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Mathus Mordrinacht

PrinceDogWaterIII's page

Pathfinder Society Member. 161 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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This is a quick question I have about Swashbuckler's deed Opportune Parry interact if at all with Litany of Sloth? Both descriptions below.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Litany of Sloth:
With a litany against the wages of sloth, you slow the target’s defenses. The target cannot make attacks of opportunity or cast spells defensively.

Would Litany of Sloth make a Swashbuckler's Opportune Parry Deed unusable for that round?


Nine-section whip does not have reach. It is an exotic weapon with blocking, distracting, monk and trip special qualities, not reach.


How can you fail a save that doesn't exist?


Spellcraft by RAW can work against a Stilled and Silent spell at no penalty.

However this sounds like a Knowledge (Local) to identify that your humanoid native outsider druid has a supernatural ability. Or whatever knowledge it would be to give the enemy any information against the party. If you're Game Master wants to be nice and non meta-gaming.

Other wise your Game Master decided it would be more fun for the intelligent Ghast not to jump off some high spot just to presumably die or injure itself by falling.


I'm not quite sure you're allowed to embed Ion stones in your character normally in PFS. We can figure it out if you remember where the rules for embedding ion stones are and we'll take a look in legal material section for PFS.


Intensify increases the caster level cap of spells by five. Your shocking Grasp Spell has a maximum of 10d6 points of damage, but you're correct. You still need the caster level to take advantage of this new maximum.


By RAW that seems to be correct, the Paladin would need see invisibility or something else to see the BBG.


Joex The Pale wrote:
Wouldn't casting a Still, Silent version of the spell work?

And you need eschew materials, with a spell that doesn't require costly material components.


Yup. It's a one and done artifact. On a note, it's useless if you break it open and do nothing with it for twenty four hours.

For your second question, you break it open and you have a LIMIT of what it can transform. Do note it says 'or' when talking about transmutation, no mixing and matching for those pesky PC if they get their grubby little mitts on it.


I don't have a copy handy, however I thought the Align Class feature only allowed for base classes and not prestige classes.


RAW doesn't allow this kind of disregard of the rules, neither should you. Flavor is flavor is flavor. When it is mechanically different that's when you run into problems.


Unarmed Strike are light weapons.


When I first read this ability I was going to agree with you that an adamantine weapon would by-pass the need to deal damage. Then I realized your attack still needs to deal more damage than the hardness of the floor. Period. No free pass by having an adamantine weapon.


Bear with me guys and gals, what if the character in questions is a BLOODY Skeletal Champion? They've got blood coming out their everywhere!

Joking aside, I don't think Thanatopic is needed to cast Blood Money. The benefit of the meta magic doesn't affect physical stats anyways.

Thanatopic:
A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist.

I'm not currently sure of the RAW of Blood Money requiring you to take the state damage to function. Taking a small guess that RAI requires you to have blood and take stat damage. Of course I've been known to be wrong.

The spell automatically calls out anyone who is immune to strength damage. Thanatopic by RAW doesn't bypass stat damage only Death Effects, Negative Levels, and Energy Drain.

Edit: Words are hard to spell. I was super wrong, super wrong.


Nothing about a constitution score allows you to disregard construct traits if you're a construct. Clockwork familiars in my opinion if the Con 10 statistic is correct still are destroyed at zero hp.


Xavier319 wrote:
I figured since it was a clockwork FAMILIAR, it might be special. they have an INT score too

Intelligent Constructs are not that uncommon, I believe the INT score is intended. The con score might have been intended as well, but as it stands now it's no different than a "-" in con. As you stated Xavier, it might be because of it's possible status as a familiar choice for the feat improved familiar.


Clockwork Subtype for constructs does not normally give a constitution score. This is likely an error you have in your material, in Bestiary 3 the text is as follows...

Clockwork Subtype:
Clockworks are constructs created
through a fusion of magic and technology. They have the
following traits unless otherwise noted.
• Winding (Ex) Clockwork constructs must be wound with
special keys in order to function. As a general rule, a
fully wound clockwork can remain active for 1 day per
Hit Die, but shorter or longer durations are possible.
• Vulnerable to Electricity: Clockwork constructs take 150%
as much damage as normal from electricity attacks.
• Swift Reactions (Ex) Clockwork constructs generally
react much more swiftly than other constructs.
304
They gain Improved Initiative and Lightning Reflexes
as bonus feats, and gain a +2 dodge bonus to AC.
• Difficult to Create (Ex) The time and gp cost required
to create a clockwork is 150% of normal. Construction
requirements in individual clockwork monster entries
are already increased.


