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Kazaan's page

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It's no different than understanding the difference between Humanoid and Animal. By scientific nomenclature, Humans are a sub-set of Animals; we are part of the Animal Kingdom. But rules elements that target Animals cannot be used on Humans. By the same token, Mushrooms and other fungi are not part of the Plant kingdom; but fungus-based creatures are still given the Plant type. Basically, the distinction between Humanoid and Monstrous Humanoid is the same as the distinction between Java and Javascript which share the same distinction as Car and Carpet.

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Did anyone ever consider that Still/Silent Spell are not intended for stealth purposes? If they are not, then the whole disconnect between still/silent and spellcraft is a non-issue. Still and Silent Spell are guards against being unable to perform the components, not ways to "hide" what you are doing. Still Spell lets you perform the spell if you are in heavy armor or have your hands tied. Likewise, Silent Spell lets you perform the spell if you are gagged or otherwise silenced. The idea that these feats were for the purpose of stealth casting is an extrapolation on our part, not something stated, neither implicitly nor explicitly, in the rules themselves. So, it seems to me, that the solution to the issue is to discard the erroneous premise that Silent + Still = Stealth Spell and the rest of the logic will sort itself out.

Strictly speaking, yes. From a design standpoint, it would have been appropriate to increase the "wield" time of such weapons to reflect the fact that they need to be pulled out and strapped on, rather than just grasped. I would have buffed them up just a tad, but it takes a standard action to wield a Gauntlet or other weapon worn on the hand, reduced to a move action by Quickdraw. That would probably be an appropriate houserule.

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LazarX wrote:
Curiously there was paper and dice game called Nephilim which are ancient spirits that possess humans in order to continue their path towards enlightnment. And no, it is not a benevolent posession.

Curiously, that, in itself, has roots in the Biblical mythos of the Nephilim. In the Apocryphal depictions of Genesis (iirc, Book of Enoch), the reason for the Great Flood wasn't so much the wickedness of Man, but the presence of Nephilim. The Flood was intended to wipe the slate clean of Angel intermingling because the Earth was intended to be for Humans only. But the Nephilim had very strong spirits so, even though their bodies were killed, their souls remained on Earth. This is the backstory to Demons and demonic possession; Demons are the disembodies spirits of Nephilim and need to possess a living body to interact with the world. By contrast, devils and angels can "trans-substantiate", that is, they can construct a physical body all on their own. This is why you have "demonic" possession, but no "devilish" possession; a devil doesn't need to "borrow" a physical form.

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Ok, the thing to keep in mind is that Outsider heritage doesn't "really" follow the normal rules of genetics. It isn't about "recessive" and "dominant" traits.

1st generation) Human + Angel -> Half-Celestial Human
2nd generation) Half-Celestial Human + Human -> Human
xxth generation) Human + Human -> Aasimar

What is happening here is that the original Angel contributed an "attached energy signature" that is kind of latched onto the side of the genetic material and dormant by the 2nd generation. Now, sometimes, this "energy signature" will partially activate and yield a Human with a Celestial sorcerer bloodline. Other times, it will fully activate and re-write the whole genetic code to make an Aasimar. It isn't a matter of a "recessive celestial" trait being inherited from both parents; that little add-on celestial energy suddenly sparks in some generation several, several generations down the line from the original Angel progenitor and totally re-writes the child such that they, really, aren't Human anymore.

So, what, thematically, would happen if these contrary energies of fiend and celestial find themselves passed into the same individual? Well, either 1) they cancel each other out and that offspring's descendants won't ever manifest neither Aasimar nor Tiefling, 2) they both are carried down and the descendants might manifest either or, 3) a new race since this is outsider + outsider mating rather than outsider + humanoid, 4) the first generation is guaranteed to be a cross-blooded sorcerer and maybe even some additional bonuses for the influence being so recent, or 5) the dual Outsider heritage re-kindles the outsider energies of both sides to full effect such that the offspring gets both Half-Angel and Half-Fiend templates and automatically get the Mythic Beyond Morality path ability.

Situation A) Wielding Longsword/Shortsword with TWF rules elements, but drops target on first hit.

TWF allows you to gain an "extra" attack, using a designated off-hand weapon, by taking specific penalties. However, just because you've taken these penalties doesn't mean you must follow through with the extra attacks. Essentially, suffering the penalties allows you the opportunity to make those extra attacks. Therefore, it should be possible to "abort" your TWF routine in favor of a better option (two-handing your weapon, switching to a Bow, etc). As such, you may have suffered the initial penalty to that first attack for nothing, but you aren't "stuck" in "TWF mode" unless you actually follow through on your off-hand attack.

