gp for the masterwork composite shortbow (+2 strength mod). Weapons must be masterwork to be enchanted. IT would work the same as the non-magical composite bow, but also add an additional +2 damage and +2 bonus to the attack roll.

Note the naming convention:
+2 composite shortbow = magical weapon
composite shortbow (+2 str) = composite shortbow with a higher than normal strength rating


Lady-J wrote:
Adjoint wrote:
No, only the regeneration aspect of the ring of regeneration is duplicated (with a different speed). Bleed immunity is not.
pretty sure anything that has regeneration or fast healing is immune to bleed

As written, regeneration and fast healing do nothing to stop bleed damage. Bleed damages stopped by a successful Heal check, or any amount of magical healing. Neither Fast Healing or Regeneration is magical (surprisingly). According to James Jacobs, however, bleed damage was intended to be stopped by any sort of healing.

Having Regeneration or Fast Healing does not prevent you from taking bleed damage, however. Nothing in either ability or the description of bleed damage says fast healing or regeneration makes you immune. The healing each does would stop it. But you have to wait until that healing kicks in. For the ioun stone, that could be up to 10 minutes away.

Quote:
What about regrowing lost limbs?

It does exactly (and only) what it says it does - heals 1 point of damage every 10 minutes. Nothing else.


Golurkcanfly wrote:
A question recently came up to me about the Alchemist. While it's Bombs (Su) ability is listed as supernatural, there's been confusion as to which element is supernatural. Is it making the bomb that is supernatural, or are the bombs themselves supernatural? Or is it both?

Yes, bombs are magical. As I said in the other thread going on:

Quote:
The bombs are infused with magic. They also don't function if handed to someone else. They are magic.

IF an ability is labeled as something (supernatural, extraordinary, or spell-like) then all of it is the same unless it specifically says otherwise. There may be a few abilities like that, but I don't know of any off hand.


The bombs are infused with magic. They also don't function if handed to someone else. They are magic.

It still only does half damage, however, as it is a corporeal source. Unless you use the Force Bomb discovery.


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Lady-J wrote:
Jeraa wrote:
Lady-J wrote:
i just find it weird that a half elf can get easier access to a weapon made by orcs to be used by orcs than an orc can

How exactly? Unless I am missing something, both only need to take Exotic Weapon Proficiency (Butchering Axe).

half elves can get it for free by trading out their skill focus while half orcs and normal orcs actually need to spend a feat on it

So? They can also choose the dwarven waraxe, dwarven urgrosh, or gnome hooked hammer and be proficient with it. Dwarves and gnomes do not automatically gain proficiency with those weapons (it just becomes easier to get).

You issue isn't with the weapon, it is actually with the half-elf alternate trait. It should be limited to elven and human weapons only. You know, their actual ancestors for Ancestral Arms.


Lady-J wrote:
i just find it weird that a half elf can get easier access to a weapon made by orcs to be used by orcs than an orc can

How exactly? Unless I am missing something, both only need to take Exotic Weapon Proficiency (Butchering Axe).

Edit: Ah, I see. You mean half-elves who have taken the Ancestral Arms alternate racial trait.


Lady-J wrote:
Jurassic Pratt wrote:
Lady-J wrote:
so its created specifically by orcs and is not an orc weapon? wtf so even the orcs that make the damb thing need to spend a feat just to use it.... why
iirc, it's only created and used by orcs in a very specific area of Golarion. So it wouldn't exactly make sense for all orcs to have proficiency in it.
ya but not every one plays in galorin so tying it to galorin lore places is not good

And not everyone has dwarves that hate giants, but that bit of fluff is tied into the racial stats. All elves, even those raised among humans by humans, receive training in swords and bows just because. Tying things to lore is already done, even if that lore does not hold true everywhere.

Those kind of learned things shouldn't be a built-in racial trait at all.


Quote:
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Pretty clear.

It isn't a greataxe.
It isn't a falchion.
It doesn't have "orc" in the name.

It isn't covered in any way by the half-orcs Weapon Familiarity.


Why powdered pears and live spiders? Eat the fruit tarts used for hideous laughter.

But seriously? No. Spell component pouches aren't infinite dispensers of food. Exactly how they have what you need isn't clearly stated, but getting infinite anything from them is definitely game breaking and not intended. Having just what you need to cast your spells is fine.


"Timeless" doesn't mean time entirely stops moving. Just partly.

Quote:
Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

And the Astral plane:

Quote:
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.

So magic still functions normally, including durations. Neither of the Timeless planes (Astral and Purgatory) in the Game Mastery Guide are timeless in regards to magic.


Letric wrote:

So 10 is an average roll that I can always take unless im in combat or heavily distracted.

20 I can only take if there's no chance of failing?
So I couldn't take 20 for Disable Device or Traps, but I could for searching.

You can take 20 if there is a chance of failure. You can't take 20 if there is a penalty for failure (like setting off the trap you are trying to disarm, falling off the cliff you are trying to climb, or ruining raw materials when crafting).


Erich_Jager wrote:

Hmmm, so if you of are using a light shield this becomes a non issue.

As far as I know bards can't make a melee attack and cast a spell in the same round anyway.
Thanks guys.

-Erich

They can with Quicken Spell.


toastedamphibian wrote:
Unless you retrain into an archetype that does not have stunning fist...

Which is not retraining a bonus feat as asked. I suspect that the intent was to retrain Stunning Fist into another feat, which wouldn't be allowed.


