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Jeraa's page

2,628 posts. No reviews. No lists. No wishlists.


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Rysky wrote:
Hmm, probably FaQ material.

You won't get one. The spell is pretty clear. And so is Ultimate Intrigue:

The first thing to note is that at the lowest levels, alignment detection spells simply don’t register NPCs due to their low level. Other than clerics, undead, and evil outsiders, creatures require 5 Hit Dice or more to register with detect evil. The second thing to keep in mind is that creatures with actively evil, good, chaotic, and lawful intents register as that alignment if they have enough Hit Dice, regardless of their actual alignment. So a selfish merchant whose heart is moved by an orphan’s plight into an act of largesse would register as good at the time, and a loyal knight forced to kill an innocent child to stop a war could appear evil while she formulates and executes the deed. The final thing to consider is that alignment detection is exceptionally easy and cheap to foil in the long-term.

Rysky wrote:

The whole point of that line is that you can detect evil thoughts of creatures without auras, otherwise it would be rather pointless.

You can only detect evil thoughts on a creature with an evil aura? What sense does that make?

The captain of the guard (good alignment, 5th level) had been tricked into killing the king. He would show up on detect evil, despite his good alignment, because of his evil intentions. He would also ping on detect good because, despite his intentions, he is still of good alignment and high enough level to register.

If something has an aura it must have an aura strength, even if just faint. What is the strength of someone of 4th level or lower with evil intentions or alignment? None. There is no aura to register.

Rysky wrote:
Jeraa wrote:

Detect Evil wrote:
Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Which just means that a Chaotic Good creature could detect as evil. That does nothing to change any of the other mechanics of the spell, including the aura strength. And most people won't show an aura until 5th level/5 hit dice.


The point is you can still detect as [alignment] before 5th.

No, you can't. They have no aura. That section just means someone plotting to do evil would register just as if he had an evil alignment. You see use the normal rules to determine if their aura registers, and if so at what strength.

Rysky wrote:


Detect Evil wrote:
Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Which just means that a Chaotic Good creature could detect as evil. That does nothing to change any of the other mechanics of the spell, including the aura strength. And most people won't show an aura until 5th level/5 hit dice.

Fuzzy-Wuzzy wrote:
Drahliana Moonrunner wrote:
Plausible Pseudonym wrote:
Is there any interaction with the +10 limit and flat +gp modifications? Once you've hit +10 can you still add the +gp abilities, or is it really a +10 gp equivalent cap?
It's a +10 cap,whetherr from being +5/+5 or the equivalent price of a +10 weapon. In other words, the weapon can't be worth more than a +10 equivalent, however you add value to it.
I hadn't heard that. Do you have a citation?

He doesn't, because he is wrong.

In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A suit of armor with a special ability must also have at least a +1 enhancement bonus.

Not a cost equal to an effective bonus of +10, but an actual effective bonus of +10. The various +gp enchantments aren't an effective bonus, so do not count toward that maximum.

Veilgn wrote:

Remembering that detect evil / good / haotic etc. Exist.

Spell can racist huh?

And the vast majority of people will not detect with those. You need to be at least 5th level/5 hit dice (or be an Outsider, Undead, cleric, or paladin) before you start to show up to the various Detect Alignment spells. And of the few people that do trigger the detection, they would only just barely register (a faint aura).

That raping, slaughtering, baby killing, puppy kicking horde of orcs coming your way? Won't detect as evil (though their leaders might).

Renata Maclean wrote:

...So how is it on their list if they can't use it?

Because it is still useful.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

So the alchemist could activate a wand of true strike, even though he can't make an extract of it.

zainale wrote:

but what if i already got natural attacks? what are these other things?

umm useful abilities?

If you already have natural attacks, you lose them and gain the natural attacks of the form assumed.

Other things and useful abilities depend on the spell used and the form assumed. For example, Beast Shape I says:

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

While Beast Shape IV can grant:

If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

So transforming into a tiger can grant pounce. It requires at least Beast Shape II, as that is the first spell that grants pounce if the form you take has it. (Also, tigers are Large sized creatures, so you couldn't turn into one with Beast Shape I anyway.) You would have to use at least Beast Shape III to get rake, however.

