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Jeraa's page

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Daniel Myhre wrote:
Sarrah wrote:
Daniel Myhre wrote:
Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.

If he is not a CL 15, he does not meet that prerequisite and gets to add another +5 to the DC for his check (in this specific situation).

Really? My understanding was that you flat out aren't allowed to make a +3 sword if you're not level 9 or higher. And that you similarly aren't allowed to make a +2 amulet of natural armor unless your caster level isn't high enough for the bonus (4 levels per +1 I believe). And isn't the CL added to difficulty already factoring in that part? I mean, unless they are taking feats, traits, and other stuff to maximize Spellcraft a level 5 player is probably going to find a CL 15 item to be difficult to make. Especially if they have multiple prereqs that they're missing.

Caster level prerequisites are one of the things you can ignore by adding +5 to the DC. It is entirely possible for a 5th level character to make +5 armor and weapons (should he have the money and ability to make the check).

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

And there is even a FAQ about it:

As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.

Dragonchess Player wrote:

Note that the "Use activated or continuous" line for spell effects in the Estimating Magic Items Gold Piece Values table is the easiest way to break the game.

For continuous bonuses, even if "granted" by a spell effect, you should always use the top of the table. Heroism grants a +2 morale bonus on attack rolls, saving throws, and skill checks; so that's (at least!) 4 x 2000 gp = 8000 gp for the attack bonus (using the Weapon Bonus (enhancement) as the equivalent*), 4 x 1000 gp = 4000 gp for the save bonus, and 4 x 100 gp = 400 gp for the skill bonus (plus any adjustments for multiple abilities in a slot item).

Now, if you wanted to use heroism as a spell effect X times per day (or unlimited uses; but you have to activate it each time, it only lasts for the duration determined by the CL, etc.), then the Command Word line can be used. For heroism, since it's a 10 min/level duration, you could probably go with a 4 times per day version at CL 6; 3 x 6 x 1800 gp x 4 / 5 = 25,920 gp.

*- it only affects attack rolls, but it's for all attacks and stacks with existing enhancement bonuses.

The bonus only applies to attack rolls, not damage rolls, so the cost should be half (4000gp). Morale bonuses to saves cost twice as much, so it is possible that a morale bonus to an attack would cost twice as much as well.

It is a +2 morale bonus on all saves, not just 1. That costs 8000gp each.
The skill bonus can't be calculated as it applies to all skills. The formula is only for a single skill boost.

Adding that all together, including the increase for multiple enchantments on an item, gives a price of 38000gp (8000 for 1 save bonus, 12000 each for the other two, 6000 for the attack bonus). And that is not including the cost of the +2 morale bonus to every skill in the game.

Cost to add the ability would be as if 200 charges if it's a continuous effect or has unlimited charges. Does he want the armor to have a constant Heroism effect, or usable effect that you trigger X times per day? This affects cost to make.

No. You figure the price at 100 charges if continuous or unlimited use. 50 charges if there is a daily limit.

If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

Morag the Gatherer wrote:

As a relatively new GM, I'm running into people using the 0 level spell detect magic in all sorts of ways I've never seen before. Some things are obvious such as enchanted items but others I'm not sure about.

Here are a few:
1. Detect the presence of a hidden magical beast or creature
2. Detect someone who is under an invisibility spell or is invisible but carrying magical items.
3. Detect if someone is under the effect of an enchantment or compulsion.
4. Find a spellcaster who casting from a hidden location.
5. Determine whether an effect (such as ghost sound) is magical or mundane.


1) No. Detect Magic detects functioning spells and magic items. Magical beasts are neither. It would detect summons, however.

2) Yes
3) Yes
4) Yes
5) Only if examining the source.

Neriathale wrote:
Alternatively how would they be costed, as PF items seem to be more expensive than 3.5 ones in most cases.

Pathfinder items use the same pricing scale as 3.5 items. Whatever the item cost in 3.5 should be fine for Pathfinder.

