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Kyra

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Roll 10d6, then multiple the result of that by 1.5.

You can't multiply the number of dice. What if you only had a CL 9 Empowered Fireball? That would be 13.5d6 - you can't roll half a die. So you figure the damage first then multiple (or divide, in the case of someone making their saving throw for half damage).


Pretty much all 3.x psionic powers are in the Expanded Psionics Handbook, and so appear in the SRD. The only other major book with a lot of psionics powers is Complete Psionic (Complete Psion? something like that).

Other than those two books (which contain almost all of the psionics powers), there are only a handful of other powers scattered in a few books.


Depending on how it is read, the bonuses could be:

+2 bonus on Profession (Sailor)
+2 bonus on Survival (while at sea)

The "while at sea" part could only apply to the Survival bonus.

However, Profession (Sailor) can also be used on lakes and rivers. Not just the sea. So the bonuses to both Prof(Sailor) and Survival could only be applied when at sea, but not when on a river or lake.


Took me forever to find it.

And yes, the animal companion is wrong. It can't have Weapon Focus (bite) at first level.


TGMaxMaxer wrote:

Klar is listed as a 1 handed martial slashing weapon in UE.

It qualifies just fine for slashing grace.

Its description says differently. Generally, text trumps table.

Quote:
The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.


If a spell actually improves your BAB, then yes you would gain extra attacks. But most buff spells don't change your BAB. Transformation is the only one that does so that I can remember.


Quote:
It would imply that you use outsider subtype not alignment subtype. It seems pretty clear cut to me. It's not too uncommon to find printed mistakes in paizo books.

[Evil] is an outsider subtype. Its description even says so. It is a valid choice for a Bane weapon (and slaying arrows, which also work with creature types\subtypes).

Quote:
This subtype is usually applied to outsiders native to the evil-aligned outer planes.


Khelvan wrote:

Bad choice for the example spell.

It was meant as an example.
Ok assuming we take Shoking Grasp and if i understand it right one can increase the range to long for increasing the Spell to Level 4 or
higher when using the right spot.
Right?
So assuming one casts the spell from a distance of a assuming
2 Miles with line of sight to the target and hits.
How long would it take to affect the target?
Same turn as the casting?
Just asking if the increase in range has any effect on the moment a "reached " spell effects its target.
Assuming the to hit roll is succesfull.

Best regards

Khel.

You aren't going to get a spell out to two miles, even with a range of Long.Best you are going to get is about a quarter mile (at 20th level), or about a half mile if you apply Enlarge Spell.

But even if you could, the spell hits as soon as it is cast unless it specifically says otherwise. Same with every other ranged attack.


Scrolls don't use the readers caster level. Scrolls have their own caster level. The only time you can use the characters caster level instead of the items is with staves.

Magic iteme save DCs are always based on the minimum stat needed to cast the spell. The users ability score never changes that. Again, except for staves.


Luthross wrote:
How can a war priest of desna at level 3 human, Using Rapid shot, deadly aim, point blank shot precise shot. Have a +7/+7 attack with +7 damage on the dice using a +1 longbow?

He has a BAB of +2. +1 from the magic longbow, +1 from the warpriests Focus Weapon, for a total of +4. PBS for another +1 (within 30 feet) and a Dexterity of 18 (+4 mod) gives an attack modifier of +9, or +7/+7 with Rapid Shot.


D20 Mecha, if you can find it (there may still be online SRDs available), has rules for creating any thing from form-fitting power armor to giant mecha and from scooters to battleships. It was designed to work with pretty much any d20 system game (there are guidelines for converting the mecha points used for the design into various forms of currency, including gold pieces).

Though there are probably better options out there, it could help.


Sandslice wrote:
Snowblind wrote:

Because martials can't have nice things. ***flame shields activate***

In all seriousness, it is a holdover from 3.x crafting. Backwards compatibility and all that.

It would probably (hopefully) work differently if pathfinder wasn't shackled to the 3.5 ruleset (yes, Pathfinder is it's own game now, but the pathfinder CRB and the 3.5 equivalent have very similar rules).

At least martials can take Master Craftsman and get in on some of the magical fun? :P But yeah, I'm aware that Pathfinder remains deeply integrated with d20 (and, thus, with D&D 3.5.) It was more a curiosity for why the mundane-crafting ceiling is as low as it is.

Though... looking at 3.5, it seems that in 3.5, you were allowed to accelerate multiple times, taking a +10 DC for each. Thus our DC 25 task could be accelerated four times for DC 65 (4745 sp with the OP build,) and a mwk component could be accelerated five times to DC 70 (5110 sp.)

I wonder why that didn't make it into Pathfinder, while the rest of Craft did?