MrCharisma wrote:

EDIT: I'm not actually sure if it means base save or total save there: Does the Black Blade get a bonus from the Magus' Cloak of Resistance?

Without any other text I'd assume it gets all benefits & drawbacks of the Magus' saves. So if your Magus has a +2 Cloak of Resistance & a -2 WIS modifier then the Black Blade also makes it's saves with a +2 Resistance Bonus & a -2 WIS modifier.

It uses the magus saving throw modifiers, including any other bonuses.

Compare the wording to that of a familiar:

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

The familiar specifically says other bonuses are not shared. The black blade does not, just that it has the magus saving throw modifiers. That would include any other bonus to those saves.

Richard Federle wrote:
So I've got a flying race with perfect maneuverability in my campaign. I'm trying to determine if you need the Hover feat in order to make a full round attack while flying or if you can just make a fly skill check. The rules seem to be both ambiguous and contradictory in that regard.

You just need to make a Fly check.

The Hover feat removes the need for the check, in addition to creating a debris cloud when hovering. The feat is not required for you to hover, it just improves it.

wraithstrike wrote:
How is a paralyzed person setting off a pit trap?

Roll him down the hallway. Or it is a lever-activated pit, and unfortunately he just happens to be laying on where the pit opens.

The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target.

It is a ranged attack.

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This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).

You didn't prepare the cure spell, so you don't get it back.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

You don't cast the prepared spell, you just "lose" it.

It would seem that by the rules, the slot can not be regained with a pearl of power. You neither prepared the spontaneous cure spell, not cast the actual prepared spell.

Edit: That being said, there is this:

Spontaneous Casting of Cure and Inflict Spells: A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell of the same level or higher, but not in place of a bonus domain spell. An evil cleric (or a cleric of an evil deity) can spontaneously cast an inflict spell in place of a prepared spell (that is not a domain spell) of the same level or higher. Each neutral cleric of a neutral deity spontaneously casts either cure spells like a good cleric or inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into the cure or inflict spell as if that spell had been prepared all along.

"As if prepared all along" could be read as allowing the pearl of power to recover the spent cure spell. You spontaneously prepare and cast it, so it meets the requirements for the pearl (a cast prepared spell). The same would apply for the druids spontaneous summon spells.

Shinoskay wrote:
ok, but what about the spells part? can I use something like message or dancing lights using the scry organ as the point of origin for the spell?

You can't use any spell or ability like that unless the individual scrying spell says you can.

Clairaudiance/clairvoyance doesn't allow any effect to pass through.
Scrying can:

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

It depends on what spell you are using to scry on the target.


3rd round-

Still moving to guard.
Mentally wills Ring to reset duration. (3,resets to 1)
(CL of Ring is 3, so 3 rounds duration).

The ring lasts for 3 minutes per use, not 3 rounds.

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You are still assuming it is use-activated or continuous. It isn't. IT is a command-word activated item.

If it was a continuous item (or required a free action to reactivate), you could attack, become invisible, attack again, and so on in the same round. Effectively, you have a ring of greater invisibility (one that is vastly underpriced).

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Imbicatus wrote:
Jeraa wrote:
DungeonmasterCal wrote:
So, why is this an exotic weapon? Isn't it really just a great club with brass or iron studs on it?
Because it is a greatclub, but better (x4 crit instead of x2).
And a greatclub should be simple. 1d10 x2 is much worse then the 1d8 x3 reach longspear. It's also in the same range as the 1d8 x3 spear.

I never said it made sense. The entire weapon proficiency system and the simple/martial/exotic classification doesn't make sense.

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Activation: A ring's ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some rings have unusual activations, as mentioned in the ring's specific description.

The ring says it must be activated. It does not say it functions continuously. Activation is usually a command word - you don't activate the ring by putting it on like the One Ring.

Also, trying to determine how it functions by using the formulas doesn't always work, as not all items follow those formulas. Some items are given prices that sounded right to the designers, or used the formulas as a base and adjusted up or down.

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DungeonmasterCal wrote:
So, why is this an exotic weapon? Isn't it really just a great club with brass or iron studs on it?

Because it is a greatclub, but better (x4 crit instead of x2).

The natural attack table is simply the average. It even notes that some creatures vary from that amount.

You go by what the specific animal has, not the table.

