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Elf Archer

Talon Stormwarden's page

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 320 posts. No reviews. No lists. No wishlists. 5 Pathfinder Society characters.


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Taldor

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

We had a situation come up tonight in a game that caused some disagreement.

The situation was a PC who was prone 15' from an enemy. He wanted to stand (move action), then bull rush the enemy.

My opinion was that a bull rush (unless made as part of a charge) could only be made against a foe you threaten to start with. Since the PC didn't have enough actions to stand, move to the foe and then attack, nor could he stand and charge, I said that a bull rush was not possible.

The opposing view was that bull rushing inherently involves movement, and so the PC would be able to move and bull rush as part of a single standard action after using a move action to stand.

Thoughts?

Taldor

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

Maouse, dude, you're wrong.

Taldor

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

It's not that I'm upset that tiefling and aasimar are going away, it's more about the fact that I have zero desire to play any of the 3 new races.

It doesn't help that I started PFS a month ago. But I should at least get the opportunity to bank one or two of the little buggers.

Taldor

5 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I too am underwhelmed by the race changes. None of them appeal to me from an aesthetic or mechanical perspective, while Tieflings and Aasimar both did. That's just one person's opinion of course.

I completely understand the rationale, but for me it's very disappointing.

Taldor

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

I have seen Mike Brock's post from that thread, though I hadn't read SKR's post from it.

I completely agree in the situation where a creature is invisible or similarly undetected.

I'm not as certain in the case where a creature is in plain view but mimicking something innocuous, such as an actual mimic or caryatid column.

Taldor

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

I think the confusion stems from the fact that this is a module. Scenarios (recent ones anyway) have specific instructions to reduce the gold reward if certain things are missed or to reward if certain things are accomplished (it looks like this has changed from season to season).

The guide alludes to this on pg 35 in the instructions for filling out the chronicle sheet.

Modules however contain no such instructions, nor do the chronicles for those modules.

@Andrew Christian: Where do you find instructions for totaling gold and dividing by 4 etc?

Taldor

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

I'm wondering if Deathwatch would immediately out a mimic who is hiding in plain sight disguised as an object.

Deathwatch:

Spoiler:
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

The mimic is alive and in plain view, so I'm coming down on the side of Deathwatch making you immediately aware that the object is a creature.

And then what about a construct that isn't obviously a construct at first sight, like say a caryatid column. I'm thinking that since it's not alive, just like your run of the mill architectural column isn't alive, Deathwatch wouldn't tell you anything is unusual about the creature.

What says the esteemed internets?

Taldor

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

The reason for my question is two-fold. The GM for this weekend's module run reduced our gold for missing some items, and I'll be running a module in a couple of weeks and would like to be certain of the rules.

Thanks folks.

Taldor

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

I know there is language in the Guide and in scenarios about reducing gold awards for failing to achieve particular goals or finding particular items.

I know there is also information on marking items that were not found off the chronicle sheet.

However, do you reduce gold rewarded for modules for items not found? You would mark them off the chronicle sheet, but I'm not finding anything to support reducing the gold reward. Am I missing it or does that not apply to modules?

Taldor

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

Good points! Flanking for everyone muahahahaha!

Taldor

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

Actually, the grappled character WILL get a flanking bonus. Read the flanking rule (which the OP quoted) again. There is no requirement for the attacking character to threaten, only the character on the opposite border/corner must threaten.

Now when it comes to the ungrappled character's turn he will not get the flanking bonus if his flank buddy is still grappled, since he won't threaten while grappled.

Taldor

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

Thanks folks. As I suspected, it was simply a 3.x/house rule thing. I just wanted to make certain I wasn't missing it somewhere in the Pathfinder rules.

And yes, Weapon Versatility is a useful feat for those with room for it. I've just taken it for my 5th lvl PFS kensai bladebound magus in fact. Not only is he much less effective if he has to switch to a bludgeoning or piercing weapon, he also has to listen to the telepathic whining of a primadonna who thinks he should get every killing blow and that I should never even look at another weapon, much less think about caressing its gentle curves, imagining how it might feel in my hands, how it might respond differently than what I'm used to...

