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Is there a link to the crit charts somewhere that I missed?
I apologize if any of my phrasing came across as overly harsh. I have advocated for years that the rules need more precise editing to avoid exactly this sort of situation.
In the meantime, yes, I do understand the rules that are written and published. They are in fact extremely clear (even though what they clearly say is frequently not what was intended, which is likely the case here). I also understand that many people interpret "double the total amount of damage" as something other than "find the total amount of damage (using normal rules for doing so), and then double that number". That continues to not be what the ability says.
The key wording here is "total amount" in the text of Mythic Vital Strike, right along with "total the results" in the text you quoted. Foe-Biting doubles the damage after you "total the results", because only then do you have the "total amount" to double. Specific overrides general. Anything else is a house rule, and house rules are perfectly fine. RAW and RAI conflict all the time, and not every game has to be run by RAW. However, please at least be honest that that's what you're doing.
Chernobyl, "Legendary Item" is a path ability, not a mythic feat. As worded, you'd only need to be Mythic Tier 3 for Foe-Biting.
It was not "clarified". It was justified in sloppy wording based on a torturous interpretation that no rational English-speaker could accept as the actual meaning of the words printed in the feat text.
Now, I did say that the way it's worded probably is not the way it was intended (and even gave a few different possible wordings that are better than what's there now). I agree that it currently is significantly stronger than what the writer(s) intended. However, sloppy reading does not excuse sloppy writing. It needs to be either errata'ed or accepted as written, like many other bits and bobs in this system.
Similarly, the Foe-Biting mythic property actually does double the damage. Read the wording:
When this item deals damage, its user can use mythic power to double the total amount of damage it deals.
That's not increasing the multiplier, that is dealing *double the total amount of damage*. Explicitly. There is no other reasonable way to read that text.
If that is not what was intended, then the wording needs to be fixed so that it matches the intent. Again, sloppy reading does not excuse sloppy writing. The rules do what they explicitly say they do. If you want more justification for why that would actually do twice the damage, remember the PF override philosophy: specific overrides general. In general, double a double equals a triple. In this case, you double *everything*, not just the base damage. More specific means the ability wording takes precedence.
It's correct. Krieg really needs to take a look at the actual wording of Mythic Vital Strike, and then find a way to get enlarged. That will take the base damage from 2d8+35 to 3d8+37, but on a Mythic Vital Strike it's 6d8+111, in your scenario with a second hit and Foe-Biting it adds up to 24d8+444.
Mythic Vital Strike text wrote:
Whenever you use [a Vital Strike feat], multiply the [bonuses that would normally be multiplied on a critical hit] by the number of weapon damage dice you roll for that feat.
So, the more dice of damage your weapon has, the higher your multiplier.
I'm pretty sure this is not actually what the writer intended, but without errata, this IS what it actually tells you to do.
(It probably should say to multiply by "the number of times you roll your weapon damage", or perhaps even "by 2 for Vital Strike, 3 for Improved, and 4 for Greater".)
Nope. The only thing they'd need those for would be making alchemical items (using Craft Alchemy to make alch fire/acid/frost and such) or making potions (using Brew Potion), both of which explicitly spell out the cost of crafting. The Bomb ability and Extracts ability do not require buying materials.
It would be reasonable (IMO) to allow a feat that lets you exclude creatures from the aura. Selective Channel does that for channeling, so there's really no mechanical reason not to have one for SLAs or domain abilities. Up to the DM, of course, and for many of them "Players Can't Have Nice Things" is a way of life.
ETA: Unless I'm reading the ability wrong, it says you can use it 1 round per cleric level per day, not Wis mod + 3.
race: 1d10 -> 3 = Dwarf
weapon skill: 30 + 2d10 ⇒ 30 + (10, 4) = 44ballistic skill: 20 + 2d10 ⇒ 20 + (8, 10) = 38
strength: 20 + 2d10 ⇒ 20 + (6, 10) = 36
toughness: 30 + 2d10 ⇒ 30 + (5, 7) = 42
agility: 10 + 2d10 ⇒ 10 + (3, 5) = 18 (Shallya's Mercy) = 21
intelligence: 20 + 2d10 ⇒ 20 + (4, 10) = 34
willpower: 20 + 2d10 ⇒ 20 + (10, 5) = 35
fellowship: 10 + 2d10 ⇒ 10 + (8, 3) = 21
Attacks = 1
wounds: 1d10 ⇒ 2 = 11
Str bonus = 3
Toughness bonus = 4
Movement = 3
Magic = 0
Insanity = 0
fate points: 1d10 ⇒ 3 = 1
starting career: 1d100 ⇒ 61 = Runebearer
height: 1d10 ⇒ 8 = 5'0"
weight: 1d100 ⇒ 35 = 130
hair color: 1d10 ⇒ 8 = dark brown
eye color: 1d10 ⇒ 6 = brown
distinguishing marks: 1d100 ⇒ 16 = tattoo
siblings: 1d10 ⇒ 9 = 2
star sign: 1d100 ⇒ 12 = The Limner's Line / Sign of Precision
age: 1d100 ⇒ 8 = 25
birthplace: 1d100 ⇒ 11 = Roll on Human Birthplace table (at end)
name: 1d100 ⇒ 68 = Nargond (really?)
human birthplace: 2d10 ⇒ (7, 6) = 13 (7, 6) = Reikland, poor village
This is a horrifically bad idea on many levels. The entire point of having individual states in the first place is so that the government (of each state) can be tailored to the needs and preferences of that state. If you don't agree with what your state provides/requires, you either move somewhere you like more, or you work to change the system in your state. Having one big monolithic government morass would only guarantee misery for everyone.
