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Jeraa's page

2,617 posts. No reviews. No lists. No wishlists.

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

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

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

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

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

Edit: That being said, there is this:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Agodeshalf wrote:
Can you remotely intimidate via telepathy?

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

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edwin dennis wrote:

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

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

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

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GM Rednal wrote:
Yyyyup. I'm pretty sure cold weather deals cold damage, and hot weather deals fire damage. XD Nonlethal damage, but elemental all the same - and accordingly blocked by energy resistance. So, basically, any amount of energy resistance means you're fine in hot or cold climates.

Nope. It (normally) does not deal energy damage.

A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage.

Nothing about it being fire damage. Look at the rules for extreme heat:

Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

One of the damaging effect is specifically called out as fire damage, while the other is just untyped damage. While energy resistance of the appropriate type should probably do something, by the rules it does nothing as the damage (in most cases) is untyped.

Where do you get "fatal" from collapsing unconscious?

If you have nonlethal damage equal to you total maximum hit points, any additional nonlethal damage is converted to lethal damage. So if the environmental effects knock you out (which if uninjured means you have a total amount of nonlethal damage greater than your maximum hit points), any additional nonlethal damage would convert to lethal damage and begin killing you.

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Kitty Catoblepas wrote:

Woah. Never thought of of this until this moment:

Since magic items must be masterwork, a Handy Haversack increases your carrying capacity by 1 str in addition to it's other benefits.

No it doesn't. Only armor, weapons, and shields have to be masterwork before you can enchant them. No other item type has that requirement.

Also, the masterwork backpack didn't even exist when the handy haversack was created. Assuming the haversack includes the masterwork backpacks bonus is wrong on multiple levels.

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John Ryan 783 wrote:

So, I was looking over everything for Monstrous Humanoids and everyone seems to salivate over the Thriae Queen, which I will admit looks decent, but they always point out it's a dc29 save for the poison. I thought poison's were all 10+1/2HD+Con Mod. Now even on the Thriae Queen stat block this doesn't work, but I can't find a ruling.

So, if it doesn't include a line like "The save is constitution based" then do I just use the pre-generated save?

DC 29 looks correct to me. They have 25 hit dice and a Constitution of 25 (modifier +7). That would be 10 + 12 (1/2 hit dice) + 7 (con mod) = 29.

Since you mentioned polymorph spells in the title (but not in the post?) I should point out that polymorphing into a thriae queen does not give you a DC 29 poison.

The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

Since Monstrous Physique 3 (the first spell that allows Huge monstrous humanoids) is a 5th level spell, the DC for any poison you get from it would be 15 + your primary spellcasting stat modifier. Monstrous Physique 4 only boosts that by 1 to 16 + your primary spellcasting stat modifier.

In some cases you poison DC may be higher than a thriae queen, but will usually be lower.

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dgood1 wrote:

Sorry for the stupidity of these questions, but RAW don't clarify. Armor Bonus stacks with Enhancement Bonus, but if you can wear 2 suits of armor, it can stack a different way.

So, if I wear +4 Leather Armor (+2 AC, +4 enhancement), AND +1 Chainshirt (+4 AC, +1 enhancement), what happens?

Highest AC + Highest enhancement? (+8 AC)


Highest AC total of one suit? (+6 AC)


Also, the total weight is now 40 lbs. Does this mean I'm slowed down by medium armor rules?


How about their enchantments?

I assume if "Highest AC total of one suit" applies, then only the ones of that one appear.

But if not, then does that mean you can stack multiple suits of armor to stack multiple enchantments?

Enhancement bonuses increase the armors armor bonus, it isn't added separately to your armor class. +4 leather armor doesn't have a +2 armor bonus and a +4 enhancement bonus. It has a +6 armor bonus. Likewise, +1 chain shirt has a +5 armor bonus.

Even if you could wear multiple suits of armor, they don't stack to change the category. Two suits of light armor is still light armor, not medium armor. Their combined weight may be enough to increase your encumbrance to a medium load, however.

Besides, you can't wear 2 suits of magical armor. Magical armor occupies a body slot, and you only have one armor slot.


Magic Items on the Body

Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a "slot."

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.