Ipslore the Red wrote:
I don't think that's necessarily the case. I've seen posts saying that they count as +X towards the +10 limit, with the only difference being a flat cost.

Page 462 Core Rule Book

"Magic Armor and Shield Special Ability
Descriptions
Most magic armor and shields only have enhancement
bonuses. Such items can also have one or more of the special
abilities detailed below. Armor or a shield with a special ability
must have at least a +1 enhancement bonus."

It's for Game Master use when rolling loot. Glamored on armor is a good example, flat cost of +4000(2,700 with Ultimate Equipment) gold in the core rule book page 463. Here is a chart where the game master would roll and find out random armor enchantments and flat bonuses to the armor(Or weapons). This has no effect on the +10 hard cap of non-mythic items(other than making it sell for more!).


You cannot ready actions out of combat, your GM is perfectly following the rules. While I cannot give a specific page in the core rule book it is not in the section for 'Ready' on page 203. Will edit when found.

Edit.

I was completely wrong. However, reading actions out of combat or initiative order is highly recommended against. Surprise rounds exist solely for this reason as does rolling for initiative. To avoid situations such as this.


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"This ability otherwise follows the normal rules for rage."

Followed by rage's normal text...

"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."

You've got your answer.


If you're asking a Magus if she or he will be messing up a concentration attack, you're in for a rude awakening.

You've got the right idea. It's pretty powerful; Now put the Magus in a situation where a weapon with a shocking treat doesn't actually help. A delicate diplomatic situation.


As far as I know all familiars and animal companions turn into 'normal' animals once their Master is dead. So any ability granting them by the class feature disappears.


RAW, pretty sure you're stuck with a mundane skeleton key. No reason not to just get a magical set of thieves tools and enchant them like a competence bonus item.

First find a magic with a similar price with a similar ability.

Cloak of Elvenkind

Now since your tools are an un-slotted item we go to magic price GUIDELINES. Multiply the cost by two to get your slotless tools that has been enchanted for a +5 bump to Disable Device.


I love Monks as much as the next person but there isn't anything specifically allowing a Drunken Master to take a five foot step AND use their swift action to move an additional five feet.

So is there a question here? You know what RAW is on the matter, you've explained quite thoroughly.

You could use normal movement to move into a threaten square(No AOO) and then use your swift action to move the next five feat without provoking an AOO.


Are wrote:
PrinceDogWaterIII wrote:

The +3 Keen(+1), Ghost Touch(+1) Vorpal(+5) Dwarven War-axe doesn't exist. It's breaking the rule of having a maximum of +5 to enchantment bonus and +5 to Special Weapon Properties.

This isn't the case. The rules say you can't have more than +5 in straight enhancement bonus, and no more than +10 in total bonus, but they don't say anything about a maximum for special abilities. You can have a weapon with +1 enhancement and +9 abilities just fine.

Whoops~ Thanks for the catch Are.


It's mostly for Random Generation for Game Master use, the equivalent of the appropriate weapon.

Klokk, Keen double the critical range on a weapon it does not change the multiplier. Ever. Rules as Written(RAW), it seems like you play in a heavily house rules place. Sounds like a lot of fun where all sorts of fun hi-jinx can happen, I'm pretty jelly.


No where can I find any text to back up Bizbag's words on flat cost special qualities. I'm one hundred percent sure you can add as many as you have time and gold.


Long story short, there are two sides on the enchanting of armor and weapons.

The enhancement bonus. This adds a flat one to Damage(weapon) or Armor Class(Armor). These bonuses cannot be above five, period. Game Masters 'can' be above this rule along with some special cases. (In particular bane adds +2 and 2d6 damage)

Special Weapon/Armor Properties. These bonuses come in +X, going all the way to +5 at the maximum. Nothing short of Game Master magic or permission is going to let you bypass this.

