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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 16,201 posts (16,561 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 7 aliases.



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I just wanted to know if there was anything getting in the way of the following combo:

Play an aasimar life oracle with the channel revelation, then use your favored class bonus to essentially be treated as a cleric on 1.5 times your oracle level for the purposes of said channel energy. Therefore, a 20th-level oracle could potentially heal the entire party 15d6 damage at a time, or 17d6 with a phylactery of positive channeling.


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Does the deaf oracle curse really do nothing to counteract the -4 penalty on opposed Perception checks for being deaf?

That sucks! I feel kind of like they were trying to give some interesting abilities, but ended up doing little more than counteracting the penalties they gave, and not even all of them.


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I am TERRIBLE at mathematics, and worse at probability.

Could someone please tell me the odds of someone rolling a 100, then 90, then 90 again in that exact order on a d100?

I want to find out just how rare it would be for a variant aasimar from Blood of Angels to have +6 Charisma in lieu of here Spell-like ability.


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When you purchase a suit of armor that comes with gauntlets, is the weight of the gauntlets assumed in the armor's weight? If so, could you get somewhat lighter armor by forgoing the gauntlets altogether?

Same question, but with cost. Could you get slightly cheaper armor by not purchasing the gauntlets?


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I've just come from a thread where someone actually said that taking Butterfly Sting with their martial characters was a "cheesy move." This manner of thinking just totally blew my mind.

Don't ever think that a smart move like putting Butterfly Sting into a well-made two-man martial build is cheesy or otherwise "overdoing it." That's exactly what the casters want you to think. It's not even all that powerful a combination. Not when a single caster can wipe the floor with both your characters with one well-placed spell.

Self-imposed guilt such as what I've seen today is simply a long-time form of mass manipulation perpetrated by casters in order to maintain the status quo.

Why else is it that a martial works his butt off to create a competitive build gets decried as "broken" or "cheesy," but when a spellcaster uses minimal resources to much greater effect, they are considered "cool," "powerful," or "gods?" Definitely a double standard instituted by the brain-washing casters. It's the only thing that makes sense.

Long live martials!

;P


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Where does one draw the line between narrative description and actual game mechanics?

A battle against a flail wielding Tzitzimitl might go something like this...

GM: The undead monstrosity uses Vital Strike and Power Attack and attempts to crush you like a bug under his massive, house-sized flail. Does a 32 hit?

PC: Nope, my AC is 36.

GM: Alright, you dash aside as the flail crashes down next to you leaving behind a sizable crater. The 50-foot tall abomination glares at you in frustration, basking you in menacing purple light shining from its empty eye sockets. It's your turn. How do you respond?

PC: I grab onto one of the spikes of his flail head as he pulls it away, using the momentum of the back swing to send my fighter flying up onto his shoulder, where I strike at the nape of his neck with my axe using Power Attack... *rolls* ...and does a 36 hit?

GM: Wait, if you want to do all that, you first need to make a combat maneuver check to grapple the monster, then a series of climb and/or jump checks to get to the shoulder, then you...

PC: Why? All I did was move up and attack.

There is a fat, blurry line between creatively describing ordinary actions and trying to game the system with words, between granting narrative control to your players and crushing creativity with an overabundance of never-likely-to-succeed checks and rules.

Where do you fall? How would you handle the above schism, as the player or as the GM? How might you go about resolving such clear differences in gaming expectations?

Just to be clear, the above is merely an example of play meant to generate discussion and to promote good advice on the topic, it hasn't actually occurred in our games.


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One of my players, a gunslinger, wants to outfit his pirate ship with a siege engine version of a pepperbox.

What might that look like? I'm looking for advice on how to generate full stats for such a unique weapon.


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Say I have a business capable of earning me 10 magic capital each day (among other forms of capital if I so choose), on its own.

I am off adventuring for 28 days. Therefore my business earns 280 magic capital, minus 4 magic for capital attrition, for a total of 276 magic capital.

When I return to the settlement loaded down with gold and other treasures, I can essentially pay for as much of that capital as I can afford using the earned cost? And it just sits there accumulating until I am able to pay for it?

