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.
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.
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.
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.
The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
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.
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.
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.
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.'
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.)
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.
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.
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.
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
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:
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.
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
The feat text for inquiring minds.
Yes. All druids are proficient with all natural attacks in any form they assume.
Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Weapon Focus (Combat):
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Lord Malkov, you are wrong. You only need proficiency in the weapon to gain weapon focus. There is nothing in the rules to stop Druids from taking weapon focus (Natural Attack).
Diego Rossi wrote:
Can you sunder with a Merciful weapon quality? However it would deal 'nonlethal' unless the weapon enchantment was suppressed then the point is moot. Saps 'only' deal nonlethal damage, so I guess you're out of luck Will.
Will Pratt, are you talking about when using Greater Sunder?
Greater Sunder (Combat):
Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
I'm not too particularly sure about this but there isn't any reason why you couldn't take the normal negative four to your attack roll to deal nonlethal overflow damage the person you've sundered.
VRMH any thoughts about the situation when you're applying greater sunder or do you still thing the same?
Nox Aeterna wrote:
What changes are you referring to? If you were 'ANY' casting class and were offered half priced X magical items just by spending a few days you'd refuse? Are you insane in the membrane?
Wrong forum. Requesting a move to the advice forum.
Wizard an Arcane class already receives 'Scribe Scroll' as a bonus feat.
Alchemist gets effectively 'Brew Potion' at first level.
Cleric Racial Arch-type(Dwarf)Forge Master, receives free crafting feats at third level.
Relevant text:This grants a feat a full two level earlier where you get half priced off magical weapons. A mere 500 gold for a +1 weapon
The forgemaster gains the Craft Magic Arms and Armor item creation feat as a bonus feat at 3rd level.
I do not recognize 'Craft Fetish' as a feat, could you please give the relevant text and book?
As for giving out free crafting feat, unless you manager your player character's gold wisely they can easily be over equipped for their wealth per level. The real 'balance' issue is a power creep. This is a flat upgrade to characters, casters who are mostly regarded as the most powerful already or if not the most versatile. I'd suggest leaving this alone or pulling into house rule territory.
As a suggestion for the Pathfinder Society issue. Keep all of your Chronicle sheets. Inform the current DM that a while back in 'Crypt of the Everflame' Kyra(Iconic Cleric) told you that skeletons were susceptible to blunt force trauma. The DM can then rule for or against your case. That's about as close as you're going to get.
The NPC wrote:
10 mythic ranks would be a +5 CR.
Oh, you're right. For some reason I thought Mythic Tiers were a different and added flat to the total CR of the Creature or PC.
20 CR(HD 31 Outsider) + PC Wealth(Additional +1) + Mythic Ranks (+5) + 20th level sorcerer casting.
So we're left with a minumum CR 26 before we start to find out what the spell-casting is.
Could you elaborate on how you want this creature to cast? An example, do you want this Evil Chaosy Demon Lord thing to cast as if he had 20 level in sorcerer? Gaining the spell casting and not the HD or Bloodline. TheNPC, I can't help much more unless you're going to giving me more information. It's dependent on how useful the actual spells are as well as Caster level.
Is there any reason this should be in the Rule Forum instead of the Advice Forum? I'm at a loss trying to find any rules questions. Besides adding spelling casting to a monster without adding actual spell casting PC classes to it.
There is an entire section dedicated to if you wanted to build a monster.
A) 31 Hit Dice Outsider Base Cr 20
Overall CR rating for the Monster 31+. Not including the Golarion shattering magic it possesses.
TL:DR You created a Demi-God, good luck for the party who fights it.
Edited : Spelling mistakes and added additional content.
You're forgetting there is no facing in Pathfinder. So yes, your Paladin friend can do that.
A) Concentration as far as I'm aware takes up a
Hope this helps you, SwiftyKun is right, just because you don't have to roll against fear effects doesn't mean you can't start doubting yourself or feel surprise.
Edit : False information, thank CWheezy for the correct answer.
Close! But that doesn't fly, or at least I know I wouldn't let anyone do that. Reasoning is, It's still your 'turn' after you take your readied action. You've already used your swift for the round. Unless the initiative goes around full circle(and you've wasted your readied action).
Eldritch Heritage cares not for your Sorcerer level, only you Character Level.
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
I know this sounds silly to say you don't have the bloodline, but you don't have the bloodline. You have a power from the bloodline, not everything from it.
Robes of Arcane Heritage:
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
We've all forgotten you have to be a Sorcerer to even get the benefits of the Robes.
Edit: Including text from the relevant feat and item. My response was woefully underwhelming.
Roused Anger (Rage Power):
The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.
You're exhausted and you cannot enter a rage until you've removed the exhausted condition. Rage cycling is fun, but you don't just ignore the part of Roused Anger where you're exhausted for ten minutes per round of rage.
All very interesting options Mask, sadly 3rd Party Material is not allowed. However I would agree that Bestow Grace is hilariously good, only that every other party member is not of good alignment. Robes of Arcane Heritage are a good magical body item. I've also heard that there are rings that provide Revelation of a Oracle in Ultimate Equipment. I've poured over that book and still there are things that I still find every time I look at it. Bracers of the Merciful Knight seem to be exactly what I'm looking for. An effective +4 Paladin level for healing and uses along with Oath of Vengeance seem to solve the Smites per day issue.
Yet again Mask, you've been extremely helpful. Magicalme1 you also have good suggestions. Two handed fighter sounds like a very interesting option especially with the high strength the character has.
Lowered costs? You're lucky your GM is allowing all this crazy stuff in! 17.5% or 32.5% if you want to make something out of not STONE or METAL. We could go find all of the constructs that aren't made of metal or stone in a few minutes. Point I'm trying to make is people would kill to get crafting costs this low for just about anything else. If you want it to be lower ask if the crazy feats(3.5 I have no idea where they are I just know they exist) for reducing cost or time are available your character.
You can find the Paizo's version of clockwork template here.