Situation B) Switching from TWF to 2-h weapon

I asked the devs way back when the whole TWF/2-H FAQ had just come down if one could forego their off-hand attack in favor of making a 2-h attack or if one could make a 2-h attack with the option to switch later to an off-hand provided they preemptively took the appropriate penalties. The discussion, essentially, boiled down to the following: When you use TWF rules, you have an "off-hand debt" and a "main-hand debt". To illustrate, say you have a Longsword and a Cestus, and +11 BAB, and up to ITWF (2 off-hand attacks). Normally, you'd just make 3 main-hand attacks with the sword and 2 off-hands with the Cestus. But lets say you make 1 main-hand and one off-hand, realize the enemy has DR, and you figure it'd be better to switch to two-handed for consolidated damage. For each two-handed attack you make, you must "skip" one available off-hand attack. You already took your first off-hand, so you "skip" the next one available (your BAB-5 attack from ITWF). Or, lets say you made your first attack two-handed but took TWF penalties anyway to save the "option" to make off-hand attacks. You'd "skip" your first off-hand attack (at full BAB) to make a 2-h Longsword attack, but then either use a non-hand weapon or quickdraw and the first actual off-hand you attempt would be at BAB-5 (from ITWF). Conversely, if you make your two off-hand attacks first, you have a "main-hand debt" where you must make two main-hand attacks with one hand before you can attempt a 2-h attack. So lets say you make your two off-hand attacks first. You must then make two attacks one-handed with the Longsword and then, on the third iterative, you can two-hand the Longsword for extra damage. Alternatively, you can drop the Longsword and pull out a Bow, but since you cannot make those first two iteratives with just one hand, you must "skip" them and you only get the last iterative (at BAB-10) with the Bow.

Pull his DM card and appoint a new one for the group. If he disagrees, kick him out of said group. Pathfinder isn't a simulation game and is more interested in balancing mechanics as a game than simulating real life. If he can't grasp that concept, he isn't fit to be a DM. Period.

Lincoln Hills wrote:
The webs of giant spiders - and plenty of 'em! (The webs, that is, not the spiders.)

Where there's smoke, there's fire...

...from all the giant spiders because KILL IT WITH FIRE!!!

My Self wrote:
Kazaan wrote:
gravity stoof
But if you stop suddenly enough, don't you still pretty much take all the falling damage? There's a lot of trauma involved in a sudden stop, rock floor or no rock floor.

Normally, you would. Just as falling from a great height into water can still be potentially lethal, even if you suddenly stop on an "area" of reversed gravity, you "should" take damage; as the adage goes, it isn't the fall that kills you, it's the sudden stop at the end. But Pathfinder requires you to actually strike a surface in order to take fall damage; alternatively, in some cases (like Soviet Russia), the surface strikes you. Since there is no actual striking of a solid or fluid surface here, you do not suffer fall damage any more than you would if you suddenly cast Feather Fall and instantly reduced your falling speed from 83.3 feet/sec to 10 feet/sec (suddenly going from 57 mph to 7 mph).

SlimGauge wrote:
Kazaan wrote:
Assuming you started from rest, you'd fall about 675 feet in the first 6 second round, ignoring air resistance. In round 2, you'd fall 1834 feet further (2509 total). Round 3, 2992 feet further (5501 total). But, in Pathfinder, you fall at a flat 500 feet/round. So Terminal Velocity, the proper meaning of the term, doesn't really apply. In an Reverse Gravity effect, when "falling up", if you reach the top of the effect, you simply oscillate slightly. You don't "shoot past" nor calculate how long it takes for your position to stabilize; you simply reach the top and stop "falling" and bob there until the effect...
But if enter the reverse gravity volume at a sufficient rate, you'll fall right through it. It would slow you as you pass through, but if it wasn't "thick" enough, you'd exit the other side and continue falling, albeit at a reduced rate.

No, Reverse Gravity specifies what happens when you reach the boundary between the reversed gravity effect and the normal gravity outside that effect.

PRD wrote:

Reverse Gravity

This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. You don't shoot "up" out of the RG any more than you shoot "down" into it. Once you reach the boundary, your velocity is brought down to almost nothing right away and you just bob up and down at the boundary. It doesn't matter from which direction you approach that boundary; up or down, the result is the same... you cease falling immediately.

SlimGauge wrote:

If this is a plot device, how about a "Reverse Gravity" just above the bottom of the cavern ? If you come in at terminal velocity, the volume of the spell is sufficient to slow you such that when you reach the bottom of the volume of the spell, you fall out that bottom with only the velocity of whatever height the bottom of the spell's volume is above the floor of the cavern.

EDIT: if Wikipedia is to be believed, you need about 450 meters to reach terminal velocity. Thus you'd need about the same length of reversed gravity to come to a hover. Meters to feet gives us 1476, divide by 10 to get cubes gives 148 so you'd have to have several castings piled on top of each other.

"Terminal Velocity" is not the speed you need to be falling to result in death. It is the point where air resistance cancels out the acceleration due to gravity. In the real world, a falling object accelerates towards the ground; speed increases steadily. In a vacuum, there is no terminal velocity; you'd keep accelerating until you hit a sufficiently solid surface. But in air, friction eventually halts your acceleration and you'll fall at a constant velocity. And air friction is determined by relative shape. If a person splayed themselves out horizontally, they'd fall slower than a person in "diving" pose.