This essentially creates two pools of capital for me to track. The capital that is owned by the business and which is useless to me until I pay for it, and the capital that I've already payed for, which can be used for a variety of different things (such as magic item creation in the case of magic capital).

Is that correct? Am I understanding the rule correctly? If so, accumulating capital is MUCH quicker than I would have thought.

Previously, I was thinking any accumulated capital was completely wasted unless you paid for it right away, but then I found the following passage in Ultimate Campaign:

If you cannot pay the costs you've incurred (either with your own capital or by borrowing from another character), you gain no benefit from those downtime activities until the day you do pay.

Am I interpreting that correctly? Looking at the Downtime Tracking Sheet provided in Ultimate Campaign, I've also noticed an "earnings" section as well as a "capital" section, which seems to support this interpretation.

Also, what building costs are the downtime rules referring to in the Upkeep phase section? The rooms, teams, and buildings themselves have no listed costs that I can find. The only thing I can think of are the managers you hired (if any).


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I'm looking for a moderator or someone on the Paizo staff who can add a link to my "Ravingdork's Crazy Character Emporium" thread. You see, the online service I used to host all of the thread's character sheets has long since expired, and I've moved them all over to my Microsoft OneDrive account so people can continue to enjoy them all.

Could you please edit the first post of the thread (linked above) to include the text and link I've provided below? Posters keep asking about the older, expired links within the thread and, though I'm happy to redirect them to the new link, there is always someone new asking about it a week later. It is causing the thread to lose focus.

I would rather not start a whole new thread as this one has such a rich history, as well as a large following of posters who have bookmarked it for future reference. If you could edit it and add the below message to the end of the opening post, I would be most thankful.

MESSAGE TO ADD TO END OF POST IS BELOW ASTERISK LINE

**********

MODERATOR-ASSISTED EDIT:

For those of you new to the gallery, you should know that many of the links in this post and in the next few hundred posts are no longer supported since my web hosting service subscription expired. For access to the new and improved character gallery, please use the new "master link," which contains all of the gallery's characters old and new, as well as several additional useful roleplaying tools and artwork, all in one easy to find location. I suggest you bookmark the master link and check back to this thread frequently for new characters and updates. Thank you so much for visiting the Emporium! Please feel free to leave your thoughts and comments, point out potential errors in the character sheets, or share your own character concepts and ideas.


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I'm looking to make a character who can do just about anything any other character can do, at least well enough to be considered "carrying his weight." A truly versatile factotum who can fight in melee and ranged, cast spells, has lots of skills, etc.

How might you make such a character?


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How do you determine when a character or creature is able to hold their breath? It's pretty easy when a character knowingly jumps into water or buries their head in the sand, but say they are unexpectedly plunged underwater, or an enemy throws down an alchemical item that turns out to be a dead air vial. Do the characters get to hold their breath, or do they immediately begin suffocating? (Meaning everyone in the area of that dead air vial will all be dead in 3 rounds--for a mere 200gp!)


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What is your favorite alchemical item and why?

I think mine is probably the dead air vile, from Blood of the Elements. Nothing quite shuts up an enemy spellcaster like not being able to breath. (It's even better than silence in some cases!)

Dead Air Vial:
Within this corked vial is a tiny sample of what is known as “dead air.” Heavy, still, and of unknown origin, pockets of dead air becalm airships and smother crews in remote parts of the Plane of Air. When you open a dead air vial, invisible dead air fills a 20-foot-radius area centered on you. The affected area becomes devoid of breathable air. Creatures that breathe air must hold their breath or suffocate in an area of dead air, though sound, fire, and other effects that rely on a stable atmosphere are unaffected. Undisturbed, the dead air dissipates in 1 minute. A moderate wind (11+ mph) disperses the dead air in 4 rounds; a strong wind (21+ mph) disperses the dead air in 1 round. This item can be crafted with a successful DC 25 Craft (alchemy) check.

Price 200gp; Craft DC 25

I will definitely be crafting several of these for our Rise of the Runelords #3 adventure.


14 people marked this as FAQ candidate.
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Can you no longer cast metamagic'd spells if the EFFECTIVE spell SLOT is higher than your requisite ability score +10? The new metamagic FAQ entry brings it into question.