The section on accelerated crafting is identical between my copy of the 3.5 PHB and the PRD. Nothing changed in the crossover in this case.Neither say anything about increasing the DC by10 multiple times for accelerated crafting, just the one time increase.


cnetarian wrote:
a 12.5gp scroll of detect magic has a DC of 21, so 1 single point in UMD and a take 20 will result in successful use. Long term the lantern/cloak might be worth the price but in the short term and if you are still low enough level not to have a few thousand gold free for them the scroll is a viable option at 1/200th the price of the cloak.

You can't take 10 with UMD so it stands to reason you can't take 20 either. In addition, you can't take 20 on skills that have a penalty for failure and rolling a 1 prevents you from trying to use UMD to activate that item again for 24 hours.


Edymnion wrote:

Appraise would work.

Would just tell you the basic value of the ring, but it's pretty safe to say that when a ring clocks in at several thousand gold, it's magic.

If Appraise can't tell you what the magic is, you have no way to determine how much that magic would cost. At best, you just know the value of the base ring, not the value of the enchantment.


Just like the skill says - it takes a full round action. Lock complexity doesn't change that.


Jeff Clem wrote:
Can you stack Bracers of Armor and Defending Weapon bonus to AC?

Already answered in the rules.

Quote:
Defending: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others.


In 1st edition AD&D, hit dice were capped around 9 or 10, and spells had no caps (fireballs didn't stop at 10d6, for example). 2nd edition kept the HD cap and introduced the spell damage cap. 3rd edition (and Pathfinder) drastically increased the number of hit points (by both removing the HD cap and increasing the number of hit points gained from constitution) but did not similarly increase spell damage.

To bring the spell damage back in line you could therefore either reduce hit point totals (not recommended) or just remove the spell caps.


Nearyn wrote:

Thank you kindly :)

What you say makes sense. Can you provide citation?

-Nearyn

Combining your strength to beat a DC is just the Aid Another action.

Combining your strength for encumbrance purposes isn't covered anywhere, as far as I know.


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Seannoss wrote:
As a side note; doesn't standing up count as moving? So a person couldn't stand and take a 5 foot shift in the same round.

You can't use a 5-foot step in a round where you move - that is, go from 1 square to another.

Standing up isn't movement - it is a move action. Those are different things. Not all move actions are movement.


Kchaka wrote:
In 3.5, the Bastard Sword and Dwarven Waraxe are considered 2h martial weapons, for all purposes, with an exception that they can be used as one-handed if you have an EWP feat for it. This makes more sense to me, it makes it easier to explain why people can't wield them at all without the feat.

You have that backwards. Look at the weapons tables - they aren't listed with the two handed martial weapons. They are listed with the one handed exotic weapons.


Doomed Hero wrote:
wow, 5 pounds of silver dust? That's a hell of a lot. Assuming its mixed in somehow to make the holy water It would be more like holy paste.

As a material component, the silver is completely destroyed during casting. There is no silver in the holy water at all.


Checking the PRD, there is this:

Quote:

Army Statistics

The description of each army is presented in a standard format.

Name: This is the name of the army. This could be a mercenary company's name, such as "Thokk's Bloodragers," a formal regiment number such as "7th Royal Cavalry," or an informal name such as "militia from Redstone."

XP: This is the XP awarded to the PCs if their army defeats this army, and is the same as an XP award for an encounter with a CR equal to the army's ACR (see below).

Alignment: An army's alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. It is usually the same alignment as a typical unit in that army.

Size: The army's size determines not only how many individual units exist in the army, but also the army's ACR.

And the sample armies all have an XP value listed.


Archae wrote:

So just a quick question, how long does the higher level geas spell last? Assume the task is one that would last forever. Also assume I am gm on rulings.

Can someone be geas-ed to forever obey or something similar, assume the phrasing is tight so there are no loopholes or escaped?

The Geas/Quest spell functions exactly like lesser geas except as noted. With no listed duration of its own, that means it uses the same duration as lesser geas: 1 day per level or until discharged, whichever comes first.

Quote:
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.


cnetarian wrote:

"A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature."

This seems to indicate that the essential nature of a polymorphed creature does not change, only the physical body of the creature. Since the transmutation is confined to the body, the soul/spirit/anima remains unaffected. This would be like chopping off the legs of people, it changes the body of the person who's legs you chopped off but does make them into a snail or change their name from Ted to Steve, they remain the same person with an altered body. A human polymorphed into a turtle body shape does not cease to be an intelligent being, nor does a turtle polymorphed into a human body shape becomes an intelligent being. While really creepy, if characters had a taste for human flesh they could polymorph turtles into human and not be performing an automatically evil act.

Baleful Polymorph, which is the spell in question, works differently.

Quote:
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Baleful Polymorph can make you (physically and somewhat mentally) a real ninja turtle. Assuming your class was ninja.