Assuming you started from rest, you'd fall about 675 feet in the first 6 second round, ignoring air resistance. In round 2, you'd fall 1834 feet further (2509 total). Round 3, 2992 feet further (5501 total). But, in Pathfinder, you fall at a flat 500 feet/round. So Terminal Velocity, the proper meaning of the term, doesn't really apply. In an Reverse Gravity effect, when "falling up", if you reach the top of the effect, you simply oscillate slightly. You don't "shoot past" nor calculate how long it takes for your position to stabilize; you simply reach the top and stop "falling" and bob there until the effect ends. The same would be true of coming from the other direction; a person falling into a Reverse Gravity effect, regardless of how far they fell, will simply come to near rest. Normally, it's the sudden deceleration of striking a surface that causes the damage in a fall. "Falling up" in a Reverse Gravity field and coming to a near stop at the top should, realistically, result in fall damage; but it doesn't. So falling into the effect, likewise, wouldn't result in fall damage until the effect ends and plops you onto your behind, in which case you only calculate the fall damage based on where you were at the top of the effect. If you fall through 20 feet, then that's how much damage you take regardless of the fact that you fell 13,980 feet before hitting the gravity cushion.

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On a related note, when under the effect of multiple bleed effects, while bleeding doesn't stack, you still roll all of them and then just apply the highest number for damage. For example, if you apply bleeds of 1d6, 1d6, and 1d4 to a target, you might roll 2, 3, and 4 respectively. You apply the 4 damage since that was the highest value actually rolled. I've run into situations where people say that you only roll the highest dice (ie. you roll one of the 1d6) on account of bleed not stacking.

I brought this up earlier, but no one seemed to notice.

PRD wrote:


A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Is a Fireball considered a ranged weapon when you try to send it through a narrow passage? Or is it considered a ranged weapon all the time and the attack roll is just handwaived if you're aiming for an unobstructed spot?

Don't forget about Pageant of the Peacock:

d20 wrote:

By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check.

The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen).

Need to make a Knowledge check? Fake it. Linguistics? Fake it. Appraisal? Fake it. Spellcraft? Fake it. Lie to the universe about how awesome you are and the universe actually believes you.

Charon's Little Helper wrote:
Kazaan wrote:

Why wouldn't it? It's a Monk weapon in its own right, not just when wielded as a pair of Kama.

It's in reference to the weapon's description mentioning a 'single attack' at reach. It's unclear if it means 'only one ever' or it just means 'no twf with it since you're only using one side'.

You mean there are people who think you can only make a single attack with the weapon and then can never, ever use it again? Why would they think that?

Shawn H wrote:
Kazaan wrote:
Wielding multiple weapons is different from Two-Weapon Fighting. You can have 3 iterative attacks @ +11, +6, +1 and make those attacks with any weapons you have readily available. That could be the Longsword in one hand, the Shortsword in the other, Unarmed Strike with your feet or head, Boulder Helmet, Boot Blade, etc. So long as you stick to your normal iteratives, it doesn't count as TWF; you aren't getting "extra" attacks, you suffer no TWF peanlties, and none of the weapons suffer from the off-hand half-Str to damage penalty. So an Unchained Monk wielding a DCK is no different than an Unchained Monk wielding a normal Kama in each hand; they receive a certain pre-set number of attacks based on their BAB, level of Flurry, and other sources of "extra attacks" (ie. Haste), but they can't use TWF rules to gain additional off-hand attacks. They can assign those attacks to any Monk weapon they are wielding or to unarmed strikes as they see fit. So you could use the Cold Iron Kama in one hand to attack a fey and then switch to the Flaming Kama in the other hand to attack something vulnerable to fire and then Unarmed Strikes to hit something with DR/Blud. It doesn't matter if the two Kama are attached by a chain or not.
The issue was does the double chained Kama get the iterative attacks from flurry of blows as a reach weapon.

Why wouldn't it? It's a Monk weapon in its own right, not just when wielded as a pair of Kama.

Matthew Downie wrote:
Crimeo wrote:
he can press himself against a wall, but you're still likely to brush past him as you move.
Why? You can't walk down the middle, you have to pick a side, and he can squeeze to half his width, so you shouldn't touch.
Good point. I was thinking in realism terms, so I forgot that it's impossible to walk down the middle of many corridors due to the mystical lines of repulsion force that cut across every five feet of Golarion.

Ugh, "Repulsion Force"? Filthy casual, didn't you know that character position is a quantum state. A character is either in one square or in another square and quantum leaps from one position to the other without passing the intervening space. This is why a character doesn't provoke an AoO when approaching a reaching opponent from the diagonal. Get on my level, noob.

"Change one thing, and you'll quickly find it's hitched to everything else in the universe" -John Muir

If you're going to re-write the firearm rules on the grounds of realism, you must, inherently, re-write all of Pathfinder on the same grounds. You must apply that sense of realism to move speeds, combat timing, and find a grounds of realism in the multi-verse, magic, and the establishment of things like Good, Evil, Fire, etc. as fundamental forces in that multi-verse. You must find grounds of realism for fey, dragons, outsiders, and the fact that Humans can mate with nearly any other Humanoid species as well as grounds for outside-family mating with non-Humanoids and even metaphysical mating with Outsiders. You must codify weights and measures, density of materials, and economics (from international down to local levels and everything in between). If you want to do this, more power too you and good luck (you'll need it). But don't sit there and say, "this specific thing doesn't match my personal experiences" but then blindly accept all the rest for which you have no personal experiences; it's hypocritical.

