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Jeraa's page

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Improved Scroll Casting (Su): At 10th level, the scrollmaster can cast a wizard spell from a scroll and use his own Intelligence score and relevant feats to set the DC for the spell, and can use his own caster level if it is higher than that of the scroll (similar to a caster using a staff). The scrollmaster must have already deciphered the writing on the scroll to use this ability. This ability replaces the 10th-level wizard bonus feat.

The scrollmasters ability only lets you do 2 things:

1. Use your Intelligence score and relevant feats to boost the save DC
2. Use your caster level

It does nothing else. It doesn't let you add bonus damage (such as from bloodline arcana, being an evoker, or the half-orc favored class option). It doesn't let you add metamagic to an already existing scroll, or reduce the level adjustment of metamagic feats.

You can craft a scroll with a metamagic feat included. But anything that reduces the level adjustment when you cast a spell does not apply, even with scrollmaster, as you are not the one casting the spell.

You may be able to prepare a selective fireball as a 3rd level spell, but when crafting a scroll it is a minimum of a 4th level spell, because any metamagic reducers you have don't apply.

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And as a side note, being flat-footed only denies you your dexterity bonus to AC. Bonuses are always positive. If you have a dexterity penalty (a negative modifier), it still applies while flat footed.

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Diego Rossi wrote:
Purple Dragon Knight wrote:

Found the old wording:

"Vulnerabilities Of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks."

Edit: I think Paizo just forgot to carry over the above wording. I'm just going to assume it's still valid...

That line is missing from the D20 open source license, so Paizo couldn't port it over, and they didn't put in some text replacing that, probably to avoid problems with copyrights.

No, all of that does appear in the SRD. It is in the Swarm creature entry, not the swarm creature traits. 3.5 D&D had all swarms listed under a single swarm entry in the Monster Manual - that is where those rules appeared. Paizo decided to split the various swarms up, putting each with its base creature instead of all in a single location. When they did so, they either deliberately or accidentally forgot to move the rules that appeared in the swarm creature entry to somewhere else.

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swoosh wrote:
I like Dragonchess' suggestion, though it's worth noting that for some reason the race builder version of the centaur (and drider on the same note) lack undersized weapons for some reason.

They do have it. It is part of the Quadruped racial trait.

Quadruped (2 RP): Prerequisites: Any type except humanoid, Large size, normal speed; Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). Special: The number of legs can be increased by 2 for each additional 1 RP spent. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus.

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Selvaxri wrote:

Sipping Jacket says it can store a potion for a day.

Can an Alchemist/Inquisitor store an extract in the Sipping Jacket?

While they do have similarities, extracts are not potions. The sipping jacket works with potions, not extracts.

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Lynceus wrote:

I keep seeing people asserting that because splash weapons deal 150% damage to a swarm, that means they take full damage from a splash weapon. But that isn't what the rules actually say. The rules for splash weapons say "A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target."

Further, "You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature."

Splash weapons do NOT say "a direct hit deals damage to all creatures in a square", which is the only way a swarm would take direct hit damage. The rules for swarms do not say "a swarm takes direct hit damage from a splash weapon, which is increased by 150%".

I'm not arguing that this is how it should be, quite the opposite, but that the rules on this are poorly written, and it's not a reading comprehension failure to interpret them in this manner. IF the intent is that swarms take direct hit damage from splash weapons, the rules have to say that. If I'm playing Pathfinder and the GM looks at the rules and says "welp, it looks like the swarm can only take splash damage", the argument of "lol obviously not the intent" isn't going to get me anywhere.

They may be coming from the fact that 150% of the splash damage is still only 1 damage. The only splash weapons that existed at the time the rule was written are those in the core rulebook. Those splash weapons only deal 1 damage on a splash. 1 x 1.5 is 1.5, but since you always round down unless told otherwise that rounds down to 1. The exact same damage as it did before the 50% increase. On the other hand, if swarms take the direct hit damage, you can actually increase that by 50% and deal more damage.

If swarms could only take the splash damage, then the rule that they take an additional 50% damage from that is actually useless. At least it was at the time it was written. I believe that there have been additional rules created since then that increase a splash weapons spalsh damage.

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rainzax wrote:
Those look bigger than an ounce to me!

Damiel is an alchemist. They have various other concoctions as well.

The description of potions in the core rulebook is what says potions are a single ounce.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12.

Those vials strapped to his upper arm may be potions. Those other things could be the various alchemical chemicals and reagents used in creation the various things alchemists can do. Acid flasks, flasks of alchemists fire, and other various alchemical items are also larger than a potion (weighing 1 pound each), so that is what some of those bigger containers could be as well. And of course there is always artistic license.

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Majuba wrote:
Sounds like an interesting experiment - be sure to add an actual weight value to potions (half a lb?)
rainzax wrote:

This is a good easy realistic figure because 8 oz of water weighs about 0.5 lbs.

We'll give "magic water" the benefit of the doubt to make up for the weight of the container.

