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Lord Sir wrote:
Now I'm a level 1 Bard and a Level 2 Sorcerer. Brew Potions requires Caster Level 3. Can I pick this up for my level 3 feat or do I have to wait till I get my next feat at level 5 for this?
A Bard 1/Sorcerer 2 does not have a caster level of 3. He has a caster level of 1 (for bard) and 2 (for sorcerer).
A fireball spell does 10d6 damage, or a maximum of 60 fire damage.An empowered fireball does 15d6 damage, or a maximum of 90 fire damage.
Immersion in lava does 20d6 damage, or a max of 120 fire damage.
Great wyrm red dragons do 24d10 damage with their breath weapon, or a maximum of 240 fire damage.
There are probably ways to get even higher damage.
As DominusMegadeus said, no amount of resistance is immunity. You have to have fire immunity to actually be immune to all fire damage.
The only thing a touch spell cares about is if you are touching the target. Not all touch spells require an attack roll.
Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.
If the target hits you in melee, you are touching the target already. There is no need to make an attack roll.
Where does it say that your movement ends if you take your standard action?
The point of Shot on the Run, Flyby Attack, and Spring Attack feats are to let you continue after you move and attack (or any other standard action for Flyby Attack). If anyone could always move, stop and perform an action, and then continue the move action, those feats would not be needed.
Shot on the Run wrote:
Spring Attack wrote:
Flyby Attack wrote:
Take a move action, move 5 feet into the space with ally. Take a move action to open the door. You are now in an illegal space, so you get bumped back 5 feet to where you started.
You were in an illegal space as soon as you stopped. Thats when you would of been bumped back. You wouldn't be able to open the door.
Chess Pwn wrote:
Problem is you can't move, perform an action, and continue moving. That is part of the point of feats such as Flyby Attack, Shot on the Run, and Spring Attack. They allow you to move-attack-move.
Monster play by the exact same rules as players unless specifically noted.
The ettin gets a second off-hand attack because each arm is independently controlled by one of its heads. In essence (At least for attacking), its two creatures in one body.
Magic arrows that hit are destroyed. Magical arrows that miss have a 50% chance to be destroyed or lose the enchantments.
You enchant ammunition with special enchantments that you might not want to always use. For example, the Brilliant Energy enchantment makes the bow ignore non-living material. So it bypasses armor. But it also can't damage undead or constructs. But if you applied the Brilliant Energy enchantment to some arrows, you could use those arrows when you wanted to, and the bow itself would still be useful against undead and constructs.
Likewise, the Merciful enchantment turn all the weapons damage into nonlethal damage. But what if you wanted to do lethal damage instead? If the arrow itself was enchanted with Merciful, you could still use other arrows with your bow and do lethal damage, switching to the Merciful arrows when you want to knock something out.
Plus, if your GM allows you to purchase magic items, you can potentially purchase just a few arrows that you would only want to use occasionally, and get a substantial discount. (For example, purchasing 10 +1 Elf Bane arrows for 1/5th the cost of the equivalent weapon.)
No, its not for free. You do know how enchanting an item works, right? 50 +1 Flaming arrows cost the exact same as and are made the exact same way as a +1 Flaming longsword.
Its not. Its just they way I wrote it.
The pricing table assumes everything is unlimited use. That is why there are specific entries for charged (50 uses or x/day uses) or single-use items. The rest of the formulas are for unlimited use.
Ha! Ok, so apparently its some sorta jolt operated sex toy for our Lady of Calistra, who is constantly harassing everyone lol. I didn't realize that when the inquiry was first made. Still, I'd like to apply some sort of method here. The sorceress knows jolt and has CWI, so that seems good for prereq's. How should I figure out a price? She wants it to function once per day.
A command-word activated item is prices as: spell level x caster level x 1800gp. 0-level spells count as 1/2 level for pricing purposes. This gives you an unlimited uses item. (A use-activated item is: spell level x caster level x 2000gp.)
For a 1/day item, you divide the price by 5.
Chess Pwn wrote:
so I have a question, is the point of dex damage to get them to 0? or is there a benefit even if it doesn't hit 0? Also, if they get to 0 and can't move, can they still attack? is the movement square movement or any movement?
Yes, you want to get them to 0. At a score of 0 (in any ability score except constitution), a creature can not act at all.
Dropping their Dexterity, but not enough to get them to 0, has little effect. Even with a dexterity of 1 they still get to act normally. They would just have a somewhat lower AC and Reflex save. It doesn't affect their movement or attacks at all.
Weapon proficiency are not feats. Sure, you can gain proficiency with weapons from a feat, but the class proficiencies aren't giving you dozens of bonus feats.
You'll notice that the various proficiencies are never included in a creatures feats line in its statistics, because they aren't feats. Only those proficiencies gained by taking the feat are feats.
