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Deep Crow

Tarantula's page

2,661 posts. No reviews. 1 list. No wishlists.

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Snowlilly wrote:
The Ring of Invisibility does not specify that a command word is the default method.

The default for all rings is command word, unless the ring says otherwise. Ring of Invisibility does not say otherwise, so it is command word.

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kyrt-ryder wrote:
PossibleCabbage wrote:
I think just the fantasy of "one person, single-handedly thwarts the bad guys despite considerable resistance" is misplaced in Pathfinder. That's the sort of thing you find almost exclusively in espionage fiction and video games and no other media.

Conan had friends. Subotai, Valeria and the wizard.

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Pounce wrote:
Stillgut STILLGUT STILLGUT STILLGUT don't leave home without it

I like it, but:

The following options are available to goblins. At the GM's discretion, other appropriate races may make use of some of these new rules.

Aren't the rules for GM discretion in PFS basically "no"?

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Drahliana Moonrunner wrote:
Tarantula wrote:

He said 1 to 20, PFS doesn't go to 20 so I assumed we weren't talking PFS.

Actually you can go to 20 in PFS. Beyond 11, there are two Seeker Arcs and sanctioned content from AP's that can get you to at least 19th.

And note Chesspwn's post earlier.

"ChaosTicket wants to solo PFS".

that kind of spells it out.

I don't assume one poster can speak for another. ChaosTicket never said this was for PFS.

You can? That is interesting. Maybe I will try to find someone running one of those to try out my near-soloable druid. I just need to survive until 10th level or so and then I should be set.

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He said 1 to 20, PFS doesn't go to 20 so I assumed we weren't talking PFS.

From an efficiency standpoint, you are better off being able to win the combat then heal. Status cure is only a concern if you fail a save, so you could also have very high saves (paladin/monk). And, even if you can cure a status, if you get nauseated, you're basically done for because most characters can't cure it as a move action. Crowd control, flight, and teleportation are nice, but not required. Ranged/single target/group damage aren't required also, just one of those. If you can damage a group effectively, you can also use that to nova a single person less effectively.

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ChaosTicket wrote:

Just a note but instead of summarizing all the classes, can you focus on the ones relevent to the topic? The Idea behind soling is the versatility to deal with any problem and the power to defeat any enemy.

By their very nature non-spellcasters are limited as they have no ability to heal themselves without spending money to purchase items that may or may not be available within a setting.

You heal your level in HP each night you rest. If you go under bedrest, you heal twice that.

Non-spellcasters can do okay, but if things go south, they have much fewer options to escape and fight another day. I think fighting many creatures is very hard when you don't have a spellcaster, especially if that creature can go invisible.

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Tyinyk wrote:
This thread is a rollercoaster.

I'm sorry, can you be more clear? Do you think this webpage is actually an amusement park ride or do you only mean that the feelings you get while reading it remind you of riding on said amusement park ride?

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I agree. Making it clear what requires "an attack action" (Vital Strike) versus things which allow "an attack" as part of them (Spring attack). Standardization would be nice. Maybe even have it that when discussing the action required in a description, the action is always italicized.

This would make things like Vital strike and spring attack more clear. Something like power attack with no italic action in its benefit do not require an action to use. Telling you that power attack could be used with either feat.

Spring Attack
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Vital Strike
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

