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Wei Ji the Learner wrote:
Have carriers already started enacting plans because the site seems pretty *slow* today?
No, as it doesn't take effect for a while yet. While there is no specific timeline, we are still looking at weeks to months before it is officially done. Assuming the lawsuits and anything else like that doesn't push it back further. The vote just started the process - it did not complete it.
The site being slow at times has been going on for quite a while, at least from my experience. It has nothing to do with any of this.
the David wrote:
I'm sorry I had to necro this thread, but I couldn't find an answer to this question on the messageboards and it seemed silly to start a new thread. I checked the PRD for the rules and it seems this hasn't been hit with the errata stick yet. Now to be fair, this would raise the potential DPR of a Horned Devil by 15.
Starting a new thread isn't silly. Especially in this case where the original thread only has a single post and is over 7 years old.
River of Sticks wrote:
Interesting Question... Does a spell with Still Spell, or no somatic components, become incapable of being identified?
No. All spells have some sort of visual effect when cast. Read the FAQ that Fuzzy linked above.
Identifying a spell as it is cast says you need to see the spell, not the spell components. A spell can have absolutely no components and still be identifiable.
Still the wrong place. And we (the US population) don't have as much control over what happens as many are led to believe. The country as a whole mostly supports net neutrality, and the FCC vote was still against it. The person who gets the most people voting for them in the presidential election is not guaranteed to actually win the election. The government mostly does what it wants. It may or may not happen to coincide with the wishes of the people.
But as the entire issue is a political one, I suspect the thread will be locked and/or removed. So it doesn't really matter.
So the fcc has decided to remove net neutrality in a 3-2 vote. So you guys in the united states need to contact your congressmen and let them know how bad of an idea that is. This will mean internet companies can throttle your internet speeds and force you to pay even more money to receive internet they can even then force websites and other online companies to pay exorbitant prices just to not have traffic to their sites slowed down for people using that particular internet service. The chairman of the fcc claims it will let the market decide which companies live and die if they do such things but that idea is fundamentally flawed in many areas around the USA only have access to one, maybe two internet providers in a given area. There still a chance to save net neutrality as there are a few more steps that need to be taken for them to remove it completely, but you will need to contact your congressmen and have them represent you and your needs and uphold your right to be able to have affordable un throttled internet.
And this is related to the Pathfinder RPG how? Wrong place. You want the Off Topic board.
Of course he is jesting. To detect as a necromancy aura you use detect magic, which does not stun. Now if he had instead used detect evil, he would of been stunned for 6 seconds.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are for 1 round and the spell ends.
Phantasmal Killer conjures the scariest creature. So your answer isn't valid. You'd have to name a monster/creature of some sort.
You don't have to name anything at all. It pulls from your subconscious mind. You don't even have to know you are afraid of it until it is right there in front of you. And the creature formed doesn't have to be one that actually exists. Maybe it does. Maybe bits of it are taken from other creatures. Doesn't matter.
You would still have the Strength damage when the ray ends, even if it can't lower your score below 1 during. Not that that matters, as ability damage does not lower your score in any way in Pathfinder (it only gives penalties to things modified by that ability). Only ability drain does.
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
And if you do find a way to be immune to the Strength damage, you can no longer benefit from blood money.
Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.
The "Use a Scroll" use of UMD tells you exactly what it does.
Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.
That is all it does. It only lets you count the spell as if it were on your spell list. It does nothing else. Ability score requirements and caster level requirements are entirely separate checks from that.
Now it would make sense that a caster level is emulated with the same check, but that is not what is written. The DC to emulate having the spell on your list for a wand is only DC 20. For a scroll it is DC 20 + caster level. But as written, the "Use a Scroll" function does not emulate a caster level.
So you need to make two UMD checks to use scrolls? One to emulate high enough casting stat and another to emulate having it on your spell list.
If you don't have the spell on your list, you need to make a UMD check.
On top of that, a caster level check would be required if your caster level isn't equal to or higher than the scrolls. I suppose UMD can possibly be used for that too, under the Emulate a Class Feature use. It lets you emulate a class level, but caster level isn't not actually mentioned.
Magic item creation. It should apply in every case, not just item creation. And by the wording, it can.