As for the gold cost in the weapon enchants it was placed there for Game Masters could role loot and not have the same +1 Flaming Keen Longsword pop up all the time in treasure. Now you can get a Transformative +1 Flaming Keen Longsword. As long as the weapon or armor has a plus one enchantment bonus on the item in question you only need to pay the flat gold cost.

The +3 Keen(+1), Ghost Touch(+1) Vorpal(+5) Dwarven War-axe doesn't exist. It's breaking the rule of having a maximum of +5 to enchantment bonus and +5 to Special Weapon Properties.

Vorpal ALWAYS requires a natural twenty to use it's special weapon property, no if ands or butts.


Makarion, PartyRico was kind enough to give the relevant text. Your arch-type doesn't have Rage, you have Controlled Rage. When you get Greater Rage you receive the bonuses of a Greater CONTROLLED Rage. As PartyRico stated.

Plus six to any stat or divided as you please in increments of two.


I'll see about taking a crack at this, just be reminded that I've known to be wrong.

First question, I'd have to agree with you. You're wielding a pistol and Gunslinger is a word for people doing such things. However I could be convinced otherwise on this matter.

Second question. Bypasses means by the appropriate special material or alignment or weapon damage type. Core Rule Book page 12, Damage Reduction.

Three. No

Clustered Shots:
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Clustered Shots is defiantly multiple shots on the same target.

Bonus Question When full-attacking with the Seraphic Pistol does each attack count as 'a single attack' for the special ability of the pistol?


Cao Phen is correct, the DC is normal rules to calculate any spell DC.

10 + Spell Level + Ability Modifier = Spell DC

There isn't a need for a rule or FAQ update, unless you forgot to post another question.

Cauldron (Ex):
The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Brew Potion:

You can create magic potions.

Prerequisite: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

If your question was if your potion of Blindness/Deafness you would need to choose what effect you were brewing for the potion. Now if your question is why there is not text in these feats for the DC for potions you make that is a valid question and I'm wondering that myself. Oddly enough I can't seem to find the relevant text to find the DC of potions, however it's almost universally accepted that the DC is as Cao Phen.


Animal Affinity

You are skilled at working with animals and mounts.

Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

You had to forget to tack on the final part of the feat description didn't you?


Scavion has the right idea on this. Nothing prevents you in the description in the Fey type that you can't raise them from the dead, either by animate dead or resurrection.

You might be remembering that in Golarion that Fey are from the first world and that is another plane of existence. Making you confused as normally creatures from other planes Outsiders cannot be raised from the dead.


While Nauseated you may only take a single move action. Given enough round you can pull the vial out of where ever you might be holding it. Drinking a potion is listed as a standard action and I've yet to find an action to drink a vial of anything alchemical listed in the combat section. I'm most likely skipping over it but in the case that a character is nauseated you might need someone else to administer the Wismuth Salix.


Normally I'd go look up the bayonet description but I'm feeling lazy. If it doesn't say in either the feat description or the bayonet description then it doesn't.


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Crane Riposte (Combat):

You use your defensive abilities to make overpowering counterattacks.

Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.

Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.

Crane Wing (Combat):

You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.

Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

As a standard action you decided if you want to fight defensively. Done, it doesn't matter that your attack hasn't happened yet. You've satisfied the Crane Style feat chain and use Crane Wing and then Crane Riposte.

Dang it Wraith and I typed out all of this too.


Thank you Dosgamer, this clears up that nagging feeling I feel that BTLOTM, VRMH, Partyrico, and myself were having about there not being a explicate rule.

Peachbottom, I feel that your interpretation is wrong. Your bolded sentence is the mechanical benefit for the caster for all who failed their save. It has no bearing to do with the caster's total Hit Dice limit.

Dosgamer's explanation is sufficient and leaves little to nit pick at.

Edit : Spelling is hard guys and gals.


The edit was unnecessary, the Wizard didn't have enough total amount of Hit Dice to effect two six hit dice worth of creatures.


So your player feels that he should get 'free' attempts at effect creatures with Hit Dice? First off let the player know how silly s/he sounds.

A good example that is similar in the situation is this.

Fighter who missed on his first hit and says 'That didn't count. I failed to hit them, let me attack another AGAIN til I succeed.'

Hypnotic Pattern:
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

Right in the spell description.

Edit : I was a bit too hasty, in fact this isn't the exact textual rule that I thought it was. My example need 'another' in it to be roughly the same.