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In my case, as a counter-example. The player wanted to push the BBEG. I said he would provoke an AoO because he didn't have the feat to not to, and that the BBEG was a tough martial character, who likely had a high CMD, so the maneuver was unlikely to succeed, especially if the BBEG hit him with the AoO (which applies a penalty of damage taken to the attempt). Basically telling him that unless he got a Nat 20, it was very likely he would get hit, and fail. He still insisted this was the action he wanted to do, because he was sure he could pull it off. Until then I was willing to let him change his action, as he didn't know the system, and so while "shove the guy off the edge" sounds like a quick win, if its near impossible to do so, there is probably a better action to take. So he makes his roll, it isn't a nat 20, and the guy hits him for trying. This wasn't a one instance either, every combat, he would come up with creative things to do, describe them in a very cinematic, awesome fashion, but didn't have the skills/abilities/etc to actually do what he wanted.
Him: "I want to shadowjump behind the ogre and stab it in the neck."
GM: "You can shadowjump, but your turn ends after you jump, because it works like dimension door."
Him: "Ok, but what if I shadowjump above the ogre and have my knife pointed down, I can't take an action but I'll fall on him knife first and do damage!"
GM: *sigh*

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PossibleCabbage wrote:
I mean if you can enchant gauntlets as weapons, then monks can save money on the AoMF, but then you have to keep track of which part each monk attack hits with which is not bookkeeping anybody wants to have to do.

How is this any worse than having to keep track of the 2 weapons you use when Two Weapon Fighting?

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Strange corner cases?

We're in combat, some effect that causes the nauseated condition affects me, it is now my turn. I want to move action 30' to get away from people since while nauseated I can't effectively fight back. But, I have the best sword in the party, so I want to free-action drop it in the square of my buddy who didn't get nauseated so that he can use it instead of me. At the end of my movement, I want to drop prone for the bonus AC I get against the ranged attacks because I'm sure that wizard wants to try to finish me off with a ray spell.

Not exactly a crazy connived corner case.

On the other hand, by allowing free actions, a Bard could continue his bardic performance despite trying to not add his lunch to the performance.

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You can't drop prone in the same square. Move action crawl requires you actually move. You also can't 5-foot step while nauseated then?

No rules say you can go prone as a move action. You can crawl 5 feet as a move action, which makes you prone, but that doesn't keep you in the same square.


Cease Concentration on Spell

You can stop concentrating on a spell as a free action.

Drop an Item
Dropping an item in your space or into an adjacent square is a free action.

Drop Prone
Dropping to a prone position in your space is a free action.

In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.

So, while nauseated, you can't stop concentrating, you can't let go of something in your hands, you can't fall to the ground, and you can't speak. I too will be ignoring this FAQ.

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If retraining is an option, then you could go something survivable at 1st level (synthesist?) and retain your class levels to something stronger once you're out of the dangerzone of low levels.

If class retraining isn't an option, I'm also for druid. You can be practically unkillable at level 12.

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Rub-Eta: I've had a similar thing with some people in my group. One guy had played RPGs for a long time, but didn't want to make any effort to learn the basics of the rules, because he said its role playing not roll playing. Ok, sure, fine, describe what you want to do, and I'll help you figure out the rules that apply. The problem came, when in a fight, his rogue/shadowdancer decides, "I want to bull rush the BBEG off the edge of the platform we're on". I advise him its likely to be unsuccessful, because its the BBEG and he doesn't have any of the relevant feats. He wants to try anyway. He fails and gets hit with an AoO. He gets upset, and asks why his rogue can't use his dex instead of str and this and that to do it. I tell him there are feats and options which allow for that, if thats who you wanted to make, you didn't take those feats, so your guy (despite how you picture him mentally) doesn't know how to use his dex effectively in that attack. Then the BBEG bull rushes him off the platform, as per his strategy. Player gets upset again because "He did it so easy!". Yeah, thats what he was built to do. Small high platform, bull rush PCs. Maybe if you let the fighter get his attention, he wouldn't succeed as easily or as much.

As a result, the player got bummed out, because he focused on feats, abilities, etc that were very useful outside of combat. He was a skill monkey, very stealthy, great at perception and disable device and social checks, but when it came time to combat, he wanted to be as effective (or more) than the fighter who didn't get all that fun stuff outside of combat. "What do you mean I can't shadowjump to the wall 5 feet above the guy and land on him stabbing him in the neck with a free coup-de-grace?"