Daniel Myhre wrote:

So if I named my wordcrafted spells "Bulls Strength", "Cat's Grace", and "Bear's Endurance" there's no additional DC. But if I named the wordcrafted spells "Surge of Health", "Surge of Strength", and "Surge of Agility" then add +2 to the DC of the crafting check per substituted spell?

This would then make it DC 15 to make a Belt of Mighty Constitution +2 with "Surge of Health" (+4 constitution). That's CL 8, 5 from crafting, 2 from substituting a spell?

What matters is the classes spell list, not what you name your wordcrafted spells. So a wordcraft sorcerer uses the sorcerer list for crafting prerequisites.

Okay, another question about crafting using word casting. Let's say I have a level 3 word spell I call Tesla Burn (burst burning flash shock arc). Could I create a wand or staff that casts this spell? And if I do, could any wizard/sorcerer use it or only wordcasters?

Wand, yes. Staffs don't seem to be mentioned, and might not be available for wordspells. In order to use a wand, the spell must appear on your class list. Normal wizard/sorcerers don't use wordspells, so probably can't use a wand of a wordspell.

Swirling colors or glowing runes would give away the position of an invisible caster, or make casting from stealth impossible. Since neither is true by the rules, spells can't have visual components (unless the spell itself says differently).

There is nothing in the rules that definitively indicate either way. There is support for both visual and non-visual casting. Until Paizo rules otherwise, it is up to the individual GM.

Manve wrote:

Do ability penalties (such as from conditions) actually reduce ability scores? And even if they don't, to what extend do they affect creatures? For example, do strength penalties apply to climb checks? Do spellcasters lose ability to cast spells if they take a high enough penalty to spellcasting stat?

There is an interesting combo of two conditions: exhausted and entangled. Together they provide a -10 dex penalty. Is a creature with 10 dex incapable of moving when both exhausted and entangled?

Penalties do not reduce scores. They function just like ability damage, except don't render you unconscious/dead.

Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

As to what is affected, everything that relies on that ability score. Ability checks, skills, saving throws, attack rolls, spell saving throw DCs, etc.

TPK wrote:
And, does the same apply to Weapon Finesse rogue ability?

Do you mean the Finesse Rogue talent, which gives weapon finesse as a bonus feat? Weapon finesse applies to all applicable weapons (light weapons, whips, rapiers, spiked chains, and natural attacks). You don't have to choose a specific one.

Edit: You probably mean the unchained rogue Finesse Training ability. That does require you to pick a single weapon type.

CampinCarl9127 wrote:
A shield is a weapon. Shields are on the weapons table, complete with damage die and crit multipliers.

There is an entire thread arguing that matter. It isn't clear cut one way or the other.

Kalindlara wrote:
Technically, it's 1st-party material... for 3.5 D&D. It's from WotC's Spell Compendium.

No, it's not. 1st party material is material from the game company itself. In this case, Paizo. Even though Pathfinder was developed from 3.5, it was done so by a different company. WotC material is 3rd party material when it comes to Pathfinder.

The spell won't prevent a coup de grace, but it can lower the save DC.

1) monster attempts coup de grace, roll damage
2) as an immediate action, cast close wounds, effectively preventing some of the damage
3) if character survives damage, now attempt the fort save (at a reduced DC because some of the damage was prevented)

Aside from that, the 7th level caster could indeed make the ring.

Slacker2010 wrote:
Can it hold a shield?

It says it can hold items as well as you actual hand. I would say you can use a shield with it, but you couldn't shield bash with that shield (the tail can't grant additional attacks or wield weapons).

However, shields are listed on both the armor and weapons tables. That could mean you can't use a shield with a monkey belt. Ask your GM.

TheIronGiant6 wrote:
Could you cast Gentle Repose on yourself as a lich to avoid step one? If so, is the soul is destroyed with the phylactery, or is it just gone?