Potions only contain an ounce of liquid, and the vials are weightless according to the equipment chapter. No other piece of equipment in the core rulebook has a weight listed below 1/2 pound, so as far as the rules are concerned the potion would be effectively weightless.

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Darrell Impey UK wrote:
They wouldn't stack, as each template would, effectively, be coming from a different plane.

And? You do know there is a Chaotic Good aligned plane, just like there is a Lawful Evil aligned plane?

A Fiendish creature comes from an evil-aligned plane, a Resolute creature comes from a law-aligned plane. A Fiendish Resolute creature comes from a Lawful Evil aligned plane, like Hell.

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Kyaol wrote:

Hey all. I've been reading thoroughly into the idea of lycanthropy to ensure that the character is appropriately balanced and that I'm not over-stepping boundaries in regards to power.

I'm using the Monstrous Lycanthrope template and the creature I'm contemplating using appears to have saves of its own, in this case the Winter Wolf with a Fort of +9, Ref of +6 and a Will of +3. As it appears no one has sought to answer this question in a while, I figured I'd ask.

Would I make use of those saves, i.e. use them as base before adding the class, would I get a portion of them, or would I completely disregard them? Considering that using them would give me a potential fort of more than 10 very early on, I'd assume no, but I'd like to hear from others on this.

First, the Monstrous Lycanthrope template is from the Advanced Beastiary, which is not a Paizo product. This isn't the proper forum for this question (you want the third-party product forum).

Second, absolutely nothing about the template says you get the base monsters saves. You only use your base saves, not the saves from the monster form you take.

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emtwizard wrote:

I received the pathfinder beginner box and read through the books. I'm lost when it comes to damage. In the beginner box game masters guide on page 61 for the Orcs. For Melee it says battle axe +5 (1d8 +4/x3). I get the 1d8 is the dice I roll for the damage the Orc deals to me. What does the other terms mean?

Does the battle axe +5 mean the Orc gets five attacks? So I roll 1d20 for 5 times to see how many times the Orc hits me.

Then the 1d8 is the damage role. Do I add 4 points to the roll for each hit. Then is the x3 the critical hit if the Orc rolls a 20 on its attack roll?

The +5 means that, when you roll the d20 to see if the orc hits, you add +5 to the roll. So, to see if the orc hits, your roll 1d20+5 and compare to the targets armor class. If the orc got multiple attacks, there would be more than one number here, something like "battle axe +6/+1", meaning 2 attacks - one you add +6 to the d20 roll, the other you add +1.

If the orc hits, you roll damage. In this case, he does 1d8 damage, plus an additional +4 damage. 1d8+4.

The x3 is how many times you roll damage if the orc succeeds on a critical hit.

Sometimes this part will show 2 numbers, like 19-20/x2. In that case, the numbers before the slash (in this case, 19-20) are the numbers that threaten a critical hit. So if the d20 roll to attack comes up a 19 or a 20 (the actual die itself, not the total after you add any modifiers), a possible critical hit is threatened.

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Goth Guru wrote:
Now the question becomes, if the door is destroyed, does the fireball effect the jailers on the other side.

The spell is pretty clear on that:

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

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Bloodrealm wrote:
Pretty sure I read somewhere that peasants make about 1sp per day. That might be bogus, though.

Untrained laborers make 1sp per day. Anyone with any training (that is, at least 1 rank in a Craft or Profession skill) makes 1/2 their check result per week, or an average of 1 gp per day (average roll 10, +1 rank, +3 class skill = 14/2= 7).

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Conjoy wrote:
Random question, slightly off topic, but so I understand, it seems to be a given that people are using 10 as the base AC for the target square, but isn't it AC 5 to hit an unoccupied square?

Base AC always starts at 10. Hitting a square is AC 5 because, being an immobile target, the square has an effective Dexterity of 0 (-5 modifier) which is where the AC 5 to hit a square comes from (10 base, -5 Dex).

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Rysky wrote:
Hmm, probably FaQ material.

You won't get one. The spell is pretty clear. And so is Ultimate Intrigue:

The first thing to note is that at the lowest levels, alignment detection spells simply don’t register NPCs due to their low level. Other than clerics, undead, and evil outsiders, creatures require 5 Hit Dice or more to register with detect evil. The second thing to keep in mind is that creatures with actively evil, good, chaotic, and lawful intents register as that alignment if they have enough Hit Dice, regardless of their actual alignment. So a selfish merchant whose heart is moved by an orphan’s plight into an act of largesse would register as good at the time, and a loyal knight forced to kill an innocent child to stop a war could appear evil while she formulates and executes the deed. The final thing to consider is that alignment detection is exceptionally easy and cheap to foil in the long-term.

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Rysky wrote:
Jeraa wrote:

Detect Evil wrote:
Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Which just means that a Chaotic Good creature could detect as evil. That does nothing to change any of the other mechanics of the spell, including the aura strength. And most people won't show an aura until 5th level/5 hit dice.


The point is you can still detect as [alignment] before 5th.

No, you can't. They have no aura. That section just means someone plotting to do evil would register just as if he had an evil alignment. You see use the normal rules to determine if their aura registers, and if so at what strength.

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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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