The swarm immunity applies to more than just Target spells. Note that it specifically calls out disintegrate, which does not have a Target line, but has Effect: Ray instead.

Swarms would be immune to scorching ray, because it targets a specific number of creatures (1 per ray).

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Fuzzy-Wuzzy wrote:
RuyanVe wrote:
AFAIK, you cannot add two different templates to a creature.
I cannot find such a rule and do not believe this to be the case. Do you have a citation?

There isn't one, because he is wrong. You can put multiple templates onto a single creature (as long as one template doesn't make another invalid). For example, since we are talking about undead:

Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another—it's possible to have a bloody burning skeletal champion.

That is 3 separate templates (Skeletal champion, bloody skeleton, burning skeleton).

kyrt-ryder wrote:
Note to self, once you attach a bayonet [ring, not plug] to a crossbow or rifle it is no longer a ranged weapon >_>

AS far as I am aware, there are no ring bayonets in Pathfinder. All would be plug bayonets and do render the ranged weapon unable to fire.

Yes, I know the rules don't make sense. A weapon that can be used at range is not necessarily a ranged weapon, but those are the rules.

kyrt-ryder wrote:

If a weapon has a listed range, it is a ranged weapon, regardless weather or not it can be uaed in melee.

Such as daggers.


Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

If it has a range increment and is effective in melee, it is a melee weapon.

If it has a range increment but is not effective in melee, it is a ranged weapon.

Java Man wrote:
For yet more attacks, and penalties, you can TWF and rapid shot with thrown weapons.

Rapid Shot only works with ranged weapons. Not all thrown weapons are ranged weapons. Some are melee weapons that just happen to be throwable (dagger, handaxe), while some are ranged weapons (darts, javelins)

Azothath wrote:

okay - it goes as Jerra said

1*1*1800{command} * (1/5) = 360gp which will take 1 day to craft.
The item goes in a ring slot, takes a std actn (that provokes) to activate, and Enlarge Person only lasts 10r once per day.
That should be it.
You can lessen the price by choosing a specific class or alignment that it works with, in this case it might be best to leave it alone.

Command word activated items do not provoke and attack of opportunity.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Bloodrealm wrote:
BigNorseWolf wrote:

The confusion is in the name. Composite longbow +2 could refer to either one.

If its a (100 gp +200) gp item, its the strength bonus

If its the (100gp bow +300 for masterwork +8,000 gp for a +2) its the enhancement bonus, and you can't put a strength bonus on it BUT... for a mere 1,000 gp you can toss the adaptive property on it and use whatever strength bonus you have.

This is why the +X for a magic item goes at the start and not the end. It is, admittedly, a bit confusing for notation when there are two places that +X can show up.

To be fair, longsword +1 is just as correct as +1 longsword, though not as common. There is a reason all of the composite longbows in monster stats and magic item descriptions follow the same pattern:

Combat Gearpotions of cure light wounds (2), potions of longstrider (2), alchemist's fire (2); Other Gear+1 chain shirt, +1 composite longbow (+3 Str) with 20 arrows, masterwork elven curve blade, climber's kit, 2 gp
Of elven make, this white +2 composite longbow (+2 Str bonus) whispers, "Swift defeat to my enemies" in Elven when nocked and pulled.

The strength rating of the composite bow is always listed in parentheses just to keep this from being a problem.

Chess Pwn wrote:
can the pact wizard pick a non-alignment subtype? Like elemental or earth/fire/etc...

I would say, while the wording of Pact seems to allow it, the mechanincs of the other abilities don't.

Aura (Ex): A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.

Fire isn't an alignment. There is no such thing as a fire alignment. Good and Evil are alignments.

Pact Summons works as the Sacred Summons feat:

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

The Sacred Summons feat works on alignments.

While the text of Pact does seem to allow it, it seems clear that only the various alignments are suitable choices, not elemental subtypes.

Goblin_Priest wrote:

Sure, but "does it add anything to the game?" In my opinion, it detracts more than it adds.