Gentle repose works on dead corpses. Liches aren't actually dead. You could take the flesh from the lich before he became undead, and keep it preserved with gentle repose.

Nothing says what happens to the soul if the phylactery is destroyed.

Mythic Brew Potion only removes the level limit. It doesn't change the other limits on what kind of spells can be made into potions.

geekgumbo wrote:
Is it an increase in the other normal senses, or development of others?


Blindsense is left vague for a reason - it covers many different forms. The only constant is that it is nonvisual.

Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see.

Enhanced hearing won't help against objects. Enhanced smell might in some cases. Some other form of blindsense might work.

If you add the numbers together, that just leads to abuse. Such as by using Maximize spell. Spell level 5, CL 9. 9x4 = +36 bonus on 9 rolls during the next 9 rounds.

Maximize and Empower it (7th level, CL 13) for a +5 to +6 bonus. That would be a +65 to +78 bonus on 13 rolls during the next 13 rounds.

Or you can just realize that is not the intention., and no where does is say to add the totals together. The "result of the selected dice" is the number rolled, not the sum of them.

You don't add them together. You are only ever going to get a +1, +2, +3, or +4 bonus.

You choose one of the groups. You get that number as a bonus on a number of rolls equal to the total number of times that number was rolled. You don't get all the rolls, you only get the number you chose.

So in your case you can choose one of the following:
1 +1 bonus or
3 +2 bonuses or
1 +3 bonus or
2 +4 bonuses

You don't get all of them.

Barachiel Shina wrote:

I would like for Vampiric Touch damage to be clarified as negative energy. How both WotC and Paizo missed this completely is beyond my understanding. Leaving it untyped makes it among the most powerful of spells, especially in the hands of a Magus or other gish types.

Let's all FAQ this as much as we can so we can get a future errata on this. For a necromancy effect like this not to be negative energy makes no sense, and it's preposterous for this to work on undead creatures as well.

As I posted in your other (necro'd) thread:


Disrupt undead does positive energy damage, and horrid wilting does untyped damage. Bone shatter does untyped damage, as does blight, blood boil, wail of the banshee, finger of death, and canopic conversion. Those are just the sorcerer/wizard spells. Other class spell lists may have others.

Necromancy does more than negative energy damage.

Barachiel Shina wrote:
It is Necromancy. All forms of necromantic power that has dealt damage has always been negative energy. For this to lack the descriptor is a clearly, and terrible edited, oversight. RAI it is a negative energy effect.

No. Disrupt undead does positive energy damage, and horrid wilting does untyped damage. Bone shatter does untyped damage, as does blight, blood boil, wail of the banshee, finger of death, and canopic conversion. Those are just the sorcerer/wizard spells. Other class spell lists may have others.

Necromancy does more than negative energy damage.

Speaking of necromancy, this thread died 4 years ago.

Otherwise this spell is extremely powerful, consistently healing characters while damaging with no defense from it at all? Insanity. This makes Magus' unstoppable.

You mean defenses aside from having a high touch AC or spell resistance? The damage is hardly great, as it only scales at half the normal rate.

Jeff Morse wrote:
The grid line dosnt really work for wall of fire where you can place it on someone or even blade barrier. other spells like ice and stone, it makes more sense though.

It does work, because the wall of fire andblade barrier spells may have been talking about large or larger creatures, whose space includes grid lines.

Placing the wall in the square doesn't make much sense, and you take damage from passing through the wall. If you end your movement in the square with the wall, you don't pass through. You are surrounded by a wall of fire or whirling blades but not taking damage. Placing the walls on grid lines prevents that, and works with the part of the spells about conjuring the wall inside a creatures space (if large or larger).

Jokem wrote:

2) If someone attacks and negates the invisibility for themselves, can they still see the others inside the sphere?

3) Likewise, if someone moves out of the sphere, can they still see those inside the sphere?