In the end, we went our separate ways, as he wanted a rule of cool to supersede book rules.

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wraithstrike wrote:
I say hit the FAQ button. It is not clear if they only intended for that to apply to reach weapons or anytime the same situation occurs.

If you take out the parenthetical example you get this:

When making a melee attack against a target that isn't adjacent to you, use the rules for determining cover from ranged attacks.

The example isn't limiting it, just providing one of the most common places it would apply. Anytime you are making a melee attack against creatures not adjacent, you use the rules for determining cover from ranged attacks.

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If its an action/skill type bonus, they are generally pretty good about saying you can/may. Like power attack. You can choose to swing harder, at the cost of being less accurate.

Something like acadamae graduate, reads like an option. You have learned how to cast this type of spell faster, at the cost of possibly being fatigued. Do you always have to use that method of casting it? RAW yes; most GMs I would expect would say you don't, just like you don't always have to power attack.

Something like eldritch claws, I don't think you can choose to not use. You have natural weapons. They count as both magic and silver for DR purposes. You can't make them not that way.

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If you are flat footed, you lose any dex bonus you had, but you still apply a dex penalty.

If you have 18 dex (+4 bonus) you would not apply that when flatfooted.

If you have 7 dex (-2 penalty) you would have a flat-footed AC of 8 (plus any armor/deflection/other non-dodge bonuses).

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It looks like Flagellant is the way to avoid being knocked out via non-lethal. Sad that it won't combo with kineticist though.

Now I'm wondering how Flagellant and Deathless Initiate work.

Assuming I'm at -10HP, and not dead, deathless initiate lets me not be staggered while using DieHard feat. Great. Now someone hits me for 1 non-lethal damage.

Flagellant lets me stay conscious even though current HP (-10) is less than Non-lethal damage (1), but it also staggers me. Does deathless initiate remove this staggered as well? I'm guessing not. Oh well, it at least lets him stay awake and fighting even if he takes some non-lethal.

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Snowblind wrote:
The really stupid interaction between nonlethal damage and those other things is well known. The majority consensus is that yes, that is how it works. 1 point of nonlethal lays you out. It is really, really dumb, but since there is no reasonable reading of the rules which doesn't make the game broken then you are SOL unless you can get houserules to fix it.

Don't you normally have 0 non-lethal damage? In that case, wouldn't any negative HP be "less than 0" and therefore make the feat worthless? In that case, its pretty clear the feat does ignore being knocked out by non-lethal damage.

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Ok, new question regarding my deathless druid. How does non-lethal interact with orc ferocity/diehard/deathless initiate?

Say I have 50HP and regen 5 (acid). I take 50 damage, and am now Disabled. Orc ferocity/die hard only work below 0, so I am stuck at Disabled/Staggered here. If I take a standard action, I take 1 hp damage and can now use diehard/deathless initiate to act normally (taking my now remaining move action and also more damage).

If I am below 0 hp, I stay concious and can fight using diehard and deathless initiate and since I have regen (unless its been shut off) it doesn't matter how negative I go.

If I take 1 point of non-lethal damage, while in negative HP, my non-lethal exceeds current hitpoints, so I am unconscious and orc ferocity/diehard/deathless initiate seem to have no effect on this. Even being a plant and having plant traits (do not sleep) doesn't seem to make me unable to be knocked unconscious. Assuming my attacker continues to apply at least 5 non-lethal per turn to me, I would never wake up, and once wild shape ended, would die because I would lose regen.

Is that the intention of diehard with non-lethal damage? Harder to kill be who cares if you can just tap them once for non-lethal first?

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So starting character around level 6, with a cracked pearly white ioun stone and wayfinder (total cost 3900GP), who is a half-orc with Endurance, Diehard and Deathless Initiate can't die and stays conscious while below 0 HP (provided he was originally above 0 when he activated the ioun stone and put it in the wayfinder) and he can act normally (taking a point of damage for full-round or move and standard). How have I missed this?!