Polymorph Any Object can be used to change one creature to a different creature. If the target creature has class levels and the "end" creature has racial hit dice, how do they interact? As far as I can tell, the subject would get all the racial hit dice and abilities, with their own class levels and abilities on top of that, potentially making some very powerful combinations.
Also, does the "end" creature keep the default attribute scores for that creature, or are they affected by (or replaced by) the spell's target's ability scores?
Interestingly enough, the very name "Vital Strike" implies that it would work very well with Sneak Attack. Yet another case of flavor and mechanics not matching.
The only way Vital Strike is good (in this case, good = worth taking) right now is if you have Mythic Vital Strike and a multiple-die weapon (greatsword, etc), and even that is probably unintentional.
My take on backstory is that it's generally not worth the effort, for two main reasons.
First, my experience has been that most GMs will use your backstory to force you into things you wouldn't otherwise do. Some family member gets kidnapped, or your hometown gets razed, or some other similar tragedy occurs. If I take the time to write up a family and hometown, it's because I want to have a family and hometown, usually so that I can go visit or retire there. If the GM is going to take that away, where's my incentive to spend the effort to write it? If it's only going to be used as a lever against the player/character, why doesn't the GM write it up himself?
Second, starting at first level is really not that interesting, especially after you've done it a half dozen times already. Low level characters have few interesting options, in or out of combat, and when someone insists that your backstory has to match what you would have been capable of at (or worse, before) level 1, the scope of that story is extremely constricted. There's only so many things a Ftr 1, or a Rog 1, or even a Wiz 1, can plausibly do, and after the first few they start to blend together.
Now, if I were able to start at say, 3rd or 5th level, my character would have interesting choices to make. It could actually do something interesting, and that would be worth writing about. However, PF and in particular the Paizo APs do not encourage that. Every campaign, for some reason, has to start with dirt farmers, street urchins, and "wizards" who have 4 spells and then they're unable to meaningfully contribute for the rest of the day.
I wish that weren't true, but that's been my experience for the past several years.
If you and your GM agree on what interpretation is the right one, then sure, it's an interpretation. When the rules can be read both ways (reasonably and grammatically), and you don't agree on which is correct, then you've wandered off into the forest of what's known as Magical Tea Party. At that point, the rules themselves don't matter (because you don't agree on what they mean), and you're reduced to asking "mother may I" for everything you want to do.
Far too many gamers have had (or do have) a GM that wants to keep control over every little detail, and consistently rules against them when there is the slightest pretext for doing so. If you don't think that happens on a regular basis, look at some of the threads on how Wish gets twisted. Having clear rules that don't need interpretation is the only real solution to that problem, other than simply finding a different GM, which may be difficult depending on the RPG landscape in one's area.
It's entirely too easy to write this off as "player entitlement" and "abusing common sense" (or from the other perspective, "tyrant GM" and "abuse of power"), when in fact it's more about harmony between viewpoints of player and group/GM. When everyone reads the rules the same way, everything works better. When two people have different ideas about what something means, then there's a problem. The problem has a simple solution - have clear rules to begin with, that aren't subject to interpretation or differing context between the writer and the reader.
Pretty sure this doesn't work. You can't use a medium 2h weapon on a small character without something like Powerful Build. A medium 1h weapon would be a 2h weapon for that small character, on top of the -2 size difference penalty.
From http://www.d20pfsrd.com/equipment---final/weapons :
Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Exactly. You cast ZoT, but you have no idea whether it worked on any particular target, so you still have no idea whether the target is lying. In which case, why bother to cast it? You just wasted a 2nd level spell slot for no benefit whatsoever.
By any reasonable standard, any character wise (or intelligent) enough to cast the spell would also be wise enough to not bother, simply because the outcome is still just as ambiguous as without the spell.
They also don't often bother with stopping the "foolishness" at its source, which is (usually) poorly worded rules text. A little more time spent editing for clarity would eliminate a lot of arguments about RAW vs RAI down the road. If more of the rules were clearly written and internally consistent, then the devs could spend more time working on new content rather than fixing holes.
Was playing in a game a few years back that centered on recovering a lost ally from a previous campaign. Apparently in the original campaign she was a paladin who got killed and later reincarnated in Ravenloft, but came back as an erinyes and then got sucked into hell.
Party jumped through hoop after hoop to get her back, and along the way we found out that the "agent of your deity" that the cleric had been Commune-ing with for information has been lying to us the whole time.