0-Level Spells: When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level.
The Called shot rules from Ultimate Combat allow it, but it is rare. You need to hit the called shot (on an arm, hand, or leg), deal 1/2 the targets hit points (with a minimum of 50 damage) in damage with that attack, and the target must failed the saving throw by 5 or more. Even then, the limb may only just be mangled instead of severed. The effects are the same.
And the sword of sharpness was dropped for 3.0, just leaving vorpal weapons for removing heads, which worked on a successful critical hit. Apparently cutting off limbs was considered too powerful, but instant-death critical hits wasn't. Combined with a high-critical range weapon, it was much easier to remove heads in 3.0 than it is in 3.5/PF (where it does so only on a successful natural 20 critical hit).
James Gibbons wrote:
I was under the assumption that when rolling hit dice you rounded up rolls of less than half to half or half+1 but i cant find where it is in the rules. Is this in the rules or is it a house rule?
House rule. Unless specifically stated, you always round down. Though I'm not sure when there would ever be a need to round a hit die roll, as each are rolled separately and there are no fractions of a hit point that way. Rounding would only need to be done if you skip rolling and instead just take the average.
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.
This can still be found on the WotC site. The relevant part:
You can make software (which I assume includes games), but there are some major hurdles to overcome to do so. I can't find the Software FAQ they mention.
Dual Tower Shields to block a corner, if you don't need to redeploy it, round 1, block one edge, round 2 the other.
Two things. First, no need to resurrect a thread that died years ago. Especially since #2, that doesn't work. The cover doesn't last, and you need to spend a standard action every single round you want the protection. So you can't gain cover from 2 separate shields by setting them yourself.
Driver 325 yards wrote:
Can you take a 10 when you are trying to combat train an animal?
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
You aren't in immediate danger, nor are you distracted. So yes, you can Take 10.
Asmodeus' Advocate wrote:
From the text of Legend Lore:
Try as I might, I can't find a reason that wouldn't work. Clearly it isn't meant to work that way (and therefor is a perfect example to be used in That works... but it wasn't made for that), but it could be used for that I suppose. Though you have no control over what information you gain, so it may take a few castings.
Well yeah move earth would be fine summon a earth elemental. But that defeats the purpose. Is this not the thread for casual things to do with dangerous spells? Did I misread that somewhere? If I can't overkill a trench whats the point?
Over killing a trench is one thing. But if you are trying to do that with a damage spell, it isn't going to work. Even with overlapping all the meteors in a single place, the best you are going to get is a shallow divot. Nothing close to a trench.
That, and that they have already been converted in 3rd party publications.
I should have been more clear and specified "everything popular" has been converted by Paizo. There are some minor monsters and variant rules that haven't made it over yet, but those are also no where near as popular as the stuff that has been converted.
Create Mr. Pitt wrote:
1 is such a silly circular rule. No one is coming to the board just to hear the GM is always right. I wish people would stop saying it when people have specific questions.
It is technically true, and specifically mentioned in the rules. It is a perfectly valid if unhelpful answer.
d20PFSRD is ultimately a poor place to use. They have been known to add their own interpretation, or leave out things. Things such as:
When the duergar made deals with their dark god to turn the tide against their hated enemies, they were fundamentally changed, both physically and psychologically. After a period of adjustment to their new circumstances, their artisans developed innovations to better cope with their harsh environment, and their spellcasters mastered magical secrets gifted to them by the dark powers that granted them succor during the race's time of direst need.
Now, admittedly it never says the the spells are limited to duergar. But being granted to the race by a dark power (and not discovered and developed normally like other spells though later it does say that was likely) is grounds enough to limit the availability to non-duergar.
Which is the only way those monster will ever enter Pathfinder. Paizo can't convert them directly, and the developers have stated they have no intention to do a version of those monsters with the serial numbers filed off.
At this point, I believe pretty much everything in the 3.5 SRD (with the exception of epic and divine rules) has been converted by Paizo in one way or another. I don't think Paizo converts old3rdparty content. So if you don't see it already, you likely never will. At least from an official Paizo product.