Wielding multiple weapons is different from Two-Weapon Fighting. You can have 3 iterative attacks @ +11, +6, +1 and make those attacks with any weapons you have readily available. That could be the Longsword in one hand, the Shortsword in the other, Unarmed Strike with your feet or head, Boulder Helmet, Boot Blade, etc. So long as you stick to your normal iteratives, it doesn't count as TWF; you aren't getting "extra" attacks, you suffer no TWF peanlties, and none of the weapons suffer from the off-hand half-Str to damage penalty. So an Unchained Monk wielding a DCK is no different than an Unchained Monk wielding a normal Kama in each hand; they receive a certain pre-set number of attacks based on their BAB, level of Flurry, and other sources of "extra attacks" (ie. Haste), but they can't use TWF rules to gain additional off-hand attacks. They can assign those attacks to any Monk weapon they are wielding or to unarmed strikes as they see fit. So you could use the Cold Iron Kama in one hand to attack a fey and then switch to the Flaming Kama in the other hand to attack something vulnerable to fire and then Unarmed Strikes to hit something with DR/Blud. It doesn't matter if the two Kama are attached by a chain or not.

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Ravingdork wrote:
Kazaan wrote:
They changed the "effects related to race" error...
What error is this referencing exactly?

Originally, Racial Heritage was FAQ'ed to count for taking a racial archetype while Half-Elf and Half-Orc was FAQ'ed to not count for the same, nor for alternate favored bonus, despite both using the same phrase, "effects related to race". Myself, and many others, brought the issue up, they realized their error, and they changed all FAQs that involved rules elements concerned with "effects related to race" (also including qualifying for alternate favored bonus) such that "effects related to race" counts for everything based on being said race; i.e. racial heritage, hybrid humanoids, Scion of Humanity, etc. all count to satisfy alternate favored bonus, racial feats, race traits, racial archetypes, racial items, etc.

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James Risner wrote:
Chess Pwn wrote:
Voicing a view is how we can potentially see change.

So I guess you believe a change is possible?

I don't think there is any chance at all of a change on the ability issue or the TWF with a 3rd hand until you get a whole new dev team.

Why not? They changed the "effects related to race" error, they went back on the "Monks need 2 weapons to 2wf" issue. They are capable of fixing their mistakes. Moreover, I simply brought up the issue in the context of the advice being given. You were the one who blew it out of proportion, basically slamming me for having the audacity of voicing the issue. You could have left it at that and been done with it. Instead, you made a big deal out of it and then criticized me for making you make a big deal out of it. How about you just lay off it.

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Like I said, it's bad design. It doesn't matter what their original intent was; how it ended up in the FAQ is inconsistent, bad design and a knee-jerk reaction the same way it was with the "effects related to race" issue. It isn't about "being surprised" or anything of the sort. Paizo dropped the ball, plain and simple. They made a bad call. Just because they are developers does not make them infallible; a nonsensical rule is nonsensical. Period.

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James Risner wrote:
Kazaan wrote:
The sensible thing to do would have been to acknowledge that the source is the rules element that allows you to add the bonus

So for 10+ years all the other people who think the source in cases where Abilities are applied to effects is the Ability are just being non-sensible?

In your mind?

Correct. As I said, the source for the +1 bonus from Weapon Focus is not the number 1. Likewise, the source for a +(Cha) Dodge bonus is not (Cha). Moreover, even if it were, how would (Cha) be the source in the case of an untyped bonus, but not the source in the case of a typed bonus? It's simply a case of a bad design call on par with saying that "effects related to race" from Racial Heritage qualifies you for certain things, but "effects related to race" from other sources do not qualify you for those same things.

Also, adding "in your mind" is superfluous. Of course I hold facts in my mind; where else am I going to put it, my foot? It's probably also a bit rude because it carries the distinct implication that you are asserting that it is some fabrication that I generated. Don't be rude; it's against the rules.

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bookrat wrote:
So does "add x bonus" mean the same thing as "add y bonus equal to x bonus"?

If what you're asking is, does "add Cha bonus" mean the same thing as "add deflection bonus equal to Cha bonus", then no. "Add Cha bonus" won't stack with another source of "add Cha bonus" because they consider Charisma to also be a source. But "add Cha bonus" will stack with "add <type> bonus equal to Cha bonus".

Diego Rossi wrote:
A spell with a duration of rounds or minuets end as soon as your turn begin.

A spell with a duration of minuets must be a bard spell.

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James Risner wrote:
Kazaan wrote:
It makes zero sense. You are correct.
Unfortunately, there were two sides to this.

I know... the sensible side and the non-sensible side. The FAQ basically sets up source syllogism. The sensible thing to do would have been to acknowledge that the source is the rules element that allows you to add the bonus, and the value is the number, either fixed or variable, being added. Weapon Focus lets you add +1 to your attack roll, but you wouldn't say that the "source" of the bonus is the number 1. But when Nature's Whispers lets you use Cha in place of Dex, you get "nested sources" in that both the Nature's Whispers rules element as well as the Charisma score itself are counted as the "source" of the bonus, but only if the bonus is untyped, as Osyl's Guile is the sole source of the dodge bonus equal to Cha and Smite Evil is the sole source of the deflection bonus equal to Cha, but another ability that just adds Cha untyped to AC won't work because you're already adding untyped Cha from Nature's Whispers.