I'm trying to think what class would go best with that.

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deusvult wrote:
Yeah, you technically may roll the reflex save. But if you're still in the pit, you fall regadless of that result as the save does not allow you to defy gravity.

If you make the save, you are placed in the nearest open space. That is the effect of succeeding on the save.

If you fail the save, you are not moved and fall into the pit. That is the effect of failing the save.

You can't move outside of your turn anyway. The success on the saving throw is what moves you to the nearest open space. Its not a movement, its the effect of success on the throw.

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taldanrebel2187 wrote:

Do we really think the game developers intended to give level 4 magus a pounce ability? Sorry guys this is common sense.

If the spell text trumps full attack you get a single attack as per the spell. There are no similar spells of similar level and strength. RAI seems clear here. It was intended to provide magus a charge ability with a bonus attack. Not pounce.

No, they intended for the magus to be able to cast a spell to gain all of its benefits, as well as get a full attack action.

So the magus as a full-round declares spell combat. He casts bladed dash.
He gets to move up to 30 feet in a straight line, and attack one creature along that line. He then gets to finish his spell combat, which is his full-attack sequence.

He alternately could cast any other level 2 magus spell he knew and had prepared, and gain those benefits instead.

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_Ozy_ wrote:
Tarantula wrote:

There are plenty of examples of arrow nocked on a bow held in one hand. You only need the 2nd hand for actually firing/reloading the bow.
Do you have any Pathfinder examples where having an arrow at the ready provides any mechanical difference compared to free action drawing?

Sure. You have to spend a free action to draw an arrow and reload the bow prior to shooting. If someone readied an action for "when he draws an arrow I sunder his quiver" then you would not be able to shoot unless you had some other source of arrows. If the bow was already loaded, you would have gotten to shoot once, then draw an arrow which would have triggered the readied action.

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The tentacles cannot see. Therefore the target is not invisible with respect to the tentacles. Thus invisibility has no effect in respect to the tentacles. The same way that being invisible doesn't give you a 50% miss chance for being in the area of any other spell.


Ignoring Concealment: Concealment isn't always effective. An area of dim lighting or darkness doesn't provide any concealment against an opponent with darkvision. Characters with low-light vision can see clearly for a greater distance than other characters with the same light source. Although invisibility provides total concealment, sighted opponents may still make Perception checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Stealth checks if moving, or a +40 bonus on Stealth checks when not moving (even though opponents can't see you, they might be able to figure out where you are from other visual or auditory clues).

Varying Degrees of Concealment: Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly.

The fact that the tentacles affect all creatures in the area, not by sight, makes it pretty clear they aren't seeing a creature, so in respect to the tentacles, there is no concealment.

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_Ozy_ wrote:
Tarantula wrote:

Reload implies that it was previously loaded.

If they intended that you could load the bow as part of the AoO, they would have said "load" not "reload".

Reload implies nothing of the sort. In fact, there is no difference in pathfinder:

In english, you cannot reload something until it has been loaded. Once loaded, then you can reload the thing.

_Ozy_ wrote:

All reloads are 'loads'. In fact, how could it be anything but the same? If I shot a bow last round, am I 'loading' it or 'reloading' it if I shoot again this round? What if I shot it 1 minute ago, or 10?

What is the time cutoff for your word 'previously' which turns loading into reloading? There is none, they are the exact same action.

Yes, all reloads are loads, that is what the word means. "Load again." The FAQ using the word reload implies that they had in mind that the bow was loaded, and that you are firing it, and reloading it so that it is ready for the next attack of opportunity. The FAQ question is if multiple attacks can be made with a bow. The answer was yes, because you can reload the bow as part of the attack. If the bow isn't loaded, then you can't make an attack. If you can't make an attack, then you can't reload it as part of that attack.