It works like invisibility, which says the spell ends if you attack. That means all of the spells effects end for that character, including the ability to see others that are turned invisible by the spell.

1-Not with just the spell text, no. Selective Spell feat can do this though.

No it can't. Selective Spell only functions with spells that have a duration of instantaneous. Invisibility sphere has a duration of 1 minute/level.

Fayteri wrote:
Is dwarven stability meant to apply to the reposition combat maneuver?

By the rules, no. Stability only applies to trip and bull rush attempts. Reposition is neither of those.

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ErichAD wrote:

They can make the magic item required to become a lich, but they have no way to use it.

Well, maybe a good UMD check could get around that.

I'm all for workarounds, but this doesn't work right out of the box.

It works perfectly fine. All the phylactery does is create a new body for the lich after the lich is killed. Outsiders can be resurrected just fine (it just requirestrue resurrection, which creates a new body just like the liches phylactery does.

Not to mention that the process of becoming a lich makes the outsider turn into an undead. It is no longer an outsider, so the oustider type rules no longer apply. The creature's soul is no longer one with the body (like it is with normal outsiders), as it has been removed and placed into a little box.

The template can be applied to any living creature. If outsiders could not be liches than an exception would be made, and it would instead say "any living creature (except outsiders)".

Pathfinder outsiders can be liches just fine. Especially in this case, as ifrits are native outsiders, not true outsiders.

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Again, outsiders do have a soul. It just isn't separate from their body like it is for other living creatures.

An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul.

Nothing more than fluff. The only requirements to make a phylactery are Craft Wondrous Item, caster level of 11, the ability to cast spells, and 120,000gp worth of components.

Errant Mercenary wrote:
In regards to Spellcraft, I dislike that everyone and their grandmother can know what is being cast, regardless whether you can or cant cast spells, if you are arcane or divine, and that the DC is so low.

Everyone can't know what is being cast - you have to have ranks in Spellcraft to use it. So only those people trained to identify spells can identify spells.

Splendor wrote:

Could you make a masterwork holy water flask?

+300 gp for 50 ranged ammunition?

Then enchant 50 flasks as magical weapons?

Holy water isn't ammunition. If you could masterwork it, it would be 300gp per vial.

LazarX wrote:

Are you really going to spend a 4th level spell slot this way, especially when Telekinesis is only one slot higher?

If you really want to buil a character that operates this way, build a Generalist Wizard and use the Hand of the Apprentice ability. Make an elf and you can use FCB to get more daily uses out of it.

Oh of course not. But he said the action economy prevents attacking with mage hand (if you could), which is wrong. There are ways around that.


All of this is completely pointless, because I've just realized the action economy preclude attacking. Cast the spell as a standard action. Move the object. Your turn is over. Next turn, you spend your standard action to concentrate on the spell. You have no action left with which to make an attack.

tl;dr: You can't attack with Mage Hand because the action economy precludes it.

Only under normal circumstances. You can still cast a quickened mage hand, and there are probably ways to change the action required to concentration a spell.

So the question is still valid.

Edit: And indeed there is at least one way, the Spellsong feat. Mage hand is a bard spell.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

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This entire issue comes up because Paizo decided to change the rules from 3.5. 3.5 clearly stated you needed to see the components of the spell to identify it as it was cast. Pathfinder changes it so it says you need to see the spell as it is cast.

3.5 implies spells have no visual indication, as it is the components that matter for identification.
Pathfinder implies spells do have some sort of visual indication, as the components used (or lack there of) have no bearing on identification.

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Gallo wrote:
Gol Zayvian wrote:
Master of Shadows wrote:

What I don't understand is why Paizo keeps allowing this argument to crop up from time to time. apparently someone somewhere in their organization gets his jollies off by watching these threads explode with the nerd rage of an atomic bomb. Otherwise they would make the simple adjustments to the sneak attack rules that would immediately clarify the intent so that it is impossible to misunderstand. and they could do it without overly expanding their ever precious word count.
This is the nail being struck soundly on the head.
Using an alias to agree with your own post is really, really lame.

