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Kitty Catoblepas wrote:
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.
John Ryan 783 wrote:
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.
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.
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.
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.
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.
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.
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.
No. Empowered does not interact with maximize at all. You get the separate benefits of each.
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.
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.
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.
Franz Lunzer wrote:
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.
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).
Charon's Little Helper wrote:
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.
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).
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)
The skills are correct.
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. Can...one?
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.
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.
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.
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).
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.
Thor Odenson wrote:
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.
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.
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.
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.
At least he didn't also favorite it.
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.
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.
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.
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.
While there have been some changes, Pathfinder is still mostly 3.5 D&D just with a different coat of paint.
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.
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.
The Advanced Race Guide has this to say:
Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
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:
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.
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.