Wrong forum for this, no rules questions.

Now then let's see if I can get all the easy Caster Level bumps before people start chiming in.

Orange Prism (Ioun Stone) 30,000 gold.

Dwarf Cleric Archetype (Forgemaster), when casting spells on metal armor and weapons. +1 Caster level

As it turns out I'm not well versed in caster level bonuses.


No. You even linked the relevant text.

Disruptive Spell (Metamagic)

Your magical energies cling to enemies, interfering with their spellcasting.

Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.

Level Increase: +1 (a disruptive spell uses up a spell slot one level higher than the spell’s actual level.)


Ah, thank you Blahpers. I knew I had to be missing something.


Forgive me, please.

The party is naked in a pit that is filling with water. Assuming everyone is alive and can move everyone can take ten on a swim check to just float up with the water. I'm not seeing any 'traps'. Is the top of the pit a grate where no one can escape? If there isn't a challenge why award exp at all? A convenience to level up the party and introduce the 'villain'?

There doesn't seem to be any real challenge, you say 'Red-Shirts' so leaving them to die is expected. You mentioned a trap... and then didn't say anything more about it? There must be something I'm missing because this doesn't seem to more than taking ten.


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This thread was answered ages ago by the Monk Unarmed entry, they count as manufactured and natural weapons for spells. This is a done deal ladies and gentlemen, the monk class got a nice thing. Learn to live with it, enjoy it, revel in this fact.


Your witch spells and hexes will be modified by your Constitution, nothing more. Your Hexcrafter Magus hexes are based on a Witch of your level. Not a scarred witch of your level. I'm up for discussion on this but a quick glance from the abilities makes me think they do not interact with each other, this isn't a sorcerer's bloodline arcana that applies to all spells, or in this case hexes.

Relevant Text

Scarred Witch:
A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Hexcrafter:
At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.


Amulet of Might Fists

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)

DM Blake I think you're forgetting what Flaming, Corrosive, Shock, Holy, Unholy, and most other melee weapon special abilities require.

Flaming Weapon Requirements:
CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor flame blade, flame strike, or fireball; Cost +1 bonus

I'm going to devil's advocate here. To include melee special weapon quality by RAW you most assuredly need Craft Magic Arms and Armor. I however highly doubt this is RAI. You can still add flat enchantment bonuses without need for Craft Magic Arms and Armor.


Interesting question, looks like most melee special properties list Craft Magical Arms and Armor. Looks like by RAW this is defiantly the case. A normal character could craft an Amulet of Mighty Fists at fifth level. Dwarven Cleric archetype Forgemaster could craft one at third due to gaining Craft Magical Arms and Armor as a bonus feat at third.


Hello Jing, your catfolk brother would only receive a maximum of three natural attacks with your current idea. You would only gain the bite attack while your feral mutagen is in effect, however you can save yourself a feat and have your claws grow fiercer and more damage at the cost of a duration(feral mutagen). Your class abilities only do what they say and nothing more, you would never further increase your claw damage unless the ability, feat, or a generous Game Master told you too.

Onward to house ruling territory. These statements have no value to RAW and are only suggestion to bring you Game Master, results may vary.

Now Jing, you're concept is pretty cool to say the least. If you really wanted to ask you could ask for your feral mutagen increasing the damage dice of your claw attacks(assuming you already had the Exemplar (Sharp Claws)). This would give you a Catfolk alchemist with three natural attacks all at a receptacle d8. Your bite and claws are on par to the iconic weapon, a long sword. Another option is warning your Game Master that you're interested in taking Improved Natural Attack (Claws) once you're able to.


Looks like you've got the entire relevant text right here. A Tekko-Kagi is a weapon and not a shield, even if you can use it as such. Interestingly enough you would take an armor check penalty if you were using it as a buckler. Since monks are not proficient with any type of shield.


Celestial Servant:

Rather than being a normal animal or beast, your
companion or familiar hails from the heavenly realms.
Prerequisites: Aasimar, animal companion, familiar,
or mount class feature.

Benefit: Your animal companion, familiar, or mount
gains the celestial template and becomes a magical beast,
though you may still treat it as an animal when using
Handle Animal, wild empathy, or any other spells or
class abilities that specifically affect animals.

The feat text for inquiring minds.

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