Nature's Whispers, Smite Evil, and Osyl's Guile are sources, the Charisma modifier is a floating variable that represents the value, and untyped, dodge, deflection, et. al. are types.

I'll refer you to my previous statement.

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They'd complain about the public healthcare plan and threaten to shut the government down.

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To thoroughly understand the concepts of "magic" (and metaphysics in general), there's some background you need to know. I guess there are two major factors to understand; A) The higher self, and B) Octave-based reality.

First, Octave-based reality. This is the concept that reality has what is referred variously as "dimensions", "densities", "octaves", or the like. When you think of "dimensions", you typically consider spacial dimensions; height, width, depth. Some will throw in "time" as another dimension. This is not the kind of dimensions I'm referring to. Likewise, when referring to density, I'm not talking about mass/volume type of density. Consider a radio. There are radio waves of varying frequencies and amplitudes all around, all coexisting in the air. The radio "tunes in" to a set frequency or amplitude and converts the radio signal into an audio signal. All those radio waves were overlapping and occupying the same space, but the radio was able to pick out an individual one to "focus" on. That's kind of what all of reality is like; there are "layers" that differ in "frequency" (metaphorical terms used for ease of communication only) in a similar manner. We, as physical beings, are "tuned in" to the physical "dimension/density/octave" and, within that, we perceive the three spacial dimensions which we refer to as "physical existence". But there are dimensions of higher "density" of energy to which we are not tuned and, thus, cannot perceive. They are right here, concurrent with our physical existence, but we are completely oblivious to it (for the most part).

This leads us into the second topic, the Higher Self. When you think of a soul, most people consider this to be the intrinsic quality of a person that grants them self-awareness, free will, even life itself. Many believe that, when they die, this soul will be "released" from the physical body and go... somewhere (where depends on your religion/philosophy). Others think it simply ceases to be and we just go to oblivion at death. The fact of the matter is this; what you would call "your soul" is only a very small part of your total existence. We all have what is referred to as a "total soul"; that is, the entire scope of energy patterns that constitute a discrete, self-aware entity in the universe. But this energy can be "compartmentalized" in a way; part of it can be "spun off" to form a sub-entity of its own. This entity is aware of its own energy patterns, but oblivious to the energy patterns of the rest of the total soul. The sub-entity is used to form a physical body to live a physical existence and is referred to as an "incarnate soul". The rest of the total soul would be referred to as the "higher self". The higher self basically acts in the background, operating what we refer to as "intuition", handling basic upkeep of the body, basically all the grunt work so that the incarnated part of the soul is free to think about the life it lives. This higher self exists in the higher densities mentioned previously so it is not a part of our physical existence, but it is connected to us and sort of "hangs out" of your body in a direction that you physically cannot comprehend.

So, how does all this fit into "magic"? Basically, there aren't "three kinds of magic". There is only one kind of magic; a mutual understanding of the higher self and allowing it to work, from their "higher" vantage point, through you. A person in touch with and cooperating with their higher self has access to amazing feats that a person who maintains ignorance of their higher self simply cannot achieve. These are the mystics, the yogis, the psychics, the magicians, etc. throughout history; just people who are aware that a human being is not the "whole package" as far as a soul goes, but, rather, just a small part of a larger gestalt. Sometimes, the higher self is acknowledged, but mistaken for a separate entity and may be erroneously considered to be a deity. Other times, when the higher self acts on your behalf, it is chocked up to "luck" or "trusting your gut" or "a guardian angel". Or, sometimes, it is viewed as being "all you"; you take all the credit for the actions of your higher self. But, fundamentally, any magical act, any synchronicity, any miracle, even the mundane circumstances of everyday life, are handled and managed in the background by a "stage crew" of sorts and you are an actor in a play. Or, another analogy would be that you are the character and the higher self is the player. We, as players, serve as "higher self" to the characters we create in Pathfinder, as well as to the Jungian archetypes that exist within our own minds. So the characters in the game are able to cast magic because we, the players, allow them to and they follow the rules that we have set out for them.

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FAQ wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

Basically, two bonuses derived from untyped "Charisma modifier" are considered "same source" so making AC from 10 + Dex Bonus + Cha bonus to 10 + Cha bonus + Cha bonus means that, whereas in the first iteration, you have two separate sources (Dex score and Cha score), in the second, you have both bonuses from a single source (Cha score) and they don't stack. This, however, can be averted when a bonus has a type. for instance, instead of 10 + Cha bonus + Cha bonus (which doesn't stack the Cha bonuses), you might have 10 + Cha bonus + Cha dodge bonus. The dodge bonus makes the second Cha a different source. Now, some of you might be thinking, "Hey, that doesn't make any sense." Well, yes, you're absolutely right. It's highly inconsistent and poor design on par with the "effects equivalent to race" debacle a while back. It makes zero sense. You are correct.