At least he didn't also favorite it.

Michael Gentry wrote:
You slaughter some, you breed the rest (you seem to be ignoring the fact that cows reproduce), and you turn a profit on the meat and leather you sell so you can cover your ongoing costs.

I'm not ignoring the fact cows (or other animals) reproduce. I even mentioned it.

Jeraa wrote:
You are forgetting about feed cost, housing space, and the people to care for those 45 animals. Plus those animals will eventually die, and raising new ones takes time. While the initial cost is higher, it is cheaper and easier in the long run to have 1 dead cow that you magically regrow and purify its meat. Because the unlimited use item only has a single, one time cost compared to having to pay the caster each and every time you need him.

You don't instantly pop out an animal. It takes time. Time where that animal isn't producing food, but consuming it itself. So you need more space, people, and time to produce the food for your food.

Using the spell means you only need 1 animal, and you get more food as often as you can cast the spell.

You keep saying that you can just buy multiple animals for the same cost. Yes, you can. But where do those animals come from? There aren't an infinite number of them just hanging out waiting to be bought. With the spells, you need 1 animal. Period. An animal that doesn't need food, people to take care of it, or even space bigger than a closet.

Your daily spellcasting costs have just gone up by a factor of 10

Spell cost remains the same, regardless of how many times you use it. Because you make an unlimited-use magic item.

Look, I'm not suggesting that your PCs should take up cattle ranching. But the question implied by the OP is, "Why don't we just use magic to grow magic meat and feed everyone with it?" And the answer is, "Because you don't use skilled labor when unskilled labor will do the same job for cheaper."

Every farmer you no longer need because of this is now available to work elsewhere. By using magic to produce your food, you now have more labor for other tasks, increasing productivity.

And the only skilled labor involved is the single caster (or non-caster if he has Master Craftsman) to make the initial items. And again, it is only cheaper in the short term to use manual labor. Long term, the magic answer is cheaper. And arguably more profitible, as all those ex-farmers are now able to pursue other, more profitable tasks than growing food.

And for the price of making that wand, you could have purchased 45 head of cattle. Like, you could set yourself up as a cattle baron. I'm just saying, you are putting a lot of resources into a task that ordinary farmers pretty much have locked down at 1/10th the cost, all for the privilege of eating meat that was literally rotting just a few minutes before.

You are forgetting about feed cost, housing space, and the people to care for those 45 animals. Plus those animals will eventually die, and raising new ones takes time. While the initial cost is higher, it is cheaper and easier in the long run to have 1 dead cow that you magically regrow and purify its meat. Because the unlimited use item only has a single, one time cost compared to having to pay the caster each and every time you need him.

You are only looking at the situation from a single time. As in, you have to feed the people, so you kill 45 cows. Some time later, you need to kill 45 more cows, and so on. With the magic item, you can just keep using 1 single cow an infinite number of times. For the price of 45 cows, you can effectively have infinite cows. (Well, you still need to pay for the restore corpse spell. An item of that is more expensive.)

el cuervo wrote:
Mage hand is a spell that takes up a prepared 0 level spell slot. Giving it extra abilities that are not in the spell text that actually replace another level 0 spell, effectively allowing it to provide the benefits of two different level 0 spells, is not something I agree with. Why would you ever take ray of frost or acid splash when you could just take mage hand, get the damage benefit, plus a neat utility spell that is actually really useful in the right hands?

Well, mage hand would being physical damage, so damage reduction would apply. Acid splash and ray of frost would ignore damage reduction. Plus, they are touch attacks, while attacking with mage hand would be a normal attack against normal AC.

It also may take additional time to attack two opponents that are a distance apart, as you have to move the weapon at a rate of 15'/move action. If the 2nd target 20+ feet from the first one, you lose at least 1 round moving the weapon. Acid splash and ray of frost don't have to worry about that.