So, we teleport to Celestia or Nirvana or whichever plane it was, and the guy decides he has to stop us from actually talking to Sarenrae and being able to straighten things out. Dude's a Solar, roughly 8 CR above the party, and he has friends along. We try to talk him out of whatever he's up to, no luck. We're all wracking our brains trying to come up with some way around this guy without him killing us all (and we're all paladins and clerics, so we don't really want to kill him if we can help it).
And then, I notice the 1st level sorcerer bloodline power on my character sheet, that I had never used and didn't expect to... Corrupting Touch, which makes the target radiate an aura of evil as if they were an evil outsider. I tagged him with it, and the GM allowed that to let Smite Evil and such work on him. It was a short fight after that.
Snap Shot says initiative is treated as roll of 20 for surprise round but "may only take an attack action with a ranged weapon". Does that mean that if any attack is made, it must be with a ranged weapon, or does it mean that the only action you get at all is an attack action (specifically, one with a ranged weapon), and Ambush is worthless if you have or plan to get Snap Shot talent?
Does Celestial Poisons work with Poison Bombs? It says "poisons the alchemist administers to a weapon" but from Bomb class feature, "bombs are considered a weapon". If you're changing the bomb damage type to a poison effect (which Cloudkill is), it seems to me that you'd pretty clearly be adding poison to a weapon.
"Probably" no - RAW, it would change from Range: Touch to Range: Close, but the actual effect would still end if the target went beyond close range.
I could definitely see a GM ruling that it would increase everything by one step, for example allowing you and the target to cast Range: Close spells on each other so long as you were withing Range: Medium from each other... of course, that would require putting Reach on all your CLW and such, but might be worth it.
If your GM is very lenient it would probably work like you seem to hope, allowing Range: Touch spells to be extended to Range: Medium.
I don't think it'd be that much of a balance issue either way.
Screenshots, or multiple saves. If you save in a small-ish building (as opposed to outdoors or in a huge dungeon), they should load pretty quick. Also the load savegames screen shows character names shown in addition to the (small) screenshot of the save location.
As far as starting equipment goes, not really a problem. You can use console commands to give yourself whatever item you like. It's not really cheating since you're only doing it to make characters anyway :)
Tilde/backtick key ('~' / '`') brings up the console, 'help "itemname" 0' will give you a list of all items matching the string and their itemcodes (which look like '3600df2c' or similar), then 'player.additem itemcode 1' will give you 1 of that item.
I'd suggest Skyrim, especially if you have a PC that can run it. I suggest PC because there are mods that you can install that will let you get a lot more mileage out of it as a character generator, including hundreds of pieces of armor / jewelry / weapons. It's got several types of elf, an orc race that would do nicely for half-orcs as well, and several human ethnicities. Decent control over character appearance, although again mods can give much more.
Suggested mods for something like this:
I'm in search of a good module or part of an AP that can be used as the demiplane workshop/laboratory of a crazed summoner/elementalist (oriental 5-element type). Even pointers to bits and pieces that I can kludge together will be appreciated.
As a sidequest for two of the characters in the Age of Worms game I'm running, they helped clear out an old dwarven stronghold that had been taken over by an immortal summoner. Backstory is that the guy couldn't be killed, so they stuck a wounding sword in him and just sealed him up in walls of stone forever. However, some hundreds of years down the line, a group of miners thought the legend was just that, and accidentally woke him up (understandably mad in both senses of the word). Guy starts summoning various elementals (refluffed golems) and wrecking the city, forcing the dwarves out.
Long story short, they killed him (discovered his weakness and exploited it) and found a strange glowing crystal in his belongings. My (vague) idea was basically that it was the "tuning fork" for a demiplane he'd created long ago. Well, the group's caster just got plane shift, so they want to follow up on the storyline.
I have a few treasure and creature ideas for what they'll find, but I've been spending most of my creative energy trying to write up the Test of the Starstone for another character in this group (much later down the line, say 17-19th), and they caught me slightly off guard wanting to go investigate now.
Are there any good modules around level 12-16 (or higher, I can tune things down to fit the characters) that have this sort of theme, or something that could be refluffed to fit?
That's sort of the problem though, the only place the rules limit a character to one natural attack per limb is when you're making natural attacks in combination with manufactured weapons or unarmed strike. Nothing about that sentence indicates the limit applies when only making natural attacks.
As as far as gaining multiple attacks on the same limb being ridiculous, what about the helm of the mammoth lords? If you use that do you lose your racial bite attack?
Let me reiterate again, we're not talking about "common sense", we're talking about what is or is not actually written in the rules.
Edited to add: to be perfectly clear, I agree with you folks that it *should be* limited to one per limb. The problem is, nothing in the rules (that I can find) actually supports that limit.
Is there a limit on how many / what kind of natural attacks a character can get or use? A friend and I were doing a thought experiment and came up with a build that gets 8 natural attacks at level 6 (6 claws and 2 bites). Neither of us can find any rules text that indicates it wouldn't work.
Here's how it works:
Ranger 2 -> natural weapon combat style -> aspect of the beast (claws of the beast) = "grow a pair of claws"
This is with no race or ability prereqs at all. Is there any actual rule reason this wouldn't work?
(And yes, I know there are weaknesses to this build. Like I said, thought experiment.)