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Jeraa's page

2,118 posts. No reviews. No lists. No wishlists.


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i see, is there a feat to mitigate this penalty, because as it is staying hidden is really hard

The only feat I know of is for kobolds only. It reduces the penalty to -10. (Advanced Race Guide)

There is a rogue talent (Advanced Player's Guide) that reduces the penalty to -10.

The crossbowman fighter archetype (Advanced Player's Guide) gets a bonus equal to 1/2 his level on Stealth checks when sniping, which helps offset the penalty.

The cavern fighter archetype for drow (Advanced Race Guide) gives a bonus to stealth when sniping.

While not actually reducing the penalty, the Stealthy and Skill Focus feats can help offset the penalty.

Biztak wrote:
Godwyn wrote:

The important thing about sniping to note is not that you can hide after attacking, which you can always do even without the sniping rules, but that if you successfully snipe someone, it is as if you never became revealed at all.

so if the attack its successfull your position is not revealed?

Only if your Stealth check (with the -20 penalty) is successful. The success (or failure) of your attack roll doesn't matter when determining if your position is revealed or not.

Biztak wrote:

doesnt eagle eyes counter the first 50 ft

Distance to the source, object, or creature +1/10 feet penalty

now how does cover afect perception?

As written, the feat does nothing. It allows you to ignore up to -5 in distance penalties, except distance doesn't give a -# penalty. It increases the DC instead.

Whoever wrote the feat was most likely thinking of the D&D Spot rules, which did give a -1 penalty on the check per 10 feet of distance.

Nefreet wrote:
Jeraa wrote:
Nefreet wrote:
The distance gives them a penalty to their Perception check.
Distance actually doesn't give a penalty to the check in Pathfinder. It just raises the check DC.
Well, then this feat is worthless.

Looks like it is. Wouldn't be the first time a feat did nothing.

Reg06 wrote:

Good to know about undead and constructs (constructs are not particularly rare in PFS).

The command to turn off merciful is a standard action?

If no other action is stated, it defaults to a standard action.


Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

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.

Nefreet wrote:
The distance gives them a penalty to their Perception check.

Distance actually doesn't give a penalty to the check in Pathfinder. It just raises the check DC.

Absolutely nothing about Detect Magic says anything about glowing. You just know if something is magical, there is no visual indication. As such, only those things that specifically say they glow under Detect Magic glow.

By a strict reading of Arcane Mark, only invisible marks glows under Detect Magic.

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

It specifies invisible marks glow under Detect Magic. No mention is ever made of visible marks glowing, so the default rules apply - Detect Magic doesn't cause anything to glow unless its specifically says so.

TriOmegaZero wrote:
Jolken Jenkins wrote:
What does held imply if not grappled?
Hold Person/Monster

Hold Person/Monster causes paralysis, which is already on the list.

Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.

It is an attack. It has a range. It is a ranged attack. It is not a ranged weapon attack, but it very well is a ranged attack.

Ranged attacks can only sneak attack within 30 feet, so you would have to be in the same room with the guy (or at least nearby). With Nightmare having a 10 minute casting time, you are better off just stabbing him.

Gamerskum wrote:

Setting off a trap to harm someone would be an attack.

Causing harm indirectly does not break invisibility. The trap is attacking, not the invisible creature who triggered it. The spell itself even says it is acceptable.

Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.

dragonhunterq wrote:

Your 10th level wizard can create a wand of fireball at 10th level, but he doesn't have to.

You can create the wand at anywhere from the minimum level to cast the spell (5th level for fireball) up to your actual caster level.

But do remember that crafting the wand at a higher caster level does increase the cost of the wand.

Wands cost (caster level x spell level x 750 gp), or half that to make. A normal Wand of Fireball (caster level 5) is worth 11,250 gp. A caster level 10 wand of fireball is worth 22,500 gp.

Magic item saving throws are always based on the minimum ability score needed to cast the spell.