CampinCarl9127 wrote:
Yes, if you acquire that template you have to be one of the three evil alignments. Wielding the power of fiends is a distinctly evil thing to do. If you go by RAW, you have to be evil to have the half-fiend template.

Not really. The book also says:

Quote:
Alignment, Size, and Type: While a monster's size and type remain constant (unless changed by the application of templates or other unusual modifiers), alignment is far more fluid. The alignments listed for each monster in this book represent the norm for those monsters—they can vary as you require them to in order to serve the needs of your campaign. Only in the case of relatively unintelligent monsters (creatures with an Intelligence of 2 or lower are almost never anything other than neutral) and planar monsters (outsiders with alignments other than those listed are unusual and typically outcasts from their kind) is the listed alignment relatively unchangeable.

The alignment listed doesn't mean you have to absolutely be that alignment, with no choice in the matter. It just means that the vast majority of that particular monster type is of that alignment.

It also says that "outsiders with alignments other than those listed are unusual and typically outcasts from their kind", which implies that there are certain members that have alignments different from others of their kind.

It is entirely possible to have a non-evil half-fiend. It is just that the majority of half-fiends are evil.


Dave Justus wrote:
The presumption is that an alignment subtype will override the actualy alignment of a creature that has that subtype. So your [Chaotic] [Evil] subtyped creature responds as if it was of a chaotic evil alignment, even if it personally has a lawful good ethos and morality.

The subtype rules say differently.

Quote:
Good Subtype: This subtype is usually applied to outsiders native to the good-aligned outer planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned (see Damage Reduction, page 299).

So a Lawful Good aligned creature with the chaotic and evil subtypes will take the extra damage from an Unholy weapon (because of its good alignment), and the extra damage from a Holy weapon (because of its evil subtype).


That Crazy Alchemist wrote:

OP is proposing a brand new creature with all the alignment subtypes, not a pariah who is unusual among its race. It is true that a Chaotic Evil Succubus can later become Lawful Good and not change it's subtype, but the rules state nothing about an entire race having opposing alignment subtypes by default. The very lack of such a creature in all of the published books emphasizes this.

It cannot be done within the rules, if you'd like advice on homebrewing those rules to support this new creature of yours OP, I might suggested bringing this up in the Advice or Homebrew forums.

Just because something doesn't already exist does not make it impossible. As far as I can tell, there is absolutely nothing in the rules that prohibit a creature with both the [Good] and [Evil] subtypes from existing.


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Quote:
Good Subtype: This subtype is usually applied to outsiders native to the good-aligned outer planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned (see Damage Reduction, page 299).

The other subtypes say the same thing. It is entirely possible to have a creature that detects and is effected by opposing alignment effects - a Lawful Good succubus (which has the Chaotic and Evil subtypes) is affected as a lawful, chaotic, good, and evil creature.


Arachnofiend wrote:
It's kind of a waste, though. The stats for a large bastard sword are the exact same as a regular great sword, plus the -2 penalty for using an oversized weapon.

A medium greatsword deals 2d6 damage. A large basterd sword deals 2d8 damage.


Creating a construct works just like creating any other magical item. You have to have the parts before you start enchanting. So the body will have already been completed before you start the enchanting process.


Timdog wrote:
I missed the 20000gp for general stuff needed to create a clay golem, can you reference that part for me?

All golems have something similar.

Quote:

Construction

Requirements Craft Construct, animate objects, bless, commune, prayer, resurrection, creator must be caster level 11th; Skill Craft (sculptures) or Craft (pottery) DC 16; Cost 21,500 gp

That includes the 1500 gp of rare oils and powders, and 20,000gp of various other magical item creation stuff.


It only increases the DC by +5.

Quote:
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.


Senko wrote:
Narquelion wrote:
Cannon humans? Preposterous! Now, Cannon Golems are immune to that stuff, but Cannon humans? Bah.
Baba Yaga, sure she' ridiculously powerful but she has a whole stack of immunities and she started off human.

He's joking. "Cannon" is the weapon. The correct word for this is "canon".


Claxon wrote:
But deathward still protects against them, does it not?

It should. But that wasn't the question. The question I answered was "What causes level drain that is not a death effect?".

And pretty much every source of level drain is not a death effect.


Quote:
What causes level drain that is not a death effect?

Most energy drain sources are not death effects. Something is only a death effect if it specifically says so, such as by having the [Death] descriptor for a spell.

Energy Drain and enervation are not death effects, and cause negative levels. A vampire causes negative levels, and is not a death effect.

Most sources of negative levels are not death effects.


Blakmane wrote:
Thinking about it, you may want to increase the price a little to compensate for the ability to turn it on and off at will. 4000 GP is essentially for an item that needs to be reactivated every minute and/or potentially lasts for a minute duration even after removed, making it less tactically useful.