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Over a long period of play, I've come to observe that my GM friend and I have fundamentally different view points on how Hero Points should work when used to cheat death. We continue to try to find common ground, but if a solution isn't found soon, I fear the Hero Point rules may soon be thrown out altogether in our games.

I am writing this post not to bash my GM or to say his way is "wrong." (It's not, his rulings are fair, if a bit harsh. It's just not the way I would do it in my game, nor the way I would like it to be when I play under him). I am writing this to hear about how other people use this particular Hero Point option in their games--out of mere curiosity. If it happens to help provide a better understanding for one or both of us, then all the better for it!

Here are the Cheat Death rules for easy reference:

Cheat Death:
A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

Some examples of how my GM and I see the rule:

In a recent spell battle against cultists inside a rickety bell tower over two-hundred feet tall, the tower collapsed instantly killing everyone inside from damage alone (the GM wisely used the Cave-Ins and Collapses rules--as I would have).

Two of the PCs, and several enemies were caught in the collapse and were instantly killed by the damage alone. The other player and I, whose PCs died, said that we would use Hero Points to cheat death. The GM pretty much flat out told us that there was no point. Even if we used the Hero Points to not die from the damage, we would still be buried alive and would run out of air before we had any hope of escape or rescue. And that assumed that the enemies didn't do a search for our bodies.

This is not the first time he's ruled in this fashion. In another game, our characters were captured and hanged. One character managed to escape the noose, but failed to rescue his companion, who was then hanged after the commotion died down. The player to the hanged character wanted to use two Hero Points to cheat death, saying that they were hanged into unconsciousness (possibly even with a broken neck) and then discarded into a ditch somewhere only to regain consciousness--a testament to the character's sheer toughness and durability--something the character was built for. The player in question also enjoyed goth themes with vampires and stuff, so the opportunity to "sort of" rise from the dead would have been an amazing scene for them to roleplay out. However, the GM stated plainly that executioners generally check to ensure their victims are dead.

In past games, after using Hero Points to cheat death during a battle, astute enemies would take note that we are not quite dead and make us quite dead. I am not certain that we have ever been able to use the Cheat Death option without much fuss, which I find odd, because we implemented the Hero Point rules to increase character survivability to begin with (we tend to underperform in Paizo adventure paths for some reason).

Contrast that to how I might have run those scenarios: If player characters had been caught in a tower collapse and killed, but spent two Hero Points to Cheat Death, I would have them be alive and stable 1 hit point away from death. They would be buried in a small pocket of debris which gives them just enough air to allow for someone (PC or NPC) to come rescue them. We see this in rescue dramas on TV all the time. It's exciting, doesn't force anyone to reroll new characters, and doesn't cheapen those oh so rare Hero Points.

If a player wanted to survive a hanging as described above, I would also allow it, saying that the hangman was incompetent, or half drunk, or distracted, or rushed or any number of a hundred other reasons why they might have botched the checking a pulse.

In short, I allow the character to survive the given danger/scenario, letting them move on to the next encounter. My GM on the other hand, is of the opinion that spending those Hero Points will only stave off the immediate danger/attack one time.

In short, its staving off drowning for one more round (meaning you drown anyways) versus a mermaid coming out of nowhere and rescuing you.

Every example above actually occurred in our games, and in every case the GM ruled as described and I argued the point until he relented and let us live (though rarely in the fashion I would like). As an unfortunate result, he now has a reputation in our group of being overly harsh, and I now have a reputation for throwing fits every time a character dies.

Which way do you rule in your games and why? Am I just a player with an overinflated sense of entitlement and too much attachment to his characters? Or is the GM being overly harsh and seriously devaluing Hero Points? The rules are not much help, as the example provided (getting shot) is extremely limited in scope or concept (it doesn't even consider the possibility that the shooter might stick around to check the body).


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The rules for staves seem to indicate that they must be charged in the morning, when a spellcaster prepares spells. Is it really the intent of the rules for various spellcasters (such as divine casters who prepare their spells at night) to not be able to charge a staff? Or was the intent really to mean "each day" rather than each morning?


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Could I retrain an old feat and switch it with something that I qualify for now, but didn't when I got the original feat?