No. "Instead" means "ignore the previous method of gaining additional attacks, this is how natural weapons work". All the 2nd bolded sentence is saying is that if you have multiple natural weapons, like 2 sets of claws, you get 2 attacks (1 with each claw).
For manufactured weapons, you receive additional attacks from BAB.
If you need actual evidence, look at any creature with natural attacks and a base attack bonus high enough to get multiple attacks. You will see such creatures never get additional attacks with their natural weapons from that BAB. Likewise, creatures with multiple natural weapons have multiple attacks despite not having a BAB high enough for that.
Slim Jim wrote:
Can't be 2 slams. As a natural weapon, slams never get iterative attacks from a high BAB.
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
+30 actually wasn't the cap in 3.5 D&D. That was just the cut off where it stopped being a normal item and became an epic item, with a x10 cost multiplier.
whats an ogl
Open Gaming License. It is what allows third-party publishers and everyone else to freely make material for Pathfinder. In fact, it is what allows Pathfinder to exist in the first place - most of the core material is copied directly from 3.5 Dungeons and Dragons Open Content.
Without the OGL, there would be no Pathfinder.
The title page of the book does say:
Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
And the back cover still has the 3.5/OGL Compatible icon. So not sure what you are talking about it not being flagged as OGL.
Mythic Feather Fall target 2 creatures/objects per level. If you spend mythic power, it also causes each target of the spell to deal 1d6 damage/caster level (max 5d6 each) in a 10' burst when it lands, with each object granting a save to halve its damage. So you throw a handful of gravel (or anything else, really) and target it with the spell to do potentially massive amounts of damage.
I don't speak Russian either, but judging from the cover and what I can see in the preview pictures, it is the core rulebook.
Enchanted items (with the exception of armor, shields, and weapons) do not take the actual material into account in the price. A ring of protection costs the same if made from cheap copper as it does from solid platinum.
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.
In my experience, that is usually ignored. But by the rules, the cost given is for the enchantment. The base item should add to that cost.
Unless you are using the Fractional Bonuses rules (Pathfinder Unchained), then you still have a BAB of +7 (Same as a normal level 10 rogue), and your saves are +3/+7/+3, same as the normal rogue.
Derek Dalton wrote:
You post only says wyverns. So you are misspelling. You mean wyvaran. And no, they aren't a bastard race. They don't gaining anything like the Elf Blood or Orc Blood traits. They don't count as kobolds for any purpose.
Wyvarans aren't half kobold and half wyvern any more than an owlbear is half owl and half bear. They are their own separate creatures.
Derek Dalton wrote:
Half-elves and half-orcs can do that because they have special abilities that specifically state so.
Without a similar ability, you are limited to taking options for your race only, not those of other races. Wyverns do not have such an ability.
And where are you getting that wyverns are an experiment by dragons and have anything to do with kobolds?
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Doesn't specify land speed, so it applies to any movement mode you have.
RAW, yes. Whatever sourcebooks you choose to use, the druid automatically knows every druid spell in them. Unlike a wizard (and others) who only know certain specific spells and must choose to learn one of the spells.
Anything else is a houserule. Which is fine, but should not be presented as a rule in the Rules Questions forum.
"Living creature" is in no way a type. Construct, undead, humanoid, etc are types. You can be unliving and not immune to all necromancy effects. Undead are non-living, and do not have a blanket immunity to necromancy effects. They are immune to a lot of them because of other reason.
Inevitables are described as living constructs, and yet are still immune to necromancy effects.
Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Being living or not ultimately has no bearing at all on whether or not you are immune to necromancy as a whole.
@Jeraa: The prerequisites are the same as with any other custom magic item--ask the GM.
No. Every other magic item has its prerequisites specifically and clearly stated. That is not up the the GM (ignoring that the GM is always free to ignore the rules). The rules on all other forms of magic item are clear. The rules on intelligent items are not.
You are right in that the book does not outright disallow it. However, it also lacks any of the language that allows it. Unlike in 3.5 D&D, where is was explicitly allowed (well, as allowed as any other form of item creation).
I am not saying (and have never said) that the rules forbid it. I am saying the rules aren't clear on the process and requirements.
Edit: The core rules are vague at best. However, if you actually find the statblock of an intelligent item (there aren't many but Ultimate Equipment has some), you can see the requirements. There seems to be no special requirement to make an item intelligent (which there should be).