And yes, I get the point about allowing clumsy flyers a chance to pull off fancy maneuvers. But simulating flight on a 2d mat in a turn-based game is atrocious to begin with. I mean, sure, if someone really, really wanted to do it, there are some rules there... but basically the only scenario I can think of where fancy maneuvers are required is a chase scene where everyone involved is flying at full speed through canyons, simulating an x-wing vs. tie fighter scene. And such a thing certainly doesn't fit on a typical mat/grid, so it'd involve a GM simply orating the scene, making the fine details impossible to measure and therefore just forcing arbitrary DCs.

In any case, with a bird trying to full-round, I'd say to hell with the rules and wouldn't ask a check myself. It slows down the game for nothing.

And that is fine. But as this is a rules question in the Rules Question forum, the by-the-rules answer should be the only thing discussed.

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BigNorseWolf wrote:
Plants definitely don't talk, so...

Treants do. So some plants do talk. Your typical elemental (the normal air, fire, earth, and water elementals) speak as well.

Goblin_Priest wrote:

I don't think I've ever seen anyone actually use the fly skill. Stuff that flies... just flies. A human doesn't need to roll an acrobatics check when they walk, I've never seen the point in forcing a bird to do a fly check when it flies, or a fish to do a swim check when it swims. While I could get it for a creature that doesn't typically fly, such as a caster using the spell, the skill rules just feel needlessly complicated and I can't think of a single case where someone I played with wanted to do a fancy maneuver... it's almost always "I fly just high enough so that the melee enemies can't hit me".

I guess others might have different experiences than mine, though.

The checks are only needed when you try to something out of the ordinary. Fly checks aren't needed for normal flying, but hovering in one spot isn't normal for almost all flyers. Fish don't need a check to swim normally (the skill even says so), but one would be needed in special circumstances (like a salmon trying to swim up a waterfall).

The enhancement bonus is not applied separately to your armor class. It improves the armor bonus of the base armor. +1 heavy weapon harness grants a +2 armor bonus to your AC, not a +1 armor bonus and a +1 enhancement bonus.

VirtusMarik wrote:

So my Gm is letting us use custom items so long as we do the math right and frame it as if we found it in a rule book. I ran by him an on command ring of enlarge person. He said OK as long as it was a once per day activation. I just would like if someone could double check my math because this seems way to cheap for what I'm making.

Weak Ring of Enlarge Person
Aura Aura faint; transmutation; CL 1st
Slot ring Price 4000- gp;
On command, this mundane looking iron ring allows the wearer to use the magic spell enlarge person on themselves once per day.
Forge Ring, enlarge person; Cost 2000- gp

The formula for a command-activated magic item is : Spell level x caster level x 1800gp. So, at caster level 1, that would be 1 x 1 x 1800gp = 1800gp.

That allows an unlimited number of uses per day. For a charged item, you divide that cost by (5 divided by the number of charges per day). So for 1/day, you divide the cost by 5. That gives you 1800/5 = 360gp for 1/day item of Enlarge Person that takes a command word to activate. It will last for 1 minute once activated.

You appear to have used the formula for use-activated or continuous items. Use-activated in this case means using the item normally (such as lighting a lantern or something similar). In addition, you applied the multiplier for duration, which only applies to continuous items, not ones that need activating.

However, the item pricing formulas are actually the last place you look to price an item. You are supposed to compare to existing items first, and price accordingly. So the actual price could be different.

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Agodeshalf wrote:
Can you remotely intimidate via telepathy?

Possibly. Intimidate covers both verbal threats and displays of prowess, according to the description. However, the size bonus/penalty when intimidating should not apply if the target couldn't see the intimidater.

When a class feature says "your level", it almost always means levels in that specific class.

Xunriina wrote:
so a few friends invited me to a game where their characters are currently epic levels, and told me to make one that is level 25. now, where would i find, or who would you calculate the starting wealth of said character?

Ask whoever your GM is. There are no guidelines for that in Pathfinder. There is very little support for anything past 20th level, and what does exist assumes you start at a lower level and advance there through game play, not starting at a level after 20th.

Revan wrote:
I did see that language; I just wanted confirmation, since it is a significant change from 3.5 Wall of Force that I couldn't find anybody explicitly talking about. Thanks for answering!

The wording between the 3.5 version and the Pathfinder version of wall of force is exactly the same, with the exception of Pathfinder adding in hardness/hit points for the wall.

also, Dispel Magic has verbal and somantic components... if i'd deaf, can i still cast spells?