For example, can my paladin retrain his 1st-level Improved Initiative feat for the Vital Strike feat at 6th-level even though he couldn't have taken Vital Strike as his 1st-level feat initially?

I know fighters get a free pass on this kind of thing in regards with their fighter bonus feats, but I suspect that's because their class ability specifically says so. I want to know about retraining.


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Does healing hit points via fast healing, regeneration, or similar abilities negate bleed effects?

The Core Rulebook glossary indicates that an application of the heal skill or healing SPELLS are needed to end the effect, but it doesn't appear to say anything about other forms of hit point accumulation.

I've also heard rumors that there are contradictory rules on this matter from various sources, if true, please just hit the FAQ button.


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I was thinking of allowing the Wish and Limited Wish spells to retrain a character instantly, akin to Jafar's wish to "be the most powerful sorcerer in the world!"

Essentially, one wish (or limited wish) would allow you to retrain anything you wanted, instantly and without a trainer, up to a cost equaling the material component of the spell. The wisher would still need to abide by all other rules and restrictions for retaining.

What do you think? What kind of abuses might I expect out of this ruling?


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Never did like the way the arbiter looked. Liked even less that I couldn't find any cool arbiter or arbiter-like pics to use for an improved familiar.

So I made a new arbiter pic that suited my purposes.

Anyone else want some minor adjustments* done to an image to better suit their needs? I need to stretch my arms and legs a little.**

*:
Examples of minor adjustments include adding or removing elf ears, modifying emblems, adding or removing text, changing colors, adding or removing weapons, cutting something out of a background, adding something to a background, mirroring half an image to make a whole one, etc. Asking for more than one of these things is NOT a minor change, but does not necessarily preclude you getting your way.

**:
Just because you ask doesn't mean you will get it. You must provide your own picture(s). Just because you post a picture doesn't mean you will get it. Providing a link that I can't click on or otherwise making the images inaccessible guarantees you won't get it.


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If my magus crits someone with spellstrike, it is understood that the rider spell does double damage, but what about the rider effect from him wielding a spell storing weapon. Is that effect doubled as well?

Take a magus who is spellstriking with two intensified shocking grasps for example.


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I recently created a magus artificer, Jackal Maulsons, to replace my old character, who was murdered by Skinsaw Cultists.

I want him to be able to craft most any mundane item with little to no fuss (and am considering picking up the fabrication spell for that reason), but I am unwilling to invest skill ranks into Craft. I feel that with his high intelligence (which will be made higher as time goes on) and other miscellaneous modifiers, I should be able to beat the crafting DCs of most items, particularly masterwork items and those made of special materials.

I was hoping to get advice on jacking up his craft modifiers in other ways. Are there any magical items, feats, or other things that might allow him to be a fairly awesome crafter, even without ranks?


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What do you think of this new spell I've been considering? It was inspired by Harry Potter and lack of sleep. Balanced?

.
.
.

FIGHTING NIMBUS
School
transmutation; Level bard 4, magus 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components S, M (a bit of gauze and a wisp of smoke)
Range personal
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell functions as gaseous form, except for the above, and that you posses 60-foot fly speed (perfect maneuverability) and may cast any spells you have prepared (if a prepared caster) or know (if a spontaneous caster) as well as use any spell trigger items you have on hand. At any point during this spell's duration, you may choose to appear as a black formless cloud, or as an insubstantial version of yourself, alternating appearance as you see fit.


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If I cast fly, then gaseous form, can I fly about at the improved 60-foot fly speed, or am I still limited to the 10-foot fly speed of gaseous form?


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Knowledge Pool (Su) At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Spell Recall (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Do these two abilities, particularly the last line of knowledge pool, allow my magus to spend e pool points on fly (a spell he does not normally prepare), prepare a bunch of other spells (that aren't fly), and then spend 3 more pool points during the day to be able to cast fly even though it was never prepared in the first place?


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Does my one-handed adamantine blade really only gain +1 hit point over standard blades?

What if I enchant it? Doe the bonus hit points from the enhancement bonus get multiplied by the adamantine property as well?

