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The list shows what is available for everyone at all times. Only people who have earned special boons can use something not on the list, and they receive a special chronicle sheet or something to note that.
Pretty sure that as long as you have the feat, are seventh level, and your alignment is within one step of Chaotic Good, you may select it as your familiar. By the rules, at least. If the DM is just insisting for some reason that he doesn't want you to have it just yet, well, I guess you can't have it. But you should point out the rules at least.
This is about a PFS character, which doesn't always follow the same rules as characters in a home game.
Milo v3 wrote:
Casting a 3rd level spell, yes. Not using a 3rd level slot.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.
To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell's level.
Spell level, not spell slot.
From the Magic chapter of the core rulebook. Specifically about divine spells:
Spell Slots: The character class tables show how many spells of each level each can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be her due still gets the slots but must fill them with spells of lower levels.
That and the wording of everything else says the minimum stat needed is based on the spells level, not the slot it uses.
That section seems to have been removed from the arcane magic section in the crossover from 3.5 to Pathfinder, however.
Pfft, complaining about alchemist liches, as mentioned prior page, BARDS can qualify for lichdom. Although I would assume the 11 refers to wizard equivalent, still a 16th level bard still has the know-how magically! And tends to be even BETTER at the knowledge/lore for research.
The 11 is for everyone, not just wizards. An 11th level bard qualifies to be a lich (if he also has Craft Wondrous Item).
Pixie, the Leng Queen wrote:
In 3.5 the phylactory had VERY SPECIFIC spells needed to craft it.
Maybe in some third party book. The Monster Manual lich had the same requirements as the Pathfinder lich does (with the exception of an added experience point cost).
3.5 Monster Manual wrote:
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
Unless something has changed very recently, Pathfinder liches are the same as 3.5 liches.
Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
While there have been some changes, Pathfinder is still mostly 3.5 D&D just with a different coat of paint.
A belt of giant Str +8 would require a CL of 24. Some people define that as an artifact.
No. Item enhancers don't have a minimum caster level. You are applying the general rules for magic weapons and armor (CL = 3x bonus) to other items where is does not apply.
Requirements Craft Wondrous Item, bull's strength;
Items that require a specific caster level as a prerequisite say so, like bracers of armor.
Requirements Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities;
In addition to that, caster level is one of the prerequisites that Pathfinder lets you ignore by increasing the crafting check DC by +5.
Chess Pwn wrote:
A GM can also choose to not allow you to play an elf or a dwarf or ban bards, so that doesn't matter as it varies from group to group. Mechanically, nothing prevents a Belt of Giant Strength +8 or higher.
While the printed belt does stop at +6, there is absolutely nothing preventing you from making a custom magic item with a higher bonus.
You don't. Looking at the stats he gave, he seems to be under the impression that darkwood has the same effects as mithral (The ACP is wrong too).
Actual stats for a darkwood tower shield should be: 630 gp, +4 AC, +2 Max Dex, -9 ACP, Weight 22.5 lbs.
Do note that even though sprites only deal nonlethal damage, they can still kill the PCs.
Coup de grace doesn't seem to care what type of damage it is when determining the Fort save vs death (which with sprites, will only be DC 11).
And nonlethal damage automatically converts to lethal damage is the target has an amount on nonlethal damage equal to their full maximum number of hit points. But at 1 point of damage each attack, they takes a while.
Oh, that makes a bit more sense - and they do a lot less damage. The crit calculation is made after the damage? That would be a potential for 2.
Crits don't multiply damage. You roll multiple times. The "minimum 1 nonlethal damage rule" won't kick in until the total damage is determined. Sprites will only ever do a singlepoint of nonlethal damage, even on a crit.
Not quite. When making an attack with the shortbow, they get +7 on the attack roll to see if they hit (1d20+7 vs targets AC). If they do hit, they do 1d2-4 damage. In other word no damage, except there is a rule that if penalties reduce your damage below 1, the attack still deals 1 point of nonlethal damage.
With the shortsword, they get a +0 bonus n their attack roll, and deal 1d2-4 damage if they do hit.
Basically, both attacks only deal 1 point of nonlethal damage.
Could I get the equations for how you came to that result? I want to make sure I was doing it right as well
The equations are from your first post:
Highest spell level: 400gp x spell level x caster level
Divide the cost of the spell by the number of charges to determine its final price.