Sure there is. The magic item creation rules.
Then what are the prerequisites to make an item intelligence? What are the requirements for the special abilities? We know the prerequisites of all other magic items, but not intelligent ones. What feat is required? The normal item creation feat or Craft Construct? The rules say treat them as constructs, but just what does that apply to.
It isn't that the rules forbid the crafting of intelligent items. It is just that the rules are incomplete and give no guidelines like they do for all other items.
Could someone explain to me what benefit a feat like Spell Specialization would have on the spell Chains of Light? I don't believe I understand how caster level works. I have an idea which is a level 5 wizard who had +1 caster level via Varisiam Tattoo could cast a fireball that is 6D6. Also the duration of certain spells could be longer due to caster level. Are there other things as well? Thanks all.
The range of most spells, chains of light included, are based on caster level. A higher caster level also makes spells harder to dispel. It also means it is easier to get through the targets spell resistance. A higher caster level would also make your concentration checks (if any are needed) easier.
In 3.5 D&D it was specifically allowed. Pathfinder did leave out the relevant section however. The section from 3.5:
3.5 D&D wrote:
To create an intelligent item, a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time, gp cost, and XP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.
As is, there is actually nothing in Pathfinder telling you how a character can actually create an intelligent item.
You share your space with your mount. So you very well can share spaces with a creature with neither of them being helpless. There are exceptions to pretty much every rule.
Tiny and smaller creature are one such exception. They can enter into other creatures spaces and stay there. That is the only possible way for those creatures to attack in melee - something the rules allow them to do.
For what it is worth, from the 3.5 D&D FAQ:
Not that that should automatically hold true for Pathfinder, but it shows the intention of how the rule is supposed to work from the people who wrote the rule, not just copied it (as Paizo did). Pathfinder just copied the rule, so in theory should work the same.
Odo Hillborne wrote:
In that case, the horseshoe is a +4 luck bonus, and the halfling ability is a +2 racial bonus. They stack.
To determine if a bonus stacks, always look after the number for the bonus types. Different types always stack. Same types don't stack (except for a few exceptions). If it doesn't have a type listed, it stacks with everything, including other untyped bonuses.
Penalties, on the other hand, always stack.
so a friend and i were discussing if a samurai made a good range character. i check all the sites and found out that a samurai, despite having at least to abilities that include longbows, can't make range challenge attacks? is this right?
You can many any type of attack. You just don't gain the damage bonus unless it is a melee attack. It may still beneficial to use a challenge while doing ranged attacks because of the added benefit depending on the samurai's order. For example, the damage reduction from Order of the Warrior would apply against ranged attacks as well as it does against melee attacks.
Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.
But to get the full use of a challenge does require the samurai to be using melee weapons.
Josie Nemo wrote:
Elsewhere in the rules "supernatural" does mean "magical", so the confusion is understandable. With darkness, it works differently.
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
If you want to cast those kind of spells, take a level of Sorcerer with Impossible Bloodline: "Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them."
That won't help with necromancy effects at all. A construct isn't immune because they aren't living creature - they are immune because it specifically says they are. That does nothing to remove the immunity to necromancy effects.
That does help with things like charm monster. As is, constructs are immune to that for 2 reasons. Fist, it is mind affecting. Second, it only targets living creatures. If you just get rid of the mind-affecting part, a construct would still be immune because it it only targets living creatures.
Moving this discussion... as soon as I figure out how.
On the right side of a post, upper right corner. The "Flag" button. For the reason, choose wrong forum. That will notify the moderators, who can move the thread.
But it has already been moved. It is now in the Advice section.
Target line says Medium object, but text says large.Saving throw line should be Fortitude (partial)
The line about who makes the save is redundant - that is how all objects determine their saving throws.
Spells generally don't require a touch and a saving throw. Generally, it is one or the other (but there are exceptions)
As for the effects, the 2nd level spell shatter will completely destroy a single object up to 10 pounds/level. It does only work on non-magic items, but a simple dispel magic will make the targeted magic item non-magical for a few rounds. Seems odd that the higher level spell is less effective at destroying things than the lower level one.
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