Why on earth does adamantine only give +1/3 of the iten's hit points anyways? That seems like such an arbitrary number that doesn't really give much benefit to anything.


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Does the impervious weapon property make metal weapons immune to a rust monster's rust attack? If so, why isn't the impervious armor property treated the same way?


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From Ultimate Magic's Spellbook section:

Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.

Can a magus take advantage of this ability, since many of his evocation spells fall on the wizard spell list? Or does it have to be a wizard casting the wizard spell? Would spell blending the spell from the wizard list make any difference?


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Say I have a scimitar, which is enchanted with a +1 enhancement bonus, has the keen and spell storing properties, and is made of adamantine; what is the established naming convention that Paizo uses when writing that into a stat block?

I want to get it right for my own stat blocks.

+1 adamantine keen spell storing scimitar?
+1 keen spell storing adamantine scimitar?
keen spell storing adamantine scimitar +1?
keen spell storing adamantine scimitar?

What order is it all supposed to go in? What parts if, any should be italicized or otherwise formatted?

What are the formatting standards of Paizo for specific magical arms and armor in stat blocks? Anyone know?

It's things like this that make a character sheet go from "okay" to "awesome."


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Just this morning, several of my coworkers caught me off-guard while I was looking at the Paizo homepage. I had to awkwardly explain to them that "Secrets to a Super Dungeon" was not what they thought, and that I was not some kind of creepy perv. (It didn't help that I happened to be setting up a photo studio down the hall.)

I've also lost count of how many times I've introduced people to my hobby in conversation, only to have them mistake "tabletop roleplaying" for a kinky sex game.

What are some humorous situations that this fine hobby has got you into?


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If a sorcerer multiclasses into a prestige class that furthers their spellcasting progression, like the lore master for example, do they continue to earn their bonus bloodline spells?


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How do I make this character even better, both conceptually and mechanically?


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Hoping for an awesome group brainstorming session.

What are all the fun things you do with a robe of infinite twine and a traveler's any-tool?


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Dominate Person spell description wrote:
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Uh, so what exactly happens? Can you see or not? This paragraphs seems vague, confusing, and borderline contradictory. Does the creature's senses (darkvision, tremorsense, etc.) effect it at all?

In short, how is this actually meant to work?


1 person marked this as FAQ candidate.
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I am looking for a rule that DEFINITIVELY STATES whether or not temporary hit points stack. Anyone know of such a passage anywhere?


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Spell Anchor
You know how to bolster your spells, making it nearly impossible for other spellcasters to dispel them.
Benefit: Choose one spell or spell-like ability you are capable of casting. That spell can no longer be dispelled by anyone with a caster level less the spell's CL + 4. For example, if you were a 10th-level transmuter who chose beast shape IV, only spellcasters with a caster level of 15 or higher could revert you to your normal form with dispel magic, greater dispel magic, or similar effects.
Special: You may take this feat multiple times, choosing a different spell you know each time. You can only take this feat once for every five levels you possess (to a maximum of four times at 20th-level).

What do you think? Flavorful? Balanced? Needs improvement?


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When I am possessing another creature with magic jar, and someone destroys my original body, what happens when I try to get my body resurrected before my magic jar duration expires with things like raise dead or resurrection?

Does it even work seeing as I'm not quite all the way dead yet? Does it rip my "self" out of the host body and place it back into the corpse upon its revival?

What exactly happens? How do these effects interact?


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When it comes to item crafting, what are the biggest discounts we can manage with the current rules?

The best I've been able to manage is a 77.5% discount over the market price while using the Downtime rules, and certain traits.

That's about as cheap as I can manage to craft something for, off the top of my head.

Can we do better than that?


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What should I do with the last 500gp for my character Hama?

Is there a particularly good or thematic mundane item that would suit her? Or perhaps a 1,000gp wondrous item that she could craft?

Please take a look at her existing items and abilities, and let me know what you think it best suiting. I'm having a hard time getting that last bit used up.


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Much to my surprise, several of the other players ganged up on me during last weekend's game.