3rd level spells require a minimum core of 13, which is a +1 modifier. So a wand of a 3rd level spell has a DC of 10 + 3 (spell level) + 1 (ability modifier) = 14.

Staffs are the only magic item that operates differently.

Xethik wrote:
In official rules, there's nothing that officially has 'Good BAB' or '3/4 BAB'. At least, not that I know of. Perhaps monster rules may have something? So you couldn't refer to a 3/4 BAB class or a 1/2 BAB class without first defining what those are, which takes up quite a bit of page space.

In the Bestiary, the descriptions of the various creature types do include "Base attack bonus equal to 1/2 total Hit Dice (slow progression)", "Base attack bonus equal to 3/4 total Hit Dice (medium progression)", and "Base attack bonus equal to total Hit Dice (fast progression)."

So there are references to slow, medium, and fast progression BAB as well as 1/2 and 3/4 fractions.

Gregory Connolly wrote:
Mage Armor helps with incorporeal attacks, though not with incorporeal touch attacks.

Mage Armor does help with incorporeal touch attacks.

Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.

Opuk0 wrote:
Is there some actual mechanical/legacy (as in dnd throwbacks) reason that create water is so silly? Practically infinite potable water is definitely not something someone should be able to get with a single cleric level

It wasn't quite as bad in D&D. Cantrips weren't useable at-will. Though you could still put it in an at-will magic item.

At least the water disappears after 24 hours in Pathfinder. You don't have to worry about someone trying to flood a dungeon with it.

Also, for what it's worth there isn't a benefit for having it at 10th caster level. The number of missiles caps at level 9. Cost of 27,000 gp.

There is no damage benefit. There are other (minor) benefits.

Slightly better chance of overcoming spell resistance.
Slightly greater range.

Vampires frightening animals would make it kind of hard for the vampire to use its Children of the Night ability.

On the other hand, it is harder to get animals to attack undead, according to the Handle Animal skill. So that implies animals don't like undead.

And some undead do have an unnatural aura, but vampires aren't one of those.

Something has been missed in calculating the area. A spell can never extend beyond its range.

A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell's range is the maximum distance from you that the spell's effect can occur, as well as the maximum distance at which you can designate the spell's point of origin. If any portion of the spell's area would extend beyond this range, that area is wasted. Standard ranges include the following.

At9th level, the range is 190 feet. At most, the ice field would be a circle with a radius of 190 feet, for a total area of about 113,000 square feet.

Edit: Nevermind. That was mentioned in the very first post.

For those doing the calculations, remember 1 important part: the ice does not expand toward the caster. So the ice isn't expanding in a circle or equally on all sides of a square. (Unless of course the caster stands in the middle of the area for the duration.)

Each round on your turn, the sheet of ice grows 1 foot in all directions except toward you.

Scroll down to the bottom.

So the tatami-do armor (which has a +7 armor bonus) has 35 hit points and hardness 10 (as it is made from iron and steel).

Heavy steel shields have 10 hardness and 20 hit points.

If either one is enchanted, it has more hardness and hit points.


yes. correct, but the rule continue, and don't mention that was damage. but nevertheless,

here yes mention the damage, the ammunition is treated as a magic to efect superate damage reduction, dont say any more. It is very vague as to definition.

A weapons enhancement bonus applies to both attack and damage rolls. There is no need to specifically mention it again.

Furansisuco wrote:

that's the problem.

no sense.
the book tells that only tha amunition gets its special aptitude, not its enhancement bonus.


PRD wrote:
Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

The enhancement bonus of normal ammunition is +0. Therefore, you use the enhancement bonus of the longbow itself. A +1 longbow firing mundane arrows deals 1d8+1 damage.

Furansisuco wrote:
Besides, the long bow and the composite long bow are two different weapons and in the adventure paths I've played they've always been separated.

They are two separate weapons. They are just treated as the same for the purpose of feats that require you to choose a single weapon. Weapon Focus (longbow) works for both normal longbows and composite longbows.

Furansisuco wrote:

how much damage does a +1 longbow that shoots a normal arrow.