So, you have a loaded bow. Someone provokes. You shoot them, and reload the bow as a free action. Someone else provokes, you shoot them, and reload as a free action.


You have an unloaded bow. Someone provokes. You can't attack because you are not loaded, you can't take a free action to reload because you are not attacking.

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Reload implies that it was previously loaded.

If they intended that you could load the bow as part of the AoO, they would have said "load" not "reload".

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RAW: Its not defined so I'd default to Line of effect.

Personally I'd houserule you have to be able to make an attack into the square the enemy is in. You could feint with a ranged weapon, by drawing back and pointing toward the enemy for example, or with a melee weapon by faking a swing. I don't see how you could feint outside of your reach without a weapon though.

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Grey_Mage wrote:

Thank you for the lengthy replies. My contention was wands being declared a weapon only to qualify for the exception for drawing on the move. My argument was it's not a weapon, but I understand you all are not declaring it a weapon-like object for drawing, you are declaring it a weapon outright along with anything else.

This is a slippery slope I'm not entirely comfortable with, but not sure why. Maybe it's all the Haversacks I bought that are unneeded under that interpretation. Perhaps it's because it benefits PC's more than NPC's who are more likely to use potions rather than wands, but there are posters here saying they are a weapon to. I think they would have to be to maintain the proper balance. If not my NPC's will favor wands for the same reason and my PC's will be burdened with lots of wands with only a few charges each, overwhelming any "readied slots" but that will cheapen them.

Haversacks let you 1) have a stored item retrieved with a move action (even in a really full backpack)

2) not provoke for drawing whatever it is you are pulling out
3) Reduce carried weight because it is all extradimensional

Versus weapons and weapon-like draw as move which
1) are only a move action to draw
2) don't provoke because they are weapon like
3) MUST be within "easy reach". A condition determined by agreement with the player/GM with reasonable limits on it

Haversack basically makes anything you put in it "easy reach" but you can't combine drawing from the haversack with a move action. While "easy reach" is determined by the player and GM as to what they like in their game.

I don't see overlap between the two.

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The Human Diversion wrote:
Tarantula wrote:
How many swings do you give the cockroach before its "not a weapon"? Cause, a potion bottle might take three or five...
I can kill a roach with a Mio bottle, and that's gotta be a bit smaller than a potion bottle in fantasy RPG settings. Doesn't matter if it'll shatter on first swing, if you can draw a spiked chain or a warhammer as part of a move, there's no reason in my sad little mind why you can't draw a scroll or a potion as part of a move as long as it's not stowed in a backpack or bag.

I just want to be clear, I am in full agreement with you.

Not just for killing a cockroach, but really, if anything could potentially be used as a weapon, and reasonably stored in a way that is readily accessible.

Really, I say write down where things are stored on your character sheet. If you have a large amount of things, let your GM know. If you're on such completely different pages from your GM as to what is "reasonable" then once it comes up, have a chat, and go over what you have readily accessible. Problem solved.

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lorenlord wrote:
Devilkiller wrote:
I played a gnome alchemist once too. He failed a Will save and was compelled to blow up the party's Oracle. I know which PC I'd rather travel with.


Yeah, once I got him flying and either dropping bombs that exploded in a 20' radius or turned into 80' long strafes, the party (and the townsfolk) got really nervous lol.

I also once had a gnome alchemist. Our party barbarian failed a will save and became confused and obliterated him in a combat. The party later sent him out on a funeral pyre.

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Amrel wrote:
Claxon wrote:
Dustyboy wrote:

Well if unarmed strike is in the monk category, and taking crusader's flurry with lance.. Would that not extend pummeling charge to lances?

No. Pummeling Charge/Style is specified only to work with Unarmed Strikes. The only possible way to make it work would be Martial Versatility. However, since Pummeling Style isn't a feat that you choose a weapon to work with, it just happens to be restricted to unarmed strikes only, I don't think that works either.