Use Nature's Whispers instead of Sidestep. Sidestep uses Cha in place of Dex for AC and Reflex saves, but not for CMD. Nature's Whispers uses Cha in place of Dex for AC and CMD and then Reflex is covered by Divine Grace. Also, Whispers is EX so it doesn't shut off in an anti-magic field/plane, whereas SS is SU so it does shut off in such circumstances.

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RJGrady wrote:

The feat was written for kitsune. Banning it based on the fact does not make sense. Racial Heritage appears in the APG, along with this feat:


Stone Singer
Your songs are in accordance with the ways and lands of your people.

Prerequisites: Cha 13, bardic performance class feature, dwarf.
Benefit: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.

Should we ban that, too, since your songs are NOT in accordance with the ways and lands of your people?

I don't think it should even require Racial Heritage for a Human to be able to play rock music.

Astral Wanderer wrote:

I think all the races with fixed-bonuses/penalties to ability scores should have a floating bonus like Humans and Half-Human things.

For example, Elves may have +2 Dex and -2 Con fixed and then another +2 to a stat of choice, thus maintaining a fundamental difference with Humans, but also having a bit more range to move in.

Add to that the swappable racial traits, and you can have better Elven Druids, or Fighters, or Sorcerers. As well as better Dwarven Wizards, Gnome Druids (Gnomes are supposed to be the most nature-themed guys, but their basic racial stuff doesn't reflect that at all), and so on.
With also at least a slight reduction on the "I'd like to play race X with class Y, but that combination sucks/doesn't feel that good, so I'll play something else".

Why not have both? Leave Elves with their +2 Dex/Int and -2 Con, but give them a floating +2 and just give Humans two floating +2s.

Gauss wrote:
Summary: do you have a rule you can quote that shows why a large creature cannot brace in a 10' pit? I have shown the rules intent here that clearly shows you can, it is up to you to show the rules that states you cannot.

No, you've shown a rules intent from a different game that is catastrophically bad design because it allows a small creature to brace across a 5' gap. Do you have an actual rule in Pathfinder which says a creature can brace in its full tactical space? Because, as has often been said, Pathfinder is a game of permissions; if it doesn't say it can be done, it can't be done. The rules say that you get -10 on the Climb DC if you can brace yourself against the opposite wall. A large creature cannot brace themselves, by the definition of the word brace, across a 10' gap.

So, basically, you wanna be like Highlander, just pull a Katana seemingly out of no where. It has been argued that it could be done with a hook sheath, but that still doesn't explain how he sits down while wearing it.

Another option might be to get a custom magic sheath for it that involves some kind of extra-dimensional space; basically, a wakazashi sheath with a katana inside it. Another option is the Sheath of Bladestealth from APG. When you sheath a bladed weapon in it, both weapon and sheath become invisible and undetectable on casual inspection.

Get yourself a cart or carriage or something else in which to ride. Just sit there the whole time, sharpening arrows while someone else drives.

Maybe drop it on someone's foot? Make it a tripping hazard?

Jubal Breakbottle wrote:

So to summarize the answer to my OP:

Knight Magenta and Gauss say DC 10 = 25 Create Pit RAW -5 corner -10 chimney, right?

Kazaan says DC 20 = 25 Create Pit RAW -5 corner, right?

So, the only thing in conflict is whether the chimney rules apply, right?


PS Sorry if I didn't mention your opinion. I'm just trying to summarize. Thanks

I'd say DC 20 only if the pit was created with viable corners. If the pit automatically had corners, I'd say that would be included in the description of the DC to climb.

Also, @Gauss, again, 3.5 rules aren't exactly relevant because the ones that were ported over would actually be in the Pathfinder book. The fact that they deliberately omitted that rule should demonstrate that it was recognized how ridiculous it would be that a Human can brace himself horizontally in a 5' span and, even more so, a Halfling could do the same. The rule, in Pathfinder, is that you need to be able to brace yourself to provide a benefit to climbing and I demonstrated that, just because a medium creature takes up 5' of tactical space on the grid doesn't mean that they are a perfect cube that can satisfy the meaning of the word brace by stretching across the gap. That extrapolates to the same concept regarding a Large creature across a 10' gap. The 3.5 line simply makes no sense and is a failure on the designer's part.

Avoron wrote:

Kazaan, the OP asked for an option that "finds a unique niche that neither the bard nor paladin can fill." I think that is implying that there's already a paladin in the party.

Kaouse, bestial leaper doesn't provide any protection against attacks of opportunity, so you'd probably need a reach weapon to even begin to be effective.

Well, there are plenty of archetypes that, even if there IS already a Paladin in the party, he can provide something that that paladin can't offer. For instance, an Enlightened Paladin is very different from a normal Paladin.

Didn't someone also write up a pretty good guide for a Paladin/Shadowdancer? That would provide some good Cha synergy.

Gauss wrote:

Kazaan, please provide rules evidence for that being the only way to brace in Pathfinder (hint, there is none).

Placing your hands on one wall while your feet are on the other is also a form of bracing. Watch America Ninja Warrior or rock climbing sometime. Now, if you say that a 5' 9" person cannot brace against opposing walls using that technique I would really like to hear your logic there.