Please be more specific. Are you talking about mundane item crafting (with the Craft skill) or magic item crafting?

Michael Gentry wrote:

As a desperate attempt to fend off starvation, maybe, but I just can't see it as a viable way to mass-produce food for a population. The economics (wonky as they are in this game) just don't work.

A cow is roughly 40 cubic feet of meat. Purify food and drink affects one cubic foot per caster level, so your village cleric will have to cast it multiple times to make sure the carcass is safe to eat. In the cheapest possible scenario, you're paying a 1st-level caster 10 gp to cast restore corpse once, then 200 gp to cast purify food and drink 40 times in a row.

For that kind of money, you could have purchased more than 400 steak dinners (a good meal is 5 sp). For that matter, you could have purchased 20 live cows.

You don't cast purify food and drink on the carcass - you do it on the meat you cut off. That cuts down on the number of castings required.

And anyone wanting to seriously do this would make a command-activated magic item of purify food and drink. Only costs 900gp, or 450gp to make. It may be cheaper to hire someone if you are only doing 2 cows, but ultimately it is cheaper to just make an item to do it.

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CampinCarl9127 wrote:
Gol Zayvian False. We know that a move action is roughly about half a round, so 3 seconds. Since 15 feet with a move action is the max distance we can easily calculate maximum acceleration. There is more than enough information here.

No, it isn't enough information. Is the object moving the entire move action? Or do you spend the move action, and the object doesn't move at all until afterword, moving more or less instantly? Are you concentrating for a second, and then the object moves?

We just know that moving the object takes a move action. We don't know just how much of that time is the object actually moving.

On top of that, a move action is not 3 seconds. There is no way to convert an action into seconds. If a move action is 3 seconds, and you get both a standard action and a move action in a single 6 second round, then a standard action would have to be 3 seconds as well. Which would imply you could get 2 standard actions per round.

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James Risner wrote:
You need 1 hand to hold the tower shield, one hand to cast a spell with spell combat, and a third hand to attack in melee. Bronzekin do you have 3 hands?

That doesn't matter. Even if you do have 3 or more hands, you still can't do it. You can't take a standard action (to get the tower shield to grant cover) and a full round action (spell combat) at the same time.

Setting a tower shield to grant total cover requires a standard action. So does casting most spells. You can't do both in the same turn. You need to find a way to cast a spell with less than a standard action, such as a quickened spell.

Spell combat (I assume you are talking about the magus class ability) is a full round action, and only lets you cast a spell as part of a full round action that lets you make your weapon attacks and cast a spell. It does not help with casting a spell and ducking behind a tower shield.

The skirnir magus archtype does let you use a shield, but only lets you use the shield hand to do somatic components. It still won't help with using a tower shield to grant cover.

Michael Gentry wrote:
Restore corpse only restores just enough flesh to allow the corpse to qualify as a zombie instead of a skeleton if it's reanimated (that's what the spell is explicitly for). The spell also specified that the restored flesh is partially rotten.

It still restores some flesh (you require a mostly intact corpse to make a zombie), and rotted food can be purified with the purify food and drink cantrip.

nicholas storm wrote:

Under the spell command undead:

When you control a mindless being, you can
communicate only basic commands, such as “come here,” “go
there,” “fight,” “stand still,” and so on.

I would rule that coup de grace is not a basic command.

That only applies to the command undead spell. The animate dead spell has no such limitation. It just says they obey spoken commands.

Piccolo wrote:
Nox Aeterna wrote:

But per rules , when you are out you only get 4 hours , that is about it.
That's just silly. I refuse to accept this. The crafter can easily get in 8 hours at a stretch and still have time to adventure, given the properties of the Ring of Sustenance.

He is working for 8 hours that day. But he only gets 4 hours of effort out of it.