Purple Dragon Knight wrote:
The weapons crit range doesn't matter at all. The vorpal effect only functions on a natural 20, regardless of the weapons crit range. Improved Critical or Keen don't make the vorpal effect any more likely to happen.
1. As to the first question I asked what i am understanding from this thread is that the item you are trying to create itself unless its an enhancement bonus to a weapon of +1 to +5 has no actual caster level at all so a level 3 wizard with some insane spell craft check could make a belt of giants strength +6 if they had the gold piece value and the craft wondrous items feat, is that correct?
Creating a +6 belt is actual no more difficult than creating a +2 belt. And yes, a 3rd level wizard can make both.
2. As to my second question originally why does the RAW bring up meta magic feats at all if it in some way does not effect the item you are trying to craft?
You can make items that cast spells with metamagic feats. But thats only used for items that actually duplicate spells, like wands, staves, and potions.
Most other magic item (including wondrous items) don't duplicate spells. The spells those items require are only there for fluff. They have no mechanical effect on the item at all. Othewise flaming swords would be touch attacks (if flame blade was used as the prerequisite) or explode in a massive fireball (if fireball was used) or call down a column of fire (if flame strike was used).
Its only a single +5 increase because its only a single prerequisite.
If I remember correctly, the creator's caster level must be at least 3 times the enhancement bonus of the item. So if you want to make a +2 belt of giant strength you must be at least CL 6 to craft it.
That only applies to armor, shields, and weapons. With a few exceptions, like Amulets of Natural Armor.
Bracers of Armor only require 2x the bonus. And there is no level requirement for the stat-increasing items.
From your own post:
Speak with Animals is not a wizard/sorcerer spell.It is also not a cleric spell.
It is however a druid spell, so it works as the druid spell. Therefore, it is a 1st level divine spell-like ability.
Even without a binder, they would have to package the sheets somehow. So that may negate any cost savings they would of had.
Cardstock is more expensive than regular paper, so that is a cost increase. Cardstock is also thicker and heavier, so that means each book takes up more space and is more expensive to ship. The only way to counter that is to not include as many monsters in a book, so you end up getting fewer monsters for the same price.
Plus the whole issue of monsters no longer being in alphabetical order once you start adding in monsters from other sources. Which you could fix by only printing one monster per page, but that only increases the cost to print the entire book, and makes it even larger, as now you have more cardstock pages (which are already thicker than a normal sheet of paper).
In the end, you just end up with a thicker, heavier, and more expensive product if you go that route instead of just printing a normal book.
Except the Craft rules don't allow for more than 1 item a day. And the minimum time for the check is also 1 day. At the absolute best you get 1 vial/day.
No. You can only retrain something you had a choice in taking. If you were given a choice of feats at 1st level, and you chose Scribe Scroll, you could retrain it. But as the skald just gives you Scribe Scroll feat instead of letting you choose it, you can't retrain it.
If you are unsatisfied with a feat, skill, archetype, or class ability you chose, you may spend time in intense training to trade the old ability for a new one. Though it is time-consuming and expensive, this allows you to alter aspects of your character without extreme magic or a traumatic event.
Its carried over from the yeth hound in 3.5 D&D. As far as I can see, it was useless there as well.
Edit: I know why. In 3.5, activating a supernatural ability was a standard action.
3.5 Rules wrote:
Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice.
As the Yeth Hounds flight is a supernatural ability, it would of required a standard action to start flying in 3.5. So they put in the line about it being a free action.
If you believe that because its "logical" then thats the way is has to work, then you are playing the wrong game. Is it logical that a 3' tall creature (a Small creature) wielding a Small dagger has the exact same reach as an 8' tall creature (a Medium creature) wielding a 6' long greatsword? Because thats what the rules say. Just because something is logical doesn't mean thats the way the rules work.
And just because its printed doesn't make it right. After all, the original printing of the Prone Shooter feat was only to get rid of a penalty on attack rolls that never existed in the first place.
Not to mention that the passage you quoted directly contradicts the Endure Elements spell. Endure Elements can not negate energy damage, but the passage you quoted implies it does.
No, I think of heat/cold as its written in the book - an attack that happens one a minute/hour, but whose effects are applied all at once at the end of that time. You know, the way the rules are actually written.
No you don't. You have a single passage (From an adventure, not even a rulebook) that you interpret in a way that is totally different from every other instance of energy damage in every other source.
If it truly was less than 1 point of damage per round, they would have to write it that way. After all, fast healing 1 and regeneration 1 is per round and would also negate the damage in that case.
No. Any amount of cold resistance works to make you immune to those effects because it specifically says it does.
Normally, 1d6 damage is 1d6 damage. Damage is always listed as a single attack. It doesn't matter if the damage is in a single round or over a minute.