"What? No, darling, I was just looking at that scabbard and thinking it would look good on you, of course I wasn't looking at the sword's hilt. Don't be silly, I only have eyes for you, baby!"

Taldor

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

Ok, I could have sworn there was a way to change weapon damage type by taking an attack penalty, or some such. But now I can't find anything of the sort. Am I imagining things, or remembering an old house rule perhaps?

I'm aware of the Weapon Versatility feat. I'm talking about something that anyone can do.

Taldor

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

So the ACG should be available at Gencon. I'm wondering when the content will likely be available for use in PFS?

Will it be immediately? Will there be a short, or possibly not so short, waiting period? What's likely based on previous such releases?

I've never been to Gencon before this year and I only started participating in PFS a few weeks ago. I've been holding off on taking any ACG classes to 2nd level, hoping to build them with the full ACG rules available, including new feats, archtypes, etc.

Taldor

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

I just noticed that my last 2 orders (3171584 and 3166653) didn't include my Pathfinder Advantage for 15% off. I know you guys are having some problems with orders but hadn't seen any posts about this particular problem. Can someone take a look? Thanks!

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Paz wrote:
Presumably you dated the chronicles with the current date when you handed them out at the end of the sanctioned section; use the same date in the online reporting.

Well, we were done except for a little bit of wrap up...and we were going to do that this week, which unfortunately got cancelled.

However, I'm pre-filling the event online in anticipation of finishing up (hopefully next week) and I noticed that it's only giving me 2 prestige as the GM. I'm allowed to fill in prestige for the players, but the GM prestige appears to be system generated.

Am I missing something? Do GMs get less PP than players? Or have I done something wrong?

Thanks again folks.

Taldor

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

Ok, actually now I see what you're asking, and it's not technically covered by that footnote. If I understand you correctly, you're asking about drawing as a move action, not drawing as part of a move?

The answer to your question doesn't seem to be explicitly in the rules, but given what I posted above, I'm confident that you can draw two weapons with a single move action if and only if you have the two weapon fighting feat.

Taldor

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

In the footnote of Table 8-2 on page 183:
If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

So the answer is yes, if you have the two weapon fighting feat.

Taldor

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

This week we'll be missing one player from our MM home campaign, so we're going to be doing a PFS scenario, Shipyard Rats, a season 1 1-7 tier.

It looks like we're going to have a total of 3 2nd level PCs. Is it legal to add a 4th level pregen, for an APL of 2.5, playing down to 1-2 subtier? I'm uncertain if a 2.5 APL rounds to 2 or 3.

Taldor

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

I could do something like this if I wanted to take both PA and Lunge. I'd be dropping quickdraw and double slice.

I'm dubious about the relative effectiveness of double slice, since it's only giving me 2 dmg on offhand attacks until 8th when it becomes a 3 point difference, again only on the offhand. I don't like dropping quickdraw, but it's down to the hard choices.

It would also mean I could drop the dex to 14, freeing up points to either undump Cha a bit or put int to a 14.

Spoiler:

20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Traits: auspicious tatoo(+1 will), reactionary
1) Slayer 1: Combat Expertise(lvl 1), Power Attack (human)
2) Slayer 2: Ranger Combat Style: TWF
3) Slayer 3: Butterfly's Sting (lvl 3)
4) Slayer 4: Weapon Training: Kukri
5) Slayer 5: Gang Up (lvl 5)
6) Slayer 6: Ranger Combat Style: ITWF
7) Slayer 7: Lunge (lvl 7)
8) Slayer 8: Combat Trick Improved Critical
9) Slayer 9: Iron Will (lvl 9)
10) Slayer 10: Ranger Combat Style Two Wpn Rend
11) Slayer 11: ?? (lvl 11)

Taldor

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

I'm in the same boat as the OP. When creating the event, should I put the date that we finish the sanctioned content? We started a month or 2 ago, and just finished up last week.

Thanks

Edit: Also, the guide says "as if you had played a pregenerated character". What level is that considered to be? In other words, at what level do you get to apply the chronicle? Assuming you aren't applying it to a first level character that is.