So the Mass Enlarge Person and Mass Reduce Person spells are both 4th level (the highest). Since they both have the same highest spell level, choose 1. Lets say Mass Enlarge Person. That would make it cost 400 gp x 4 (Spell level) x 8 (caster level of the staff), or 12,800 gp. As it requires 3 charges to use, that price is divided by 3 for a final cost of 4267 gp.
Mass Reduce Person would therefore be the 2nd highest level spell. Cost would then be 300 gp x 4 (Spell level) x 8 (caster level) = 9600 gp, divided by 3 (because it requires 3 charges) for a final cost of 3200 gp.
Everything else uses the same formula: 200 gp x spell level x caster level
Shrink Item (3rd level spell, 2 charges); 200 gp x 3 (spell level) x 8 (caster level) = 4800 gp / 2 (number of charges) = 2400 gp
Total all of the prices up (4267 + 3200 + 2400 + 1600 + 1600) and you get 13,067 gp. That is the cost to make the staff. The price to buy the staff in a store is double the price it cost to make. (The actual staff in the book has had its price rounded to a nice even number).
Not all magic items follow the pricing formulas. Some have their prices raised/lowered or even just given a price that sounded right.
As for the number of charges a spell requires (Should be the paragraph right after the one you quoted):
If desired, a spell can be placed into the staff at less than the normal cost, but then activating that particular spell drains additional charges from the staff. Divide the cost of the spell by the number of charges it consumes to determine its final price. Note that this does not change the order in which the spells are priced (the highest level spell is still priced first, even if it requires more than one charge to activate). The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.
AS for the pricing of that staff, it is correct. The numbers you quoted above are for determining the crafting price, which by my calculation is 13,067 gp. The cost to buy is double that, or 26,134. The book says 26,150. Close enough.
According to the rules, trained-only skills cannot be used for anything with a DC higher than 10 if you don't have ranks in it.
You can't use a trained-only skill at all unless you have at least 1 rank in it. Only the Knowledge and Sleight of Hand skills work differently.
Since the DC to Aid Another is 10, does this mean that a character can use the Aid Another action to aid a Knowledge skill check even if they don't have ranks in that particular Knowledge skill? Or does the particular nature of trained-only skills make them an exception to the Aid Another DC rule?
Since Knowledge skills work differently than other trained-only skills by actually letting you attempt the check, you can attempt to Aid Another even with no ranks.
However, the GM is well within his rights to rule otherwise:
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.
Swords aren't as sharp as many people believe. And you don't do it barehanded - you are wearing gauntlets or other hand protection.
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.
Numbers are way off. As a 6th level spell, minimum caster level is 11. A 5' square is 25 square feet - 11 of those squares is 275 square feet. At a thickness of 3 inches/0.25 feet (CL 11/3), that gives 68.75 cubic feet of iron per casting. That is 33756 pounds of iron, or 3,375.6gp per casting. Even with 3 castings per day for a whole year, it is still only 3,696,282 gp total. Still a lot, but no where near the 67 million you got.
Still bad, just not quite as bad as you calculated.
You use the caster level of the item. In most cases, the items caster level is the minimum necessary to cast the spell.
The only exception is for staffs. You can use the users caster level in place of the staffs if it is higher.
So for an item like Celestial Armor that gives you fly. What is the CL that is used when using the fly ability? (BONUS QUESTION: Can the fly duration be split up by minutes? Im 99% sure it cant but just a question)
Celestial Armor has a listed caster level of 5th. And no, you can't split up the duration unless it specifically says you can (like boots of speed).
Not all items follow the formulas. Some items have had their price increased/decreased, and others may of just been given prices that sounded right.
Spell Trigger is not the right activation method. That requires an action on the part of the user, which an unconscious character can't do. Actually, all magic items require the user to activate them or function continuously. There isn't any guideline to make one that activates upon unconsciousness.
Aside from that, the minimum caster level has to be at least 3, as that is the minimum necessary to cat the spell. If we assume the item falls under the category of use-activated (it doesn't really, but again no other category really fits either) that puts the cost at 2 (Spell level) x 3 (minimum caster level) x 2000 gp, or 12000 gp. But that allows unlimited uses per day. For a 1/day item, you divide that by 5, for a new total of 2,400 gp. It would grant 1d10+3 temporary hit points for a maximum of 3 hours, or until those hit points are lost through damage.
Some very small (Fine and Diminutive) creatures deal 1 damage with attacks instead of rolling a die. You can see it on the table of natural attack damages by size in the Bestiary.