I already did, but here it is again for your benefit:

PRD wrote:
Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.
dictionary wrote:
Brace (v): to fix firmly; make steady; secure against pressure or impact:

A standard chimney, as stated earlier, is about 2 to 2.5 feet deep and maybe 3 to 3.5 feet wide. This serves as an exemplar for what it means to "brace against two opposite walls". You aren't going to be employ span-climbing in so narrow a gap. Furthermore, even if the gap were wide enough, you wouldn't be "fixed firmly", "steady", nor "secure against pressure or impact" with span climbing. That's rather a precarious way to climb. Maybe a feat would allow you to do that, but that's why Ninja Warrior is a challenge; not just anyone can pull it off. Bracing yourself against an opposite wall, by definition of "brace" as well as the exemplar provided by the Chimney, means you are supporting your weight firmly against the wall while you move your hands and feet to new grip locations.

Gauss wrote:
Regarding the pit dimensions, if it were a 10'diameter pit it would say that. It doesn't. Clearly, there are spells that have areas listed in diameters (or radius). This has a distance listed in a square and thus, it is a square. Perhaps they did that on purpose so people cannot try to say 'but the pit is a circle so I can jump a smaller distance by jumping along the edge!'.

If it were a square pit, it would say that. Rounded vertexes are a thing, you know. Also, it wouldn't make any significant difference regarding jump distance because, diagonally across a perfectly square pit half way between the corner and the center would only be 7.1 feet. In fact, a circular pit would be harder to rationalize jumping across a narrower portion between the edge and the center due to how circles work. Half way between the center and the edge of the circle would be a secant distance of 8.7 feet. All the description of the pit indicates is that it occupies a space 10 feet by 10 feet. A medium or small character occupies a space 5 feet by 5 feet, but they aren't squares. A large creature occupies 10 feet by 10 feet, but they aren't squares. Therefore, 10 feet by 10 feet of tactical space, on its own, doesn't guarantee a perfect square. It may not be perfectly circular every single time, but it also isn't definitively perfectly square. In other words, you fell victim to the Fallacy of the Undistributed Middle Term. Cats have 4 legs. Dogs have 4 legs. But that doesn't mean that Cats are Dogs. Created Pits are 10 feet by 10 feet. Squares have equal length sides. Therefore, Created pits are Squares. The conclusion is logically invalid.

Do you... understand what it means to "brace" against an opposite wall? It means that you're climbing up one wall and your back is braces against the opposite wall. A medium sized creature can brace in a chimney or similar space and that is about 2-2.5 feet deep; last I checked, that would qualify for "squeezing" rules. A large creature would be able to brace in a 5x5' pit, but a 10x10 foot would be too big; it would have to have its hands planted on one wall and its feet planted on the opposite wall and "walk" its way up.

As far as having corners, a large creature is also 10x10 feet; does that mean large creatures, by definition, have corners? The grid has corners; the pit doesn't necessarily have corners. It could be a circular pit 10' in diameter centered around a vertex and it would still take up 10 feet by 10 feet on the grid. Does that mean that said circular pit has corners? Not so much.

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Well, when you're talking about Elves, you typically have 2 or 3 kinds. High Elves and Forest Elves (and Dark Elves). High Elves are more magic than anything and nature is just sort of a "thing" for them. It's the Forest Elves that really emphasize the nature thing. I'd say there needs to be a racial variant of Elves that swaps Int bonus for Wis bonus.

Two things to note. 1) "Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round."

It isn't "climbing out of the pit" that has a DC of 25, but the walls themselves. If you have any benefits that would apply, you can use them. Which brings us to: "Climb DC 15: Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands." If you're able to dangle by your hands, then it's a DC 15 check to pull yourself up.

2) "You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect." The lip of the pit isn't a hard edge, but it's sloped sufficiently that a creature adjacent must make a reflex save to avoid slipping into the pit.

In conclusion, if it were an ordinary pit with an even lip, then yes, a large creature could just pull themselves up with a DC 15 check. But that's not what we're dealing with; we're dealing with a sloped lip that wouldn't provide enough of a handhold from which to dangle. If the pit has a corner (it doesn't say the pit is perfectly square, just that it occupies a 10x10' space), you can cut -5 off the DC. But just because the pit is 10' wide doesn't mean it counts as an "opposite brace" benefit because the creature only takes up 10 square feet of tactical space. A chimney is only about 2' on the inside on the inside, not 5'. Essentially, if you aren't squeezing into the space, you can't use it as an opposite wall brace for climbing.

DM_Blake wrote:

Magic Missile is not an attack if you define it by whether it has an attack roll or not. But it is an attack if you define it by whether it would break Invisibility.

So I suppose this might go either way, but I'm inclined toward the latter; it's more permissive. Besides, the Painful Stare says the attack needs to deal damage (Magic Missile does) but it doesn't state the attack needs an attack roll to qualify, so I wouldn't add restrictions that are not there.

Attack is already unambiguously defined in Pathfinder; no one needs to make up their own definition for it. It only goes one way by RAW; any other way it might go is a houserule.