Yes, though there is a chance of failure:

Deafened: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

A curved wall is not flat.

Piccolo wrote:


I am running Giantslayer, and the giants are using +1 human or dwarf bane bow ammunition. How the heck do I price these? What's the price of a single arrow?

Ammunition is enchanted in blocks of 50. So find the price for a normal weapon with the same enchantments, then divide by 50 to get the price for a single piece.

50 masterwork arrows: 300gp (plus a bit for the arrow itself, but it is negligible)
+1 bane: 8,000gp

So 8,300gp for 50 +1 bane arrows, or (8300/50=) 166gp each.

Nessa Ellenesse wrote:
When 3.5 was converted to pathfinder, why were certain mass spell, like darkvison mass, resist and resist engery mass changed to comunual spells? Comunual spells are not worth casting ever. You use a higher level spell slot to split the same duration among multiple people.compared to mass spells they are worthless.

Paizo can't copy all the spells from 3.5 D&D. Only those spells that appeared in the 3.5 Player's Handbook were declared Open Content, and so those are the only ones that could be copied directly. All other spells in all other books could not be used. That is why certain spells were changed for Pathfinder - it allowed them to have a similiar spell without breaking copyright.

Create pit is just a badly written spell. It still doesn't change the fact that a reflex save, by default, does not require any movement at all. Create pit is an exception (one that is specifically called out), not the rule.

TheAlicornSage wrote:
The Mythical creature template from tomb of horrers say to increase HD by 50% then double that amount. As that is equivalent to simply tripling HD, and as at least a full HD is required, I am wondering why this seemingly overly complicated wording was chosen.

Looking at the mythical lion, it has 14 hit dice. A normal lion has 5. 5 x1.5 = 7.5 (round down to 7), x 2 = 14 hit dice.

It seems they want you to round down after increasing by 50%. That means it isn't always triple the normal number of hit dice.

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the class descriptions in Classes for details.

If your class level is only high enough to cast 1st level spells, then that is the only level you get bonus spell slots for. You wouldn't get any of the bonus spell slots of 2nd level or higher until your class level is high enough to cast spells of that level.

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

Dispel Magic doesn't allow spell resistance, so isn't a valid choice for spell immunity.

What do you mean? Large creatures have a natural reach of 10 ft.

Not necessarily. Depends on if they qualify as Large (Tall) or Large (Long). Large (tall) creatures, like an ogre, have 10' reach. Large (long) creatures, like a horse, only have 5' reach.

Being large doesn't automatically give you 10' reach. It depends on what form your body is.

That being said, the standard player races would qualify as Large (tall) once enlarged, and would have 10' reach.

Murdock Mudeater wrote:
Does "Knowledge (any) 5 ranks" mean 5 ranks in one knowledge skill, or 5 total ranks in any knowledge skills?

5 ranks in a single Knowledge skill, most likely.

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edwin dennis wrote:

Sorry but everyone seems to be closing over the big difference between fighting defensively and total defense. Threatened squares. If you take a full defense action, you no longer threaten your adjacent squares, focusing all your abilities on your own defense at the total exclusion of offense.

The note on Standard Actions being specifically mentioned is because some Combat Maneuvers use Standard actions and some of them may be used in place of an attack as in during a full attack action. Penalties to your attack rolls affect your CMB. Power Attack specifically takes away from your CMB to add to your damage during grappling for example.

And you seem to have missed this thread died almost 6 years ago and there was no need to resurrect it.

Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that's worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item's value is based on the number of charges left.

Since the price varies depending on number of charges, the number of charges in the item must be determinable somehow by the characters. Since there isn't a separate way of doing it, it would seem to fall under the normal item identification rules.


There is analyze dweomer: "In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges)".

6th level and a very expensive spell. So a spellcraft check (enhanced or not with identify) should not allow anyone to know the real number of charges left.

That wording is the same as 3.5 D&D. In 3.5 D&D, Identify also specifically said it revealed the number of charges. Standard identification in Pathfinder should still reveal that (and still does - having charges is a property of the item).

Umbral Reaver wrote:
Ah yes. White dragons die of hypothermia all the time.

They shouldn't, but by the rules they do. The rules are wrong, but that is what they say.

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