Armor: suits of armor.
Belts: belts and girdles.
Body: robes and vestments.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Ring (up to two): rings.
Shield: shields.
Shoulders: capes and cloaks.
Wrist: bracelets and bracers.

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CraziFuzzy wrote:
Channel Smite doesn't define the type of damage done (it doesn't say it's positive energy damage, or negative energy damage) It simply says the weapon does more damage - so more Slashing, Piercing, or Bludgeoning damage. DR would still apply.

No it doesn't.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

The creature just takes additional damage. It isn't an increase to the base weapons damage, just additional (but separate) damage.

You are spending a channel attempt (just like a normal channel), the damage only applies to certain targets (just like a normal channel), and there is a saving throw (just like a normal channel). If anything, it works exactly like a normal channel with the exception it only targets one creature that you hit with a weapon instead of a burst.

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Das Bier wrote:
That's...interesting. Two casters could contribute to recharging a staff so it could regain power faster? Interesting idea. Honestly never considered it.

No, that is specifically called out as not possible.

Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

I think what Gevaudan meant was that multiple party members have the possibility of recharging the staff, it doesn't have to be the same guy every day. One day it could be the cleric, the next day the party wizard does it, and so on.

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Orfamay Quest wrote:
So magic items are, at $100 per gold piece, extremely expensive; the price of a simple +1 long sword comes in at close to two million dollars, and the price of the +2 or +3 sword that an 8th level fighter would need is closer to ten or twenty million. I can't think of anything I could buy in the real world for twenty million dollars and expect to carry with me into a dangerous wilderness survival experience, but this provides a cash sink for the game that makes it practical for adventurers to earn huge rewards without making the game unplayable.

Off by more than a little. A +1 longsword costs 2,315 gp. At 1gp = $100, that is only $231,500, not 2 million. Likewise, even a +3 sword (18,315gp) would only be $1,831,500, not 10 to 20 million. A +10 equilivent weapon would be $20,000,000.

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Avoron wrote:
Oh, and let's not forget about the tarrasque's frightful presence. Between that and combat maneuvers, the tarrasque could incapacitate the golem however it pleases without dealing a single point of damage.

Constructs are immune to mind-affecting effects, so the frightful presence would do nothing.

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As far as I know, the errata wasn't declared Open Content, so Paizo couldn't use it even if they wanted to.

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Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

You can use as many materials as you like, but you only get the effects of one of them.

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sisima70 wrote:
The Phrenic Scourge is an answer to your second question.

His question was 5 years ago.

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Sundakan wrote:

Empowered is applied after all the rolls.

So a Magic Missile would be 1d4+1 x 1.5 (so 7 damage).

So a Maximized Empowered spell would be 4d4+4 (20 damage) x 1.5 (30 damage).

No. Empowered does not interact with maximize at all. You get the separate benefits of each.


Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

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Each missile would do 0.5(1d4+1) + 5 damage. At 7th level, with 4 missiles aimed at a single target, that would be 0.5(4d4+4) + 20.

Maximize makes a normal missile do 5 damage. Empower adds half the normally rolled damage.

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Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

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As far as WBL, yes. The action economy of detect magic is poor for identifying spells as they are being cast.

The item of detect magic would only be needed for identifying magical items, which is something you don't generally do in combat anyway. Detect magic is totally unnecessary for identifying spells as they are cast.

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Also useful if you plan to use Use Magic Device. You need to decipher a scroll before you can cast it.

And as for identifying magic items, you can't just roll a Spellcraft check and know what a magic thing does; you have to cast Detect Magic/Identify/Etc. as well, which is something a non-caster can't do.

As it is a cantrip, a magic item of detect magic is cheap. 900gp for a command activated, unlimited use item.

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JohnnyBlue wrote:
And yes the Lord of the ring orc where elf. Don't know why.

That was one of the possible origins that Tolkien had for orcs (he had like half a dozen or something). Different books said (or implied) different things. Supposedly Tolkien began to dislike that particular origin, but never really did anything about it.

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Franz Lunzer wrote:

hmm... These interpretations are new to me.

How about the last 'line'-diagramm shown on the PRD? It's not 'shooting away from the red dot-Center'

It isn't shooting directly aay from the caster, as that is not a requirement. It just has to shoot in some direction away from the caster. Everyone that is saying that the line must go through the center of the caster's space is flat out wrong.