You can make a pummeling charge while mounted, but you can't use a lance.

Actually it just says "a feat that applies to a specific weapon." And pummeling strike applies specifically to unarmrd strikes. It does not have to be a feat you choose a weapon with. So this might work.

Shield slam works only with shields. You can't use martial versatility to change shield slam to work with longswords.

The proof is in the example provided. The example shows it is for abilities which you choose a specific weapon for. Abilities that work only for a specific weapon get no benefit from martial versatility.

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Your best bet is to ask your GM if you can simply subtract the cost of the +3 from the armor, and add on the cost of a +1.

Base price: 22,400
+3 costs 9,000

Removed +3 = 13,400
+1 costs 1,000

Add +1 back in, 14,400.

Since you aren't wanting to change any of the other properties of the armor, that is how I would price it. Then ask if you can either craft or find +1 celestial armor instead of the listed +3 at this cost.

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Murdock Mudeater wrote:

Sorry, wrong quote. The "when applying poison" is part of the poison use ability. Example, poison use from the assassin prestige class:

"Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison)."

Under the poison rules, there is one paragraph that actually covers two concepts:

Part 1: "Applying poison to a weapon or single piece of ammunition is a standard action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison."

Part 2: "Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder."

Part 1 regards applying poison to a weapon and is what is covered via poison use. Part 2 is in regards to rolling to hit and is not applying poison, but an additional feature that functions on attack rolls with a weapon with poison applied to it.

The key confusion is that the natural 1 should also be 5%, but if you read the two closely, these are clearly different effects, as one consumes the poison and the other doesn't.

This is also why many of the classes with poison use also feature high poison resistance or immunity, as they normally risk poisoning themselves when they attack.

Again, you are ignoring my quote. I will requote it for you.

Applying poison to a weapon or single piece of ammunition is a standard action. Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. Characters with the poison use class feature do not risk accidentally poisoning themselves.

Notice how in this paragraph, it discusses 2 things. 5% chance to poison yourself when applying a poison to a weapon. And Natural 1 poisoning yourself when attacking with a poisoned weapon. It then goes on to say that characters with poison use do not risk poisoning themselves. It makes no qualifiers on this statement, so all poison use negates all chances of poisoning, both on application and attacking with poisoned weapons.

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Murdock, in the Poison section which I posted above, there is no mention about "when applying poison." It merely is "do not risk poisoning themselves." Which means both applying or attacking.

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Better rogue talents. Less "once a day" more "as an action".

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wraithstrike wrote:
Otherwhere wrote:
Tarantula wrote:
I'd agree that its both. Its options which are so worthless they shouldn't have wasted the paper on them, and its options which are too far into power creep that they turn older options into worthless ones.
I dont think "being created first" should offer any option protection. That is why I dont mind other classes replacing the rogue.

I don't either. My problem is power creep. If new classes are 30% more damaging in combat that the original classes, then adventure paths written when only the original classes existed are going to be a walk in the park for the new classes. Likewise, APs written after the new classes might be too hard for average original classes to effectively fight. Or, they'll be geared for the original classes, and the new ones still have a walk in the park ahead of them.

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Xah Doom wrote:

Interesting idea.

In real world terms (cause we know that always helps in fantasy :) ),
a Chimp walks on 2 feet (land speed) slower than it climbs across the ground with hands and feet (climb speed).

Food for thought.

Climbing across the ground isn't a thing. You aren't "climbing" any more than you can fall off the ground.

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Avatar-1 wrote:
johnnythexxxiv wrote:
I could actually see this becoming a potential problem if you replaced 'fighter' with 'rogue' or 'monk' thanks to (improved) evasion.

The way a reflex save works when you're in the middle of a fireball is already difficult enough to wrap your head around.

If someone wants to willingly jump in the way of a fireball as a readied action, I'd rule that's the opposite of trying to "evade" it, and I'd give them a standard reflex save for half, but not their evasion benefit.