Thanks x2

Taldor

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

Well crap, I knew I was forgetting something. Power Attack and Lunge would both be very nice.

As for quick draw, I just really like having it. It gives a lot more flexibility, especially for dual wielders.

I'll have to think about it for a bit.

Taldor

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

Makes sense. Thanks.

One more thing...I'm not certain if the order that I'm wanting to apply my chronicles in is legal.

My chronicles (in chronological order) are as follows:
1. The Confirmation with a 1st level character I created
2. Immortal Conundrum with 7th level pregen
3. Library of the Lion with my own character
4. Frostfur Captives with 4th lvl pregen
5. Rise of the Goblin Guild with my own character

Guide to PFS Organized Play Page 6 wrote:
You may also opt instead to apply the Chronicle sheets earned with a non-1st-level pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp

Now that I've played 3 sessions at 1st level (but have not played at 2nd level yet) is it too late to apply the Immortal Conundrum chronicle? Or do I instead have to wait until 7th level to apply it?

Taldor

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

Well, I now have 3 sessions under my belt, gotta bite the bullet and decide on a direction. I think I'm going to go with the following. The order of a few feats can be switched up.

Spoiler:

20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Traits: auspicious tatoo(+1 will), reactionary
1) Slayer 1: BAB +1, TWF(lvl 1), Quickdraw
2) Slayer 2: BAB +2, Ranger Combat Style: Double Slice
3) Slayer 3: BAB +3, Combat Expertise (lvl 3)
4) Slayer 4: BAB +4, Weapon Training: Kukri
5) Slayer 5: BAB +5, Butterfly's Sting (lvl 5)
6) Slayer 6: BAB +6, Ranger Combat Style: ITWF
7) Slayer 7: BAB +7, Gang Up (lvl 7)
8) Slayer 8: BAB +8, Combat Trick Improved Critical
9) Slayer 9: BAB +9, Iron Will (lvl 9)
10) Slayer 10: BAB +10, Ranger Combat Style Two Wpn Rend
11) Slayer 11: BAB +11 ?? (lvl 11)

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Pirate Rob wrote:

Page 6 of the OP Guide:

If you play a non-1st-level pregenerated character, you apply the credit to your character as soon as she reaches the level of the pregenerated character played.

You may also opt instead to apply the Chronicle sheets earned with a non-
1st-level pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp (or 250 gp for characters using the slow
advancement track).

Indeed. Which is why I can't figure out why I got a different story from multiple DMs this weekend. I wanted to make sure I'm not missing a FAQ or errata or something.

Taldor

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

I had several GMs at Origins this weekend tell me that I could apply my pre-gen chronicle sheet as soon as my character gets into the subtier that I played in (as opposed to the actual level of the pregen).

I can't find anything like that in the Guide or anywhere on this forum.

I'd like some confirmation though, in case I've missed something.

Taldor

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

Ok, just as an exercise...

Spoiler:
20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Archtypes: Spirit Ranger and Nirmathi Irregular
Traits: auspicious tatoo(+1 will), reckless (+1 acrobatics and class skill)
1) Slayer 1: BAB +1, TWF (lvl 1), Weapon Focus:Kukri (Human)
2) Slayer 2: BAB +2, Double Slice (Ranger style talent)
3) Slayer 3: BAB +3, Combat Expertise (lvl 3)
4) Slayer 4: BAB +4, Combat Trick: Quickdraw
5) Slayer 5: BAB +5, butterfly's sting (lvl 5)
6) Slayer 6: BAB +6, ITWF (Ranger style talent)
7) Slayer 7: BAB +7, Gang Up (lvl 7)
8) Slayer 8: BAB +8, ? slayer talent
9) Slayer 9: BAB +9, Improved Critical (lvl 9)
10) Slayer 10: BAB +10, Two Weapon Rend (Ranger)
11) Slayer 11: BAB +11 [your choice] (lvl 11)

Taldor

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

Spells could be a problem. I was planning on mostly doing buffs and such, but could still be a problem from time to time. Might need to work Quickdraw in sooner.