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

Casual Viking wrote:
Lekku wrote:
kinevon wrote:
Eh. Only works if both the bow and arrows are non-magical
PRD|Whetstone wrote:
...This only works on nonmagical blades.
I see nothing prohibiting you from using a whetstone to sharpen mundane arrows for use with a magical bow (if indeed you are able to use it on ammunition at all).
Bad quote. "A whetstone allows you to sharpen a blade by...". If the arrow doesn't count as a blade, it can't benefit at all.

He was saying that, just because the bow is magical, doesn't mean the blade of the arrow head (yes, arrow heads do have a blade to them) of a mundane arrow cannot benefit from sharpening.

I quoted it. Read the thread.

It's a standard action to Start it.

Turn 1:
Swift: Challenge
Standard: Start Full-Round Action(Iaijutsu Strike)
Move: (use as needed)

Turn 2:
Move: Move to get in position
Swift: Elemental Assault
Standard: Complete Full-Round Action(Iaijutsu Strike w/ Power Attack)

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Two things to mention; one fluff, one crunch.

As far as fluff goes, "planestouched" like Aasimar, Tieflings, Suli, etc. aren't the first generation decedents of Outsider/Mortal pairings. It isn't "genetics" so far as we understand it, but more of an energy signature that lies dormant through the generations until, one day, it springs fully to life in a single generation. The first-generation decendant of a Human/Jann would be a Half-Jann just as the first-generation decendant of a Human/Angel would be a Human with the Half-Celestial template. The second generation decendent (the Half-Outsider Human + Human) would be a Human. It's then Humans all the way down until, some time, maybe 13 generations down, a pair of Humans get together and bam, they spawn a native outsider. The outsider abilities wouldn't manifest at first so, for all appearances, the offspring would "look" Human. So, in your backstory, it shouldn't be searching for the Jann parent but more like the Jann great-great-grancestor. Minor point, but it's there none the less.

Second, so far as Iaijutsu Strike goes, here's something to consider that I noticed a while back:

PRD wrote:

Start/Complete Full-Round Action

The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

Start/Complete FRA can't be used to start/complete a full-attack, charge, run, or withdraw. Iaijutsu Strike is none of these; therefore, you can start your Iaijutsu Strike in one round, then, next round, spend a move action to get in position and standard to complete it (or just standard to complete if they move up to you). Also, you must make your Iaijutsu strike after you've challenged, but before you've attacked your foe. That would include attacking with claws.

If you're trying to apply Occam's Razor, keep in mind that Occam's Razor requires both possibilities to be otherwise equally supported by the evidence and, also, doesn't state that the "simplest" answer is most likely correct, but rather that the answer that requires the fewest additional assumptions is most likely (not definitely) correct.

The "simple" answer isn't necessarily correct.

Now, back to the issue at hand; simple application of Modes Tollens can demonstrate my point. Deny the consequent, and you deny the antecedent. The antecedent, in this case, is, "TWF a double weapon grants two-handed strength to damage for both ends" and the consequent is, "an enemy TWFing with a double weapon has a total damage bonus that reflects 1.5x Str bonus". If we can provide a counter-example to the consequent (a stat block that shows a double weapon not getting 1.5x Str to damage), then it demonstrates that the antecedent of the condition is false.

Elven Recluse fights with a Quarterstaff as a double weapon. When TWFing, his attack routine is mwk quarterstaff +26/+26/+21/+16/+11 (1d6+11) (main-hand) and mwk quarterstaff +26/+21/+16 (1d6+9)(off-hand).

Total damage bonus (main-hand)
+3 Str (no 1.5x from 2-h)
+4 Weapon Training
+4 Weapon Spec and GWS

Total damage bonus (off-hand)
+1 Str (half for off-hand, 1.5 rounded down)
+4 Weapon Training
+4 WS & GWS

We can plainly see that two-handed Str bonus is not taken into consideration. We have demonstrated that the consequent of the condition is false, thus, can conclude that the condition itself is not valid. Therefore, we must reconcile that fact, that you are indeed wielding a 2-h weapon, with the fact that you are not receiving the expected damage bonus one would get for wielding a 2-h weapon with the conclusion that the "penalties" listed under the rules for TWF must mean both the penalty to your attack roll and counting your two-handed weapon virtually as if it were two separate, non-two-handed, weapons.

Jodokai wrote:
Byakko wrote:
The Step up and Strike feat allows you to follow a person after they move away with a 5' step and make an AoO against them. No where in this feat does it state that this feat overrides 5' step's "all-powerful" "never provokes" rule. However, it should be blatantly clear that the condition set in this feat overrides the general 5' step rule despite not specifically saying so.

Actually Step Up and Strike says exactly that it overrides the 5' step rule. The whole reason for its existence is to override the 5' step rule. This is not really a helpful argument.

SUaS and US have no such wording;

PRD wrote:

When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.

Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

SUaS says, when you use Step Up or Following Step, you may make a single melee attack that counts as an AoO. It doesn't say that the 5' step provokes, just that you may make an attack that counts against your total number of AoOs for the round.

Unexpected Strike states that you can make an AoO regardless of whether or not that movement would normally provoke; in this case, it is removing the requirement to "provoke" from the AoO.

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