Piccolo wrote:
Jeraa wrote:

Actually, I did look at the ring. I just don't play Pathfinder, and had forgotten it changed from 3.5.
Wait, I'm confused. If you don't play Pathfinder, then why are you here?

Because I want to be? Because there is no real good 3.5 forum? Because Pathfinder is close enough to 3.5 I can steal from it what I like?

Please cite your source.

Joana did it for me. While you are adventuring is not really a suitable time to craft magic items.

LazarX wrote:
They aren't normal winter wolves, and Irrisen isn't a normal situation. Your average winter wolf isn't that much different than a normal wolf. It can't walk into town with a money bag in it's mouth and demand armor to be made. Even more importantly even if it could come on such armor it can't put it on. (that no-hands thing getting in the way)

Maybe not a regular town, but seeing as how winter wolves often ally with frost giants, they can get stuff made for them.

Putting the armor on would still bean issue, but there very well are options for the winter wolf to acquire it in the first place.

Nox Aeterna wrote:
Actually you are wrong , the issue is that you didnt look at the ring he said the PC has:

Actually, I did look at the ring. I just don't play Pathfinder, and had forgotten it changed from 3.5.

He still nets only half the actual time spend making the magic item while adventuring, however. So even with enough bonuses to double the crafting done per day, while adventuring you are still only getting a normal days worth of crafting done per day.

Jayder22 wrote:
How can we know if an animal is Large(long) or Large(tall)? When I look at these entries in the Bestiary they just say Large. Do we just deduce that a Horse is Large(long) because it's reach is 5 ft so it has to be long? It would be helpful if each entry in the bestiary was updated to include (long) and (tall) after it's size.

The only way to tell is to look at the animals reach. But in general, bipeds are tall, quadrupeds are long.

As the only thing it matters with is reach, and that is already included in the stat block, don't count on there ever being a (long) or (tall) notation in a stat block. It has worked without that for 15 years, no need to change.

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You can only craft for 8 hours a day. The party rests for 10 hours a day, taking turns at watch, with the exception of the Wizard. Since Wizard rests for only 2 hours a day, he can spend his downtime crafting for 8 hours, and still get to adventure with the rest of the party. Simple math.

Now, since the Wizard will be getting an Improved Familiar (a pseudodragon) with the Valet archetype, he will be able to craft magic items at double the normal rate. That means 2 days worth of crafting in a single day, and STILL be able to adventure with the other PC's.

You still need 8 hours of rest to get your spells back. And you can't cast spells or use skills during that time. You can't use the extra time you gain from the ring to craft.

Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Even if you could use that time, your efforts are still halved, as crafting while adventuring only nets you half the actual time spent crafting.

Scott Wilhelm wrote:
SlimGauge wrote:
Well, casting it would (provoke), but you could avoid that by casting defensively.

You wouldn't provoke if you were using Mage Hand via the Hand of the Mage Wondrous Item or a Wand of Mage Hand.

Since Hand of the Mage says you can use Mage Hand "at will," do you even have to spend a Standard Action to activate it, or is it always on?

"At will" just mean there are no daily limit/charges on the item. It still requires an action to activate.

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Normal, non-native outsiders still have a soul. It is just attached to their body, and so isn't released at death.

Not that that actually matters, as the liches rejuvenation doesn't reattach its soul to its body, it just creates a new body (similiar to true resurrection).

el cuervo wrote:
CampinCarl9127 wrote:
Mage hand is a standard action, but yes you could use it to retrieve a weapon that weighs 5 pounds or less.
It's a standard action to cast it, but it's a move action to move the object, with a duration of concentration. I'm not sure the specific order of events described would allow it since you would have to have already cast it and been concentrating on it to keep it in effect, but you could certainly use mage hand as your move action to retrieve an object on the ground to avoid an AoO.

It is also a standard action to maintain concentration on a spell with a duration of concentration. So any round you maintain Mage Hand you aren't attacking, and any round you actually move something with Mage Hand you aren't doing anything else but a free action.

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