Our group was losing a hard battle against a hoard of undead that insisted on using coup de grace against the PCs every time they fell (even while threatened). Finally when my character went down, I was asked if I wanted to use his last two hero points to "not die." I said it didn't matter, as the ghouls would likely just continue trying to kill him in the following round, and that I will save those points in the hopes of saving someone else (or myself if the opportunity presented itself in some other way).

Suddenly one of the other players accused me of being a hypocrite, reminding the entire table "of that time you spent over half an hour arguing against the GM about killing off your character who had already used two hero points to not die" (essentially defeating the whole point of using hero points to dramatically survive).

Thing is, the GM who I argued with before--the same one whose characters would shoot you in the head the moment they realized the first bullet caught on your sheriff's badge--was the same one hosting during this particular game.

I said I wouldn't bother taking that particular option because I'm already familiar with the GM's play style and knew what was coming. And, somehow, that makes me a bad guy. It was not long before the other players were swayed to the same stance as the one who spoke out. Though it was only a brief interruption this time and the game went on (ultimately leading to a TPK), I'm still left to wonder...

...what gives?

What exactly did I do wrong to warrant any of that?


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Is it possible to attack a creature 2 squares away at a diagonal with reach?

My GM recently said "no" before TPKing our entire party by 5-foot stepping past our reach weapon line. He claims that it is 15-feet away and not 10-feet, and is therefore out of range of our reach weapons.

(I personally find the idea of there being diagonal "gaps" in the reach radius, in a game that has no facing no less, to be completely ridiculous.)


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Many animal companions get more powerful at 4th or 7th-level.

What I want to know is if an animal companion's stat block says that it starts off with +1 natural armor, then gets +3 natural armor at 7th, does that stack or overlaps?

Should the example mount have +3 natural armor or +4?


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Is there a CLEAR rule somewhere that SPECIFICALLY states that mounts MUST BE one-size larger than their rider?

I ask, because I'm looking to make a small character with a large mount.


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One of my players totally blew my mind tonight when they called me to bring this to my attention.

Evangelist prestige class wrote:


Aligned Class (Ex) Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

[LINKY LINK]

How is this class ability not totally broken!? Even if you discount that it may let you progress a prestige class, it is still literally better than going straight classed nearly every time!

What on earth was the writer thinking? Choosing ONE class ability of a prior class would have been pretty powerful, but getting ALL of them!? Talk about power creep!

Discuss.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

http://paizo.com/pathfinderRPG/prd/mastery/sanityAndMadness.html

When using a spell, such as major curse, to inflict someone with an insanity, which DCs should I use for the initial save, and the saves to cure it? That which is listed under the insanity's description, or the spell DC?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I've noticed that many unique spell-like abilities (that is, those that don't duplicate existing spells) granted by class abilities often omit whether or not Spell Resistance should apply to the effect.

Take arcane bolt of the Arcane (Sage) bloodline for example. Does SR apply?

FAQing in hopes of official support.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Reading a Unit Stat Block:
If the Earnings entry lists specific types of capital, it can contribute a bonus on its building's or organization's skilled work checks only for capital of those types. You can apply each room's or team's bonus to any one listed type or capital each day or divide it among multiple listed types of capital. For example, an Alchemy Lab can generate only gp, Goods, or Magic, and not Influence or Labor. One day you could use all +10 of its bonus on the building's capital check to generate gp, on the next day you could use +5 on a check for generating gp and +5 on a check for generating Goods, and so on.

Skilled Work:

Choose either one type of capital (Goods, Influence, Labor, or Magic) or gp, and attempt a skill check. You can take 10 on this check.

If you chose gp, divide the result of your check by 10 to determine how many gp you earn that day. For example, if your check result is a 16, dividing it by 10 earns you 1 gp and 6 sp that day (round to the nearest silver).

If you chose Goods, Influence, Labor, or Magic, consult the following table to see how much of that type of capital you earn. You must pay the Earned Cost to buy this capital, although if you can't afford to buy all of it or don't need more than a certain amount, you can choose to earn less capital than your check indicates. See the Capital Values table for the Earned Cost of each type of capital.

The bolded portions of the rules seem to conflict. The former seems to indicate you can split your bonus and make multiple checks. The latter seems to indicate only a singular bonus and check can be made. So how many checks can you make for capital in one day? Can you split the bonus, or not?

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