1d8 or 1d8+1?

another question, the feat weapon focus ( longbow) grant the +1 to composite longbow

1d8+1, and yes. Composite longbows count as normal longbows.

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

The pouch was even better in D&D, especially if the Book of Vile Darkness was available. Still beating hearts, severed hands of good-aligned clerics, evil artifacts. All had no price, so were assumed to be included in the pouch.

"Lizardfolk" and "Halfling" are simply the Common translation of the race name. Like in the Forgotten Realms, they are the Hin (Common translation is Halfling).

Dwarf is the human name for them. Tolkien's dwarves call themselves Khazad.

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For spell-like abilities, each one of those spells can be used once per day.

Mok wrote:
I've never quite understood it, but the devs really really really really really don't want PCs to be able to draw anything quickly unless it is a traditional weapon. The Quick Draw feat for Pathfinder has its wording changed from 3.5 to explicitly forbid all of the adventuring items one would expect PCs would want to draw quickly, such as positions.

I know this is an old post, but just for those reading for the first time, this isn't true. The 3.5 Quick Draw feat as written only works with weapons.

3.5 Quick Draw wrote:

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

All Pathfinder did was clarify it. It didn't actually change what 3.5 Quick Draw as written did.

PF Quick Draw wrote:
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Elicoor wrote:
For those who think vermin familiars don't get an initial feat, that's wrong, the Greensting scorpion gets Weapon Finesse, as does the centipede.

They get that feat as a bonus feat. Notice the small "B" next to the feat in their statblock. They don't have normal feats.

But as a familiar, all three gain one feat, as they lose the mindless trait.

The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait.

Shadow Knight 12 wrote:
You can argue that you don't need the ability to specifically say "magical", as any any flight ability that is classed as (Sp), (Ps) or (Su) is magical by default.

The problem is that most creatures that fly do not state what kind of ability their flight is. The Bestiary just says that flight is either Extraordinary or Supernatural, but doesn't specify which creature has which one.

Quorlox wrote:
Didn't know that, but after a quick google, it seems a number of posters suggest that the attuned tuning fork should have a cost >1gp so assuming that is the case, the requirement wouldn't be removed by the proposed modification to Eschew Materials.

That would also help the problem with the attuned forks being available in all spell component pouches (in potentially unlimited numbers).

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By definition, all magic items are made from masterwork items, no matter what the final appearance. None of the items you referring to then, are of simple make, even if they are plain in appearance.

The only things that have to be masterwork are weapons, armor, and shields. No other magic item crafting feat requires a masterwork item.

There is no such thing as a masterwork ring, or masterwork parchment.

claudekennilol wrote:
Is there anything preventing me from rolling to touch my allies when I'm holding a heal charge? Thus, if I roll a twenty and confirm my touch, I would crit the heal?

Critical hits increase damage. Healing is not damage.

You can crit undead with a Cure spell, as that is damage instead of healing.

Shadowlords wrote:
I thought magical Beasts could speak

Even with the ones that can, you aren't guaranteed to share a language.

Can I ask for a page reference on that soft cover? because I don't see it in the core books cover section nor appendix.

The PRD entry:

Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.

Have to dig out the book for a page number.

Edit: Page 196 in my copy (third printing). In the section on Cover.

Scribing a 1st level spell into your spell book normally costs 10gp. Getting it from another wizards add half the price to that, or +5 gp, for a total of 15gp.

The prices listed in the book assume you already have a copy of the spell to scribe. Getting the spell from another wizard increases those prices.

Cypher script should only halve the cost to scribe, not the cost to get the spell from the other wizard. Scribing a 1st level spell with cypher script would cost 5gp (10/2). Plus another 5gp for borrowing the other wizards spellbook so 10gp.

Uthak wrote:

I'll make this simple.

can you use speak with animals to talk with a magical beast?

Magical beasts are not animals. They are magical beasts. Speak with Animals only works with animals.

Aelryinth wrote:
Wait, they still have Gauntlets of Ogre Power in PF?