Faolan7 wrote:

This is probably a dumb question and I'm just overlooking something, but I have a question about enchanting a non-masterwork darkwood item.

The SRD states that "Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item..."

Does this mean that I can enchant a darkwood item without also paying for it to be masterwork?

Yes and no. The masterwork cost is already included in the cost for a darkwood item. Any item made from darkwood is automatically masterwork, and the cost of the item reflects that.

Quote:
Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.


Atalius wrote:
Can a monk retrain bonus feats ie Stunning Fist at say level 4 for example?

No. In order to be valid for retraining, it must be something you actually had a choice in making. You aren't given a choice in getting Stunning Fist, so you can't retrain it.

If Stunning Fist was one of the bonus feats you could choose from, you could change it. But it isn't, so you can't.


Zuvembies, ascomoids, and ningens all have DR/Piercing. It is a rarer type of DR, but there are some monsters that have it.

Nosferatu have DR/wood and piercing. Not piercing by itself, but it is a subset of DR/piercing.


Ferious Thune wrote:
Jeraa wrote:
Erich_Jager wrote:

I have looked and cannot seem to find an answer, so here goes.

If a bard is using a sword and shield and wearing light armor, can he cast a spell with a somatic component?

Thanks
-Erich

Only if it is a buckler. Other shields occupy your hand, so you would need to sheathe/drop your sword. If using a light shield, you can transfer the weapon to that hand.

You can hold a weapon in the hand with a light shield. You just can't wield it. So you can free action swap your weapon to your shield hand, standard cast your spell, then free action swap the weapon back.

PRD wrote:
Shield, Light; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.

Maybe you missed it, but I did say you can you can transfer the weapon to your shield hand if using a light shield.


Erich_Jager wrote:

I have looked and cannot seem to find an answer, so here goes.

If a bard is using a sword and shield and wearing light armor, can he cast a spell with a somatic component?

Thanks
-Erich

Only if it is a buckler. Other shields occupy your hand, so you would need to sheathe/drop your sword. If using a light shield, you can transfer the weapon to that hand.


Claxon wrote:

Yeah, Time Stop is the only variable duration spell I can think of off-hand.

Most spells have a duration of either rounds, mins, or hours per caster level or are instantaneous.

Cause fear, irresistible dance, ghoul touch, and fungal infestation also have variable duration. So there are some others, but not many.


We know the rules about adding special abilities to weapons. It has limitations.

The amluet says you can also add those special abilities to it. It tells you exactly how it is different (doesn't need to be +1, lower limit on the total amount of special abilities).

If it doesn't say it changes the rules, the rules aren't changed. Any other limitation still applies.


Ellias Aubec wrote:
In curse of the crimson throne AP, in the first book you get an object that specifically states that it can be used as the masterwork component in creating a specific object. This does imply that you can have a separate masterwork object to craft around.

To be specific, it is a broken knife blade than can be used to make a masterwork dagger. It is more fixing the dagger than creating a new one.


There is still a (limited) benefit when using mage armor if you have already applied magic vestment to your armor. When attacked by incorporeal creatures, regular armor (and therefore magic vestment) is ignored. But the mage armor would still be in effect and apply against the attack.


AS for #1 it is enchanted as if it were a weapon, with the exception that the amulet doesn't need to be +1 first. So all the normal rules for enchanting a weapon should still hold true. You can't add the same special ability more than once.


Moorningstaar wrote:
There are medium size T-Rexs under animal companions so you could become one of those.

No, you can't. That is not the normal form of the creature. You must become a totally normal form of the creature. The FAQ Matthew Downie posted implies differently - if companion forms were possible, it wouldn't be needed.

Why are we still discussing this? It was covered almost 6 years ago, then again 2.5 years ago when resurrected the first time.


Penthau wrote:
Jeraa wrote:
Crexis wrote:

Does anyone know if this stacks with mage armor?

Magic vestment says its an enhancement bonus while mage armor says its an armor bonus so I believe they stack?

No. Magic vestment is cast on an existing suit of armor or shield. Its enhancement bonus works exactly the same as normal magic items enhancement bonus. It improves the base armors armor bonus. For example, a suit of leather armor (+2 armor bonus) that recieves a +! enhancement bonus now grants a total of a +3 armor bonus to AC, not +2 armor and +1enhancement. Mage armor does not stack with normal armor.

Mage armor also doesn't create a suit of armor, so isn't a valid target for magic vestment.

Magic vestment allows the caster to enhance clothing as if it was +0 armor. If you put magic vestment on clothing first to make it +0 armor, +1 enhancement bonus to armor, then cast mage armor, would it then go to +4 armor (replacing the +0 clothing), +1 enhancement?

No.

As I said, the enhancement bonus isn't separate - it boosts the armors current armor bonus. Normal clothing (for the purposes of the spell) is armor with a +0 armor bonus. Adding in a +1 enhancement bonus to that does not make clothing with a +0 armor and +1 enhancement bonus. It makes clothing with a +1 armor bonus.

Enhancement bonuses are not added directly into your Armor Class. They are added into an existing form of armor first (like regular armor/clothing or natural armor), which are then added to your AC. Look at any of the monsters that have magic armor. My go-to example is the solar angel. He has +5full plate. If you look at how his AC is calculated, it has a +14 armor bonus. Not a +9 armor bonus and a +5 enhancement bonus.

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