Pretty simple solution: They take effects in order of precedence they were activated. If neither have been turned off/reactivated, it's in whatever order they were added no? Order of operations according to magic. Do merciful first: you end up with extra d6 nonlethal. Then this all converts to lethal. Do deadly first: damage becomes lethal. Then turns into nonlethal +d6. Treat them like running through transformers. Nothing says the magic recursively applies to itself. You could apply merciful to any weapon. Base weapon would still have to be nonlethal for deadly though. A GM could also legitimately make the call that they counter each other.
Quantum Steve wrote:
I have to ask, what are you doing on a rules forum if you don't feel obligated to follow them? What's the point of stating you are well aware of the rules when as a GM you admittedly rewrite standard and universal rules, or reading this as a player, as you said you don't like players overly familiar with the rules... Quote:
Jet says it has to be in a straight line. So while there is no facing, you could not bounce back and forth, or even circle around something. Jet also does not allow you to move through enemies' spaces, and as it is a full round action there could be no attack after the jet (assuming the grindylow didn't have something it could do as a swift or free action if it had some template or class ability or whatever). Nothing is wrong with the Universal Monster Rule jet. We're just not really even talking about the UMR jet anymore...
I only let my players use Classes from Paizo ... 3rd party classes are not to the same scale, and their rules don't mesh with the standard rules (and you can get some weird RAW situations). There's a swashbuckler archetype for rogue in APG. If he wants to be more martial than that, get him to cross-class.
Serum wrote: The problem with your version, HaraldKlak, is that it immediately becomes subject to abuse with magic items. When someone can get a tiny mithral +1 fullplate crafted for half the cost of what it does for a small/medium character, then put it on easily because armor re-sizes to fit the wearer, you have a problem. Now, you can already do this with everything but adamantium/mithral, but they typically cost much less than 1/3 of that of these two metals. I thought only things like rings/circlets/cloaks/gloves resized- not arms or armor.
Reasons you wouldn't want to teleport: If you try to teleport back to your ship, it has to be in the same spot. So you'll have to drop anchor in a harbor, and hope the boat doesn't move accidentally or intentionally. Can't do it in the ocean, because, you know, the ocean looks a lot like most of the rest of the ocean. Plus your ship will still be moving regardless. Teleport can mess up and severely injure or kill you, especially if you're off target. There are a lot of counter measures to divination, blocking it or misdirecting it- which in turn can make the teleport very dangerous. How much do you trust Jimmy the Cook and the other folks on the ship? What happens if the ship gets seriously attacked in turn when you're literally 100s of miles away? How much swag can you carry when you want to teleport back? Teleport is incredibly useful, but there's a lot of risks and vulnerabilities. Particularly if you do a lot of divination/teleporting, which only nets you a 'viewed once' ranking, odds are that you'll catch yourself in a teleporter accident at some point, take a bunch of damage and then end up... somewhere else.
Dimensional door is possible for accurate, short teleports (say boarding). Full on teleport is powerful, but you can only move so many people, and so much stuff. As someone who regularly employs shenanigans, I see the appeal of a ship. It's actually pretty hard to track, locate, and get to someone on a ship. Full teleport is 100 miles a caster level, but the big limiter is you have to know where you're going. Ships move. Ships are not place, but a thing that can be somewhere else... Plus, you can use magic to counter magical detection of your ship... what self respecting wizard wouldn't protect his vessel from scrying, or have some wall of fog prepped?
Ha, I just eddited the rules. damage part of the rum was ignored if you made the fort save. The 'keeping the crew docile' effect is done by the fatigue part of the effect, which always happens. Easily makes people want to get the charisma ( or aren't sneaky enough) but still pacifies them, especially if they were already fatigued to begin with. So some slip it away, most drink it. If you fail the fort save, you may also become addicted (second save +2, but will). If addicted and you don't use the drug regularly, you immediately take the damage again, but can't heal it until you either a) resume the drug, or b) break the addiction. So, this way an addict kind of wants to keep using it, regular users don't rapidly degrade, but you can in fact still OD on it. Variant of heave: same thing, only damage when failing fort save. After three fails immediately make a will save vs current DC to avoid falling unconcious. Quick d6 roll, 1 you vomit all over yourself before falling down, 6 you keep going but will not remember anything the next day beyond this point. Sidenote: anyone else notice that mister Plugg's cat is nonlethal in his stat block? Makes me annoyed every time I see it.
I do not see what the problem is with item creation feats or craft skills... let them use it at character creation to spend money, but not to make. So you can scribe the scrolls you know for half- if you can craft it safely with a take 10 you can make some mundane junk for a third. If you've got the skills to craft (and still the gold) to make something masterworked, more power to you. Yes, this increases your effective starting gold. That's what feats do- they change the rules slightly. Normally, characters at creation only get their hit die + con modifier in hit points... but the toughness feat breaks that rule.
It looks like while a character can get craft construct at level 5, he cannot successfully make a construct until much later. So I've got this level 5 Wizard (human) with 20 int. Actually went and got Craft Wondrous Item at lvl 3 (who wouldn't?!) and for the sheer amusement factor, Craft Magical Arms and Armor and yes, Craft Construct with my bonus wizard feat. However the rules for crafting constructs are quite ... scattered. I'm not looking into making golems, just construct animated objects. Half the rules are in Animated Objects in the bestiary and the rest, including the information on price and components, didn't show up until Building and Modifying Constructs in Ultimate Magic. Making construct animated objects is the easiest... but even they require: Requirements: Craft Construct, animate objects, permanency; Skill Spellcraft or appropriate Craft skill (established earlier as CL 11) So, the check to make the construct starts at 16, (CL 11 +5). I'm not meeting the CL requirement, so +5 again, to 21. I don't have permanency yet, as it's a level 5 spell, +5 to 26. And I can never get animate objects as a spell, since it's not on the wizard's list so +5 again to a total of 31. Doesn't appear to matter how big or small the animated object is, it's (right now) a DC 31 spellcraft to make it. My spellcraft right now is a base +13 (+5 int, 5 ranks, +3 class skill bonus). So to pull off making a construct, I'd have to roll an 18. Did I do this correctly? It's that hard? If so, any clever ways to get my wizard safely into the take 10 category so I can craft my terracotta foo dogs? Right now, I'm resigning myself to first making an arcane tool kit (wondrous item, competence bonus to spellcraft) to get the job done.
Universalist is not a school of magic. It's what you are in the absence of a choosing a specialist school. A couple spells fall under universal. They belong to no school. Something that is not a school can't be your prohibited school. You can find this reference in the Magic section, about schools of magic: Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation, and wish) are universal, belonging to no school. So, no for the literal, no because prohibiting universal is contradictory to the term universal, and no because that's a (granted clever but) insidious attempt to find a loop hole.
In a world with fireballs, sticks that can shoot fireballs, and traps that can mechanically emulate shooting spouts of fire, somehow a muzzle loading gun is a baffling and incomprehensible device. You can read the magical script of a creature that doesn't even share the same language as you, but that musket just blows everyone's freaking mind. |