I think that's a pretty generous compromise for such a foolhardy maneuver.

If I let someone purposely intercept the fireball, it would be at full effect. No save.

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Dilvias wrote:
Be sure to take an extra limb or two so you can fight from the ceiling. (I think I've had nightmares about things like this.)

Interesting idea. If you take 2 limbs, do you now have hands which you now have to use while climbing?

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Without handholds. A cave ceiling is varied, not smooth, and has various cracks and crevices in it which someone could grab onto.

A wooden drop ceiling is flat, and has no available hand holds, so no climbing on it.

And yes, my earlier point was that if you can't fall from the place you are at, if say, you chose to stop climbing, then you aren't actually climbing, you are merely standing in that space. Climbing isn't defined because it is assumed the players understand what it is. Trying to climb across the ground is as nonsensical as trying to fly through the water with a fly speed.

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"Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20."

So, because a spear is not normally made 100% of steel, it doesn't get the adamantine HP/Hardness bonus.

"Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. ... Darkwood has 10 hit points per inch of thickness and hardness 5."

Spears are explicitly called out as benefitting from darkwood, so you could have a darkwood/adamantine spear, with the darkwood Hp/Hardness and adamantine for dr/sunder attempts.

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Nicos wrote:
wraithstrike wrote:
This is the first time I have seen bloat = "too many weak options". Many people complaining of bloat just say that causes power creep, option paralysis, and so on. So it might be a good idea to for anyone using the term bloat to give their definition so they are not put in the wrong group. With that said bloat is not the problem if the complaint is about trap option. We as a community need to let the devs know that "floor" of power for feats needs to be higher.
perhaps Bloat= Options that overshadow previously balanced options or are just so horrible that nobody take them and are basically page filler.

I'd agree that its both. Its options which are so worthless they shouldn't have wasted the paper on them, and its options which are too far into power creep that they turn older options into worthless ones.

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Indeed. If the summons make the enemy creatures spend attacks on them, that is attacks your fighter/barbarian/paladin/whatever didn't have to take, and is healing spells you don't need to cast. So, summons are powerful as an anvil for the martials (hammer) to smash the enemies against. They also block charge routes, protect the squishies, take up space, and often have decent secondary effects on their attacks (grapple/trip/blind/poison/etc).

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Best bet is to go with a Elven curve blade if you want a finessable 2 hand weapon.

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the secret fire wrote:
Matthew Downie wrote:
I think there's a guy with a sack full of scrolls who follows adventuring parties around from village to village hoping they'll buy something.
Actually, there's this little hobbit/leprechaun thing that follows you around with a big sack of potions slung across his back. Occasionally, the little freak appears at the left edge of the screen, and you've got him and punch him and whack him with your sword and stuff as fast as you can before he exits stage right. For every blow you land, he drops a potion. Thing of beauty. High magic for the win.

Ahh golden axe. Fantastic!

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TriOmegaZero wrote:
I don't know why you think the GM is going to give Chess the resources to overcome these house rules..

He won't. They'll die, and then someone who isn't a !@#$ can GM.

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Ragnarok Aeon wrote:

The answer is actually in the rules section you quoted

Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Yes I know, but which parts are severed? Which part is the "main" part which regrows? If I put a troll through a wood chipper, what part regrows into a new troll, and leaves the rest to all die?

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It says "any magic weapon coated". The weapons section of magic items says, "Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon."

Since the ammunition fired is treated as magic only for the purpose of DR, which ghost touch is not, I would say no, mundane arrows with balm shot out of a magic bow do not get ghost touch.

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Anzyr wrote:

High magic starts at the cantrip level to be perfectly honest.

Need Water? The most important thing for civilization? Any society can now get started for the low low price of Create Water.

Oh yeah, water which disappears after a day if not drank. At the whopping rate of 20 gallons/minute (for level 1). Its not like you can keep a town irrigated with that.

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