I was trying to stay away from the ACG classes (in PFS) until after the book was released. I do like the slayer quite a lot though...

Taldor

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

Ok, here's what I'm thinking now:

Spoiler:

20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Archtypes: Spirit Ranger and Nirmathi Irregular
Traits: auspicious tatoo(+1 will), reckless (+1 acrobatics and class skill)
1) Ranger 1: BAB +1, TWF (lvl 1), Weapon Focus:Kukri (Human)
2) Ranger 2: BAB +2, Double Slice (Ranger)
3) Ranger 3: BAB +3, Combat Expertise (lvl 3)
4) Ranger 4: BAB +4
5) Ranger 5: BAB +5, butterfly's sting (lvl 5)
6) Ranger 6: BAB +6, ITWF (Ranger)
7) Ranger 7: BAB +7, gang up (lvl 7)
8) Ranger 8: BAB +8
9) Ranger 9: BAB +9, Improved Critical (lvl 9)
10) Ranger 10: BAB +10, Two Weapon Rend (Ranger)
11) Ranger 11: BAB +11 [your choice] (lvl 11)

Quickdraw is a possibility for the other feat, but I'm thinking I'll come up with something better along the way.

Thoughts?

Taldor

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

Unfortunately spell critical multiplier for spellstrike remains x2, no matter the multiplier of the weapon.

Taldor

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

Some interesting ideas here, thanks a bunch guys.

I'll likely stay with ranger rather than multiclassing.

If I decide to go the Butterfly's Sting route then I'd have to invest more in Int than I'd planned, but it's doable.

The dagger/river rat route is interesting too.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Sin of Asmodeus wrote:

I'd strongly prefer anyone at Gen Con playing Bonekeep part 3 to play with their own character, not a pregen. If I'm risking my character and everything he has, than so should everyone else at the table.

Come hard Bonekeep. Come hard and punish us all.

I understand the sentiment. However, 1) the alternate events for the slot were filled a long time ago, and 2) I'm talking about a pregen only in the case that I have no characters of appropriate level, which could conceivably happen.

That said, I knew nothing about Bonekeep before posting this. I have since read some and realize it's not really designed for PFS newbies. I'm kind of hoping there's an alternative now. With 340+ seats left unsold, perhaps some other events should be opened up in this slot.

Taldor

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

It's actually the Ruins of Bonekeep lvl 3 GenCon Exclusive, which is 5-9.

Last night was my first PFS game. If I get in all the games that I plan to (and don't die) between now and then I'll be 5th level. But I could have a character death somewhere along the way, or real life could interfere and cause me to miss some games.

So I just wondered if there was any reason a pre-gen wouldn't be an option if it came to it.

Taldor

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

I'm registered for a couple of the Gen-Con special events, but I may not have a character high enough for them by then. In that case, is there any reason I couldn't play a pre-gen?

I'm pretty new to PFS and not up on all the rules yet.

Thanks.

Taldor

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

I'm looking to make a ranger for PFS and really want to make a TWF kukri wielding Shoanti. But a switch hitter seems SO much more versatile and more effective too.

Someone sell me on the TWF. :)

Taldor

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

Well Talon, personally I feel that since the second ability (to spontaneously cast any spell) is in a separate sentence, the favored terrain requirement doesn't apply.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
APG wrote:

Spirit Bond (Ex): At 4th level, instead of forming a bond

with his hunting companions or an animal companion,
the spirit ranger forms a bond with the spirits of nature
themselves. Each day, as long as he is within one of his
favored terrains, the ranger can cast augury (Pathfinder
RPG Core Rulebook 245) as a spell-like ability with a caster
level equal to his ranger level. In addition, he can call
upon these spirits to cast any one ranger spell that he is
capable of casting, without having to prepare the spell. At
8th level, and every four levels thereafter, he can cast an
additional spell in this way. This replaces hunter’s bond.

So the spirit ranger has to be in his favored terrain to use the augury ability. However, does that same restriction apply to the next ability in the paragraph?

I can see an argument both ways.

What say the boards?