You don't get bonus spell slots of a spell level unless your class level is high enough to cast spells of that level. That is why if you look at the ranger class, you will see his spells per day table includes 0's. That would allow him to use his bonus spell slots because he technically can cast spells of that level now.
And it was quoted before, but it does have your answer:
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.
The entire paragraph is about bonus spell slots. It specifically says you must be of a high enough level to cast spells of that level to get the bonus slot.
First, by the rules neither shadows nor fire elementals cause your druid to take any kind of damage when the druid hits them. Only when they hit the druid do they do fire damage or str drain.
Not true in the case of fire elementals. They have the burn special attack.
Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Or the module that creature appeared in was wrong.
Pounce is listed as a special attack in the Bestiary. And the skeleton template specifically says all special attacks are lost.
Also its only on a crit, and a mace is only on a 20.
The weapon he wants to put it on is a mace. Nothing stops anyone else from putting the same ability on another weapon with a higher crit range. That needs to be taken into account, as the cost of an ability does not change when you put it on different weapons.
If they have no racial hit dice, they have no caster level, and so have no spell-like abilities from green warden.
Alternatively, as they are no longer humanoid, they no longer get to exchange their one racial hit die for a class level, and therefore would have at least 1 racial hit die.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class.
After thinking about it for a bit, I'd be tempted to allow flaming and the like to be made without the safeties but natural 1's deal the fire damage to the wielder and they have to roll for 'catch on fire'. I'd also require a touch attack on yourself to avoid making a save for 'catch on fire' when you damaged yourself. And so that no one asks/comments, that would totally be a house rule. ;)
Bad idea, just like any critical failure thing. It means higher level characters (the ones that should be least likely to critically fail) have a greater chance to have something bad happen, as they roll more attacks per round.
James Risner wrote:
You can hurt yourself with the weapon part, yes. But Flaming very specifically says it doesn't harm the wielder.
That was meant to mean just holding the weapon doesn't deal fire damage to you, but the way it is written says the flames can't hurt you period.
Secret Wizard wrote:
By the bolded part, I assume you mean hardness. If so, that is wrong. Bucklers have hardness 10 (they are all metal), while light shields have hardness 5 (if wood) or 10 (if metal). So bucklers are harder than some shields, and as hard as others.
Light shields do have more hit points, however. Light wood shields have 7 hit points, and light steel have 10. Bucklers only have 5.
How important this is varies. It depends on how often the GM targets your equipment. Personally, I have never seen it matter in 15 years of gaming, but groups vary.
It doesn't seem to work in Pathfinder. It would work in 3.X D&D, because you specifically had to see or hear the somatic/verbal components to identify the spell. In Pathfinder, you just have to see the spell be cast, not the components.
In the chapter with magic items, there is a pricing table.
The farming and crafting tools you mentioned would simply give a bonus on a skill check. That is worth (bonus squared) x 100gp.
Prestidigitation can clean objects, so an Amulet of Prestidigitation at will can make a nobleman look clean and tidy (though it won't help with his actual appearance, so if he looks tired it won't help). That is also covered by the table (900 gp, same as a Hand of the Mage).
Each claw is a separate attack. You don't attack a single time with both claws at once, each claw attacks separately.
As a standard, you get 1 attack (either a bite+grapple or 1 claw+grapple).
If the tiger was already grappling a foe at the beginning of its round, it gets 2 free claw attacks (from rake) in addition to the attack it can make while grappling.
Philip Sgrignoli 662 wrote:
I posted this in the rules forum because this spell should be combat applicable and no guidelines are present. On top of this, I see no rules in place for concentration checks for spells already active since the guides only account for during casting. I then posted what I did as a model. There was no home-brewing where this was used it merely was not an official pathfinder society session.
The rules forum is specifically for the actual rules of the game. This is very much a home-brewed rule, as it does not appear in the actual rules of the game.
You may also be overlooking that is is a standard action to maintain a spell with a duration of concentration.
Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end.
You can't really do anything if you are concentrating on a spell except move. Especially since you have to concentrate for at least 3 whole rounds to get the surface thoughts. That is a massive waste of actions. You are just standing there - any even remotely intelligent creature would just ignore you, making the defensive abilities pointless.
Aside from that, nothing about the actual spell scales with your level. There is no reason to make any defensive bonuses scale either. You aren't looking deeper into someones mind or getting the results faster as your level increases, it stays the same from 3rd level to 20th. The same should apply to any defensive abilities you want to give it.
DM Livgin wrote:
Correct. As written, the readied action must be the next action you take. If you take any other action first, you lose your readied action.