Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kyra

Jeraa's page

2,040 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 2,040 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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.


2 people marked this as a favorite.
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.


1 person marked this as a favorite.
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.


1 person marked this as a favorite.
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.


Elicoor wrote:

Wasn't there some kind of 200k price limit on an item somewhere ? Or was it 3.5 ? Because a +10/+10 shield would be around 300165 gp... ^^

3.0/3.5 had a 200,000gp limit before the item was considered an epic item. You could still go above that, it was just that certain things had a different pricing structure then.

That rule doesn't seem to exist in Pathfinder, so it doesn't apply.


Just to post the relevant rules passage (Core rulebook, page 553):

Quote:

Adding New Abilities

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.


Anonymous Visitor 163 576 wrote:

Mutants and Masterminds extends this into the superheroic realms. In 3rd edition, they just use the state bonuses instead of the stats, so a 10 in Pathfinder is a +0 in M&M 3rd edition.

Superman strength is a +19, so that's a STR in Pathfinder of 48?

http://www.infrno.net/characters/4595-superman

Which would make him stronger than all Pathfinder creatures except a titan and Godzilla Mogaru (as far as a quick search can see). Thought a lot of monsters with a lower strength score are actually stronger (if you look at carrying capacity) because of the size multipliers.

For reference, D&D gave Kord (god of strength) as score of 55. Thors strength is 92, but that is doubled from his magical belt, so its actually only 46.


boring7 wrote:

As of Ultimate Magic, the rule is Caster level 11, and a specific price based on size. You can choose to use the old rules, indeed they are listed as "alternate rules", but that is a GM call.

Kestral is correct regarding item creation rules, although to get craft construct you have to get 2 other item creation feats, and I don't know of a class that lets you get them earlier than level 5. With retraining rules you could presumably get it done then though...

This is the section from Ultimate Magic:

Quote:

Animated Object

CL 11th; Price as determined by CR

Construction

Requirements Craft Construct, animate objects, permanency; Skill Spellcraft or appropriate Craft skill; Cost 1/2 price

No caster level requirements on animate objects made with the Craft Construct feat.


THe rules suggest a magic item that only functions for a specific class costs 30% less than one useable by everyone. That would cover your Type 3. Type 4 would therefor be somewhere in between.

Quote:
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.


Torches aren't weapons, though they can be used like one (improvised weapon). As such, they most likely could not be made masterwork (which is just a really well made weapon). And if they can't be masterwork, they can't be enchanted.


A continual flame spell would give you the look of a torch, but won't give you the fire damage of one (torches deal 1 point of fire damage). Continual flame spells don't give off heat.

Which is more important, the look of a torch or the flame damage of one?


Jacob Saltband wrote:

Where was the spell component pouch introduced in 3.5? I scaned my 3.5 books but didnt find it and the srd doesnt referance where itcame from.

I dont remember it at all in 3.5.....could be I just getting old.

Equipment chapter, under Tools and Skill Kits.

Page 111 of the 3.0 Player's Handbook.
Page 130 of the 3.5 Player's Handbook.


What kind of ship? All the ones I am seeing (besides the rowboat) seem to be Colossal. You need to have a caster level of 32 to animate a colossal object, as it counts as 32 small objects.


1 person marked this as a favorite.

Nagas having problems with material components is only part of their problems. They have no hands for the somatic components.

Quote:
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.


Socar wrote:
Ahhhhhh thank you, which book can I find that quote?

Core rulebook, page 549.


Magic Item creation takes a minimum of 1 day (8 hours of time). Potions and scrolls that cost 250gp or less are an exception.

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.


Kobold Cleaver wrote:
Not that I'm a doppelganger. Just asking for a friend. If a druid turns into a bear, can you still cast enlarge person on him? If a doppelganger turns into a halfling, is daze a foolproof test for it?

You can't cast enlarge person on a polymorphed target anyway.

Quote:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.


A shield can be enchanted as both magic armor and a magic weapon at the same time. (Magic item section, on Armor and Shields.)

Quote:
A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

You add the cost of enchanting it as a weapon to the cost of enchanting it as a magic shield, so it can be both at the same time.


2 people marked this as a favorite.
Lakesidefantasy wrote:

Wow, I was not expecting that not a single wizard in the NPC Codex is listed with a spell component pouch.

Regardless, Senko, I never give my sorcerers spell component pouches and I have never experienced a sorcerer unable to cast mage armor and the like because they didn't have the requisite foci.

I may be wrong, but I believe the vast mojority of players consider foci to fall under Eschew Materials. If you follow the advice found here, and take the strict rules interpretation, you may find youself in the minority on this issue.

On the other hand, I may have just found myself in the minority here.

This is the Rules forum. The only correct answers here are the actual rules. And by the actual rules, focuses are not material components, and therefore Eschew Materials has no effect on them.


2 people marked this as a favorite.
Nathanael Love wrote:

DR is basically non-existent in PF. . . DR/- or just gtfo

You could give a monster DR 1Million/(Anything and everything) and PF rules says that +5 sword gets through no matter what. . .

No it can't. +5 swords can only get through DR/magic, alignment-based, adamantine, cold iron, and silver.

It wouldn't be able to get through any other material-based DR (should one exist). +5 weapons won't get through DR/piercing, slashing, or bludgeoning (unless the base weapon was one of those, of course). DR/Epic also can't be overcome by a +5 weapon.

+5 weapons don't automatically overcome all forms of damage reduction. Just most of them.


2 people marked this as a favorite.

Focuses are not material components. That is why the rules differentiate them. Eschew Materials won't remove the need for the focus.

1 to 50 of 2,040 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.