I believe he was referring to the pre-Pathfinder versions of the hammer, which required you to be wearing both gauntlets of ogre power and a belt of giant strength (because Thor required both his gauntlets and belt to wield Mjolnir).

Sub-Creator wrote:

I have a dwarf character who just got a Hammer of Thunderbolts. Is there a way for a medium-sized character to wield the artifact with one hand? He's a Magus (Spellsword Archetype), and I'd love to be able to continue to use the athame if possible!

That whole large weapon for it the warhammer is what's stifling me on this. How do medium players wield it without size penalties?

A barbarian with the titan mauler archetype can reduce (or remove) the penalty, but would still require 2 hands to wield it. They do get another ability to wield a 2 handed weapon in 1 hand with a penalty, but that only works on weapons that are appropriately sized for the barbarian (so Medium weapons for a dwarf).

I don't think there is anything else at all. Other than finding a way to make your dwarf a Large creature.

There is a mythic version of Quick Draw that does let you draw non-weapon items. But the items have to be stored on your person somewhere.

Cap. Darling wrote:
Quick draw only allow you to draw weapons, not potions or other stuff.

Just posting the feat to back that up:


Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Favored Class Bonuses wrote:
Many of these alternate class rewards add only 1/2, 1/3, 1/4, or 1/6 to a roll (rather than 1) each time the reward is selected, or add 1/2, 1/3, 1/4, or 1/6 to a class ability (such as adding to a bloodrager's number of bloodrages per day or a swashbuckler's total number of panache points). When applying such a benefit to a die roll or class ability, always round down (minimum 0). You may thus need to select such an option several times before the benefit applies.
Rounding: Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.

kestral287 wrote:

An interesting related question: how do multiple fractions stack together.

For example, a Magus gets 1/2 level + Int in arcane pool points. A Tiefling Magus's Favored Class Bonus adds +1/4th of a point to their arcane pool. How many points does a level 3 Magus with 10 Int have?

.5*3=1.5, round down to one, plus .25*3=.75, round down to zero, equals one?

Or .5*3+.25*3=2.25, round down to two?

Fractions are always rounded down before you add them to other modifiers.

Covert Operator wrote:

Say you've got a 15 stat, giving you a stat modifier of +2.5 (effectively +2).

Then you've got a Favoured Class alternate option that gives you "+1/2 to [check]" (which you've taken once).

Would your bonus on this check be +2 (2 + 0.5, round down) or +3 (2.5 + 0.5)?

There are no half stat modifiers. Both 14 and 15 grant a +2 bonus.

The favored class options that give a +1/2 bonus are worthless unless you take them at least twice.

Matthew Downie wrote:
Jeraa wrote:
Combat Casting should be avoided in favor of Skill Focus (Concentration).
Concentration is not a skill in Pathfinder...

Right. I forgot that. Another stupid Pathfinder change.

Combat Casting should be avoided in favor of Skill Focus (Concentration). Skill focus does start out at 1 point less, but doubles to +6 later.

Combat casting only applies when casting defensively or in a grapple. IT does not help if you just take damage, or in any other situation that requires concentration. Skill Focus applies always - you will always get the bonus on Concentration checks.

Edit: Forgot the stupid Pathfinder change where Concentration isn't a skill.

_Ozy_ wrote:
Communal scrolls are 6x the cost. Are you protecting 6 people with the communal spell?

Higher cost, but you protect multiple people with a single standard action, as opposed to using several rounds to protect everyone.

So which is more important: Gold, or your actions in combat? If you are just concerned about gold, individual scrolls are cheaper.

Jericho Graves wrote:
Well that answers one half of my question. Thank you :). The other half remains unanswered as to how one gets pounce. Is it a feat line? A class feature? Something in-between?

Some feats grant it. It is a barbarian rage power. Some monsters have it.

If I remember right, pounce lets you make a full attack at the end of a charge instead of just a single attack.

As Dafydd said, you only gain the abilities the spell says you get. Nothing more.

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