Taldor

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

My players have the following PCs:

Human Druid with birds of prey inclinations
Halfling Inquisitor Preacher of Yog Sothoth (oh boy!)
Human Fighter/Monk with delusions of pharaonic heritage
Tiefling Cryptbreaker Alchemist

Collectively they are the Red Talon, blessed by a Sun Falcon on their journey to Wati.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
DeadJesterKelsier wrote:
One player has a Kensai/Bladebound Magus.
DeadJesterKelsier wrote:
(You guys get bonus points if you have figured out I am fighting a PC, lol)

Sweet, bonus points from the first post!

Taldor

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

The stunned condition causes anything in hand to be dropped. I don't think it's at all unreasonable to apply the same to the dead condition. From a rules standpoint I think you're fine.

From a story/player trust perspective, if you played it like you portrayed it in your OP, I'd think you gave them warning enough. Their perception may not agree with yours though. Sometimes you really have to hit players over the head with what seems obvious to you.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
The Seldon Plan wrote:

Hey the ** spoiler omitted **

I don't want to end it prematurely, but these are guys I don't intend to softball either.

It doesn't do 10 simultaneous attacks, it can simply be triggered 10 times.

Trap text:
Trigger touch; Reset automatic (immediate, maximum 10 times)

If your PCs are oblivious enough to keep stepping on the trigger plate, well they get what they deserve. :)

Taldor

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

Speaking of haunts, when I first read the wedding ring haunt, I thought that the haunt transfers to the ring. That's not the case (I think anyway) but I thought that would be an interesting variation.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Joe M. wrote:
I've got a question about the haunts. I've never really run haunts before—is there really no way for players to discover the destruction condition? Does the party just need a positive a channeling Cleric or else? How do y'all play that out?

Keep in mind that reducing a haunt's hp to 0 with positive energy attacks (cure spells, holy water etc) only deactivates it. It will keep coming back until the destruction condition is met.

Taldor

3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

So I was mulling over the posts here regarding the shaft in the Tomb of Akhentepi and the rope hanging 5 feet down.

My players have passed that part and are down in the tomb. They were sufficiently paranoid about the shaft, feeling what I thought was an appropriate amount of apprehension, but not overdone.

I wanted to do more with the shaft and their rope, but didn't want it to be a real threat. That's when I decided that one of the other parties might have a jokester amongst them. I'm planning to have the rope pulled up about 10 feet,so that the party will have to jump or hoist each other up to grab it. At the top of the shaft, the claw of the (now dead) ghost scorpion will be clamped around the rope just over the lip of the shaft opening. When the party pulls the rope, the scorpion corpse will slide over the edge and plummet down the 60 foot shaft right at the PCs.

The party will then be able to climb up safely, perhaps finding a calling card of some kind at the top.

I think it'll go over well, what do ya think?

Taldor

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

Cevah is exactly right.

CRB FAQ wrote:

Crafting and Bypassing Requirements: What crafting requirements can you bypass by adding +5 to the DC of your Spellcraft check?

As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.

The text in the CRB about having to know the spell requirements is poorly worded.

Taldor

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

Yeah, I was responding to the title as much as the body of the first post. The title clearly mentions enchanting, which is a magical process. I took it at face value.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Elbedor wrote:

The CRB says the same thing:

Masterwork Weapons wrote:

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Bummer.

All that is saying is that you can't make a masterwork shield that has a +1 to hit like masterwork weapons have. A masterwork shield follows the masterwork armor rules, not masterwork weapons. It doesn't have anything to do with enchanting the shield as a weapon, and as Rikkan showed, you certainly can do so.

Taldor

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

Ahhh, ok. I checked the patron spells, but forgot about the item specific spells.

Taldor

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

As far as I can see, Magic Missile isn't on the Witch's spell list. In that case no, you cannot use a wand of magic missile without a UMD check.

Do you mean that you found/bought a wand of magic missile as treasure and you have selected that wand as your bonded object? If that's the case, that doesn't magically put magic missile on your spell list. You would still need to make a UMD check to use the wand to cast magic missile.

Taldor

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

There's never any difference between the two, unless house rules of some sort are involved.

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