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After checking the errata, the [Combat] tag was added to those feats in the third printing of the core rulebook.

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The PRD lists all 3 weapon proficiency feats as combat feats.

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You are complaining about carrying capacity (which does somewhat work as has been shown)? Your real problem should be with reach - a 3 foot halfling and a 6 foot human both have the exact same reach (5 feet). A human with a human-sized longspear and a halfling with a halfling sized longspear have the exact same reach (10 feet).

For that matter, a 2' tall creature (the bottom end of small) and an 8' tall creature (upper end of medium) have the same reach. They also take up the exact same amount of space on the battle grid (1 square).

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Charon's Little Helper wrote:
Opuk0 wrote:
Still, just thinking about the stats on a tower shield leave me a little dumbfounded. Did tower shields actually weigh that much?
Nope - not even quite 1/2 that. wiki on the Roman scutum They were right about 10kg, or 22lbs.

Except tower shields are described as nearly as tall as the person carrying them. The scutum isn't nearly that big. It may have been what the designers had in mind, but it isn't what they described or stated out.

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Why is this even a question? All Paizo sources say "-", and some third party site says something different. It isn't that hard to figure out.

The only time it has something other than a "-" is in the Piecemeal Armor variant rules, where it has a +10 max dex (no armor has a max dex of - in those rules).

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Mongrelmen are monstrous humanoids, not humanoids. They receive 4+ Int mod skills per hit die, and have 2 hit dice. That is 8 skill points total.

Climb +6 = Str (+2) + 1 rank + class skill bonus (+3)
Perception +6 = Wis (+1) + 2 ranks + class skill bonus (+3)
Sleight of Hand +7 = Dex (+1) + Racial (+4) + 2 ranks
Stealth +13 = Dex (+1), Racial (+4), + 2 ranks, + class skill bonus (+3) + skill focus (+3)
Survival +5 = Wis (+1) + 1 rank + class skill bonus (+3)

The skills are correct.

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Weapon proficiency applies to all sizes of that weapon. You don't pick a size when you select the feat.

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Third Mind wrote:
As the title asks. Under the Deinonychus listing it says one can utilize the large template to make it a megaraptor. However, I'm not sure one can do this using beast shape 2.

No, you can't.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

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Skylancer4 wrote:

Actually we have a precedent of caster levels below 0. Paladins, rangers and any other class with a CL of -x.

They are unable to use wands and the like until they have an positive caster level and can actually cast spells.

Incorrect. Wands can be used even if you can't cast spells yet. Paladins are even listed as an example.

Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

They can also use scrolls. It just requires a caster level check equal to the scrolls caster level +1.

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From the description of a full attack:

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

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A Mite Excessive wrote:
Use a large club, and just cast shiellelagh on that.

Not quite the same thing, as you take a -2 penalty on attack rolls with the large club as it isn't sized properly for a medium wielder. Plus, a large club deals 1d8 damage (3d6 with shillelagh) compared to a greatclubs 1d10 (3d8 with shillelagh, if it worked).

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lemeres wrote:

Without the +1, I am pretty sure it doesn't count as magic.

Basically, you have your shocking longsword, but it is useless against DR/magic ro incorporeal creatures. And that would be silly.

Only because the rules say you need a +1 first. If you could put special properties on without the +1, a shocking weapon would be just as magic as a +1 weapon.

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Thor Odenson wrote:

There for +2 ability is 4,000GP times 3 equals 16,000GP which is the price of the belt. No 1.5 times 4,000GP for the lower item cost. I know they are all technically the same ability and there is not lower item cost BUT the belt of Belt of Physical Might is priced at 10,000GP which is correct according to the formula in the table.

4000 gp x 3 is 12,000, not 16,000.

Every additional power beyond the first gets the 1.5x multiplier, not just the lowest.

The prices in the book are correct.

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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.

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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.

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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.

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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.

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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).

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Nigrescence wrote:
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.

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Milo v3 wrote:
John Templeton wrote:
Chess Pwn wrote:
Casting a spell slot is where the int requirement comes from.
I am not getting your wording?
Trying to cast a spell with a 3rd level spell slot is what has the int requirement of 13. So, no, you can't do this.

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.

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