The formula he used was for continuous use. It functions as long as the item is worn, which is what he wanted.

Spell level x caster level x 2000gp x special modifier based on spell duration


Cuuniyevo wrote:
Blood is mostly water. The spell only calls out that it doesn't work on unholy water, potions and other magical liquids. I'd rule it as a melee touch attack that requires access to at least a pint of the liquid still in the body (hence the gaping wound — blood that had already spilled out could be purifies separately but wouldn't affect the blood still in the body). Furthermore, the recipient would receive the Fort save and Spell Resistance, as the spell indicates. Since the person casting the spell wouldn't know how far the poison had spread, they'd have to transmute most, if not all, of the blood in their body, almost definitely killing them immediately, even if they were a Dwarf. :P

The target line of the spell says "1 pint of water", not "1 pint of water-containing liquid".

Doesn't matter how you would rule - this is the rules forum. Only rules-correct answers. Blood is not water. The human body is also mostly water - it also isn't an appropriate target.


Enhance Water only works on water. Blood is not water.


Lord Lupus the Grey wrote:

Example:

My character wears a magic amulet of natural armor +2. Also he wears a magic chain, that allows him not to breath. He decides to keep the armor effect, but also wears a chain. How can he get an effect of chain work?

He takes off the amulet of natural armor. You can't deactivate an item that functions constantly when worn. you would have to remove it.


I'm not sure if Pathfinder has anything saying which one works.

The 3.X Dungeon Masters Guide implied the first one put on works, and any beyond that don't. That is how I would rule it.


Quote:
Actually, it's a base 10 progression. 10 copper pieces = 1 silver piece. 10 silver pieces = 1 gold piece. 10 gold pieces = 1 platinum piece. I believe you're using the old 3.5 currency exchange rate which included electrum.

3.0/3.5 didn't have electrum. 2nd edition did.

Quote:
Quote:
doesn't get turned into rust monster chow, so there's that.
Really? That's neat. Where'd people figure that out at?

Considering the rust monster description specifically says they eat mithral, I don't have a clue.


The materials required are not mentioned, but its safe to assume they would involve some sort of ink and quill.

You could always just by XXgp worth of "spell scribing materials" when in town, so you would have them available in the field.


Apozzo wrote:


And what if your STR drops? Like after a Ray of enfeeblement.

First, please don't resurrect long dead threads.

And second, ability damage and penalties do not reduce your score at all. It just gives a penalty to things based on that score. Since your score never actually changes, your encumbrance values should not change either.


It doesn't matter how long you need to sleep - you can only work on a magic item for a maximum of 8 hours per day.

No, it doesn't make sense. But those are the rules.

Quote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


Quote:
Hmmm then I've been working off the wrong understanding of magic item creation this whole time. I always thought when a magic item said caster level X it meant you had to be that level to cast the spells used in making it.

The only requirements for magic item creation are those things specifically listed under the Requirements section of the items description. And even then, a lot of those can just be ignored by increasing the skill check DC by +5 for each missing requirement.

The majority of magic items don't have a caster level requirement.


I pick a handful of forms that are appropriate to the character, and only use those. My northman/Viking druids only use wolf and bear forms, even if there are better options, as they are more appropriate.


Rothkeen wrote:

Hello all.

I need to know, If I have a Composite longbow +1(Magical) and mundane ammo. Will the ammo get +1 to hit and +1 dmg or only +1 hit.

I have one in my group who has played a long time saying, it only gives me the +1 to hit not the dmg. But it still count as magical ammo for DR purposes.

Magical bows bestow their enchantments on the arrow fired. You would get the +1 to both attack and damage. Enhancement bonuses from a magical bow and a magical arrow don't stack, though.

Likewise, a +1 flaming arrow shot from a +2 frost bow would be considered a +2 flaming frost arrow.


Quote:
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Swarms don't directly attack. They are more like area attacks. While Sanctuary specifically calls out area of effect spells, its not much of a stretch to apply that to all area of effect attacks. In that case, a Sanctuary spell won't do anything against a swarm.


Mr.$mith wrote:
Another question, I didn't see Spell craft DCs for rods and staffs? Any suggestion as to what they should be, I know the benefit of making magic items is the risk that you can loose money by failing checks.

The DC to make any item is the same. DC 5 + the items caster level. The DC increases by +5 for each prerequisite you don't meet.


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Mr.$mith wrote:
1. Can you make wands with meta magic feats tied into their "spell level" like a wand of maximize magic missile? Or a staff with Maximize magic missile? (Kind of want one for my wizard so he can have an easy thing to use on some rounds)

Yes.

Quote:
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.
Quote:
2. Do you need the meta magic feat for crafting the appropriate meta magic rod? IE: Maximize

Normally, yes. But that may be one of the things you can remove by increasing the crafting DC by +5.

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