Not quite true. Energy resistance isn't by the round, but by the attack/source. If a character is attacked by a dozen attacks that each deal 5 fire damage in a single round, fire resistance 5 negates all of that.
And Resistance 1 is not 10 points/minute. Its 1 point/attack or source of damage. Environmental dangers generally do 1d6 damage, so would need resistance 6 to completely negate the damage.
You aren't allowed to take levels in the parent classes for hybrids so if you have arcanist you can't take levels of wizard or sorcerer.
Incorrect. The rules even specifically talk about multiclassing into one of the parent classes.
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes.
It can be applied to any living creature. Provided that creature can make the phylactery (which requires them to be a spellcaster with a caster level of at least 11th and the Craft Wondrous Item feat).
So if awakened sheep has taken enough class levels to meet those prerequisites, yes it could be a lich.
Deaths Adorable Apprentice wrote:
If I have an NPC bad guy who becomes a Vampire or a mummy could the person become a Lich later? Do those templates stack?
You can't apply the Lich template to something that is already undead.
“Lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich retains all the base creature's statistics and special abilities except as noted here.
Vampires have the same wording, so an already undead creature can't become a vampire.
Of course, the GM can always decide differently.
Every time you level up in your favored class, you get to choose a minor bonus. Usually an extra hit point or skill point. In this case, you can instead choose to get a bonus to the damage or healing from channel energy.
You don't automatically get that bonus. You have to level up in your favored class (in this case, Cleric) 3 times and choose that bonus for all 3 levels to get even a +1 bonus (you always round fractions down).
Kyra Banior wrote:
You have to look at the individual undead.
For example, the wights Create Spawn ability says they do not posses the abilities they had in life. (In other words, they lose all of their class abilities and become normal wights.) Same for ghouls and wraiths.
On the other hand, ghosts retain their class abilities, as do lichs and normal vampires.
The wight ranger you mentioned would therefore have to gain those ranger levels after being turned into a wight. Intelligent undead can gain class levels like any other creature.
I was reading the blockbuster guide and it made mention of giving your familiar a +5 magic bonus to a skill for 2,500 gp but made no mention of how. Does anyone know what it is talking about?
Custom-made magic items. An item that grants a bonus to a skill costs (bonus squared) x 100gp.
Similar to Boots of Elvenkind (which grants +5 Acrobatics) and Cloaks of Elvenkind (+5 Stealth).
I believe you also need masterwork tools to enchant magical tools (like magic lock picks)
Nope. The sections on crafting magical armor/shields and magical weapon specifically say you need the masterwork item to enchant. None of the other sections (including Creating Wondrous Items) say anything about requiring masterwork components.
Its been said that levels 1 and 2 are more "apprentice levels". Thats why it requires so little XP to level up at those levels. Thats even what the Player's Handbook calls them.
In the first tier (levels 1-4), characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their c1ass features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.
They aren't full-fledged adventures yet. They are still learning the basics.
Provided you have a masterwork helm already.
Masterwork items are only needed when making magical armor, weapons, and shields. No other item type requires a masterwork base item.
As helms are not armor (well, technically they are, but they aren't considered armor in the game or you would require Craft Magic Arms and Armor), you don't need a masterwork helm to enchant.
Furthermore, the 1e/2e ring didn't last 24 hours. It lasted forever until cancelled. So it was clearly not based on the spell duration, then.
No, it lasted 24 hours.
The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisable state is exactly the same as the wizard invisibility spell, except that 10% of these rings have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he breaks all silence features in order to do so.
It worked exactly the same as the wizard spell. The wizard spell had a duration of 24 hours, not forever. So the ring lasted 24 hours. Of course, you could always reactivate it. Doesn't change that a single activation only lasted at most 24 hours.
Phelgorn ShadowWalker The Forsaken wrote:
I had an idea for an intelligent rapier for my new character, the sword would be chaotic evil, would speak six languages, and all of this other stuff, BUT after I had it set up, I realized I didn't know if it was allowed in Pathfinder Society.
Custom magic items of any type are not allowed. Though they may have specific intelligent items available (I'm not sure), designing one yourself is not allowed.
Bob Bob Bob wrote:
Normal reach for a frog is apparently just normal reach (it says 5 feet for a medium frog) so large would get you 10 feet and huge 15 feet. Standard reach for monsters is equal to their size (Pathfinder doesn't have the large(long) and large(tall) distinction of 3.5), monsters who are different are exceptions, not the rule.
Yes it does. Its even specifically mentioned on page 195 of the core rulebook (table Creature Size and Scale).
Its not something specifically called out in a stat block (just like it wasn't called out in the stat block in 3.5 either). You have to check the creatures size and reach to determine if it is (long) or (tall). Centaurs, for instance, are Large (long) creatures, as they only have 5' reach. Same with horses.