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Specifically, the PRD says for Saving Throws Against Magic Item Powers in the Magic Items section:
Saving Throws Against Magic Item Powers
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
For the caster level, under Determine Effect in Scrolls PRD entry it says:
Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.
Bradley Mickle wrote:
Assuming you have Combat Reflexes (the ability to make more than one AoO per round), you could make attacks any time a creature provokes. Moving into a threatened square doesn't provoke (so not at 15). Moving into 10 would provoke, and moving into 5 would provoke. As long as you can reload as a free action, you would get two attacks.
The movement would only provoke one AOO. From the PRD: Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.
A 5 foot step is not an action at all and, under Ready, the PRD says:
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
Using the Sorcerer class, is there any effect out there I can use that doesn't affect my allies for shaking and sickened conditions?
Selective spell only effects instantaneous spells. Vision of hell and stinking cloud are not instantaneous, so it won't work.
Eugenio Masini wrote:
It is powerful, but it does not wipe out an entire school. First, the caster of the charm or compulsion must be evil (this second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion) and the charm or compulsion must be one that will "exercise mental control". Charm person would be effected, feeblemind would not be effected, nor are spells such as sleep and confusion and, presumably, hold person. See the FAQ here.
There may not have been splash weapons doing more than one point of damage, but there certainly were area spells.
I fully understand that area of effect spells do more than 1 point of damage. The point is that splash weapons would not have been called out as doing fifty percent extra damage to swarms unless they were, in fact, capable of doing more than 1 point of damage.
I completely agree.
Yes, but at the time the rule was first published for Pathfinder there were no alchemists and alchemist bombs. Until the alchemist came along splash weapons could only do 1 point of splash damage, making the language about 50% damage pointless unless swarms were meant to take full damage from splash weapons.
That brings up a good point. If swarms only take splash damage, then there is no point is stating that they take an additional 50% damage from splash weapons as 50% of 1 point of damage is, in PF terms, still only 1 point of damage.
FYI, a large creature with a reach weapon has a 20' reach. From the PRD:
Large or larger creatures using reach weapons can strike up to double their natural reach but can't strike at their natural reach or less.
Bast L. wrote:
A couple of things you may or not be aware of. The save bonus from protection from evil does not stack with a cloak of resistance. Also, mirror image does not help against many types of spells, such as AOE spells. Also, an image is shattered each time an attack misses by five or less. Keeping these in mind as well as the other advice given should help.
I know they do. I rely on it quite often. The point is that you should not NEED to rely on the GM Shared Prep site. Again, if you have to run cold, a not uncommon occurrence, you will not be able to access that site.
I would like to thank the Paizo team for looking at ways to make PFS better. One way to make things easier for the GM is to either have the stat blocks at the end of the scenario or have them as a separate file. This way, it will not be necessary to constantly flip back and forth when running a game. There have been several scenarios that I have run (cannot remember the names) where, in a later combat, you were told to use a stat block from the first encounter. If you have time to prep you can just print out the pages but if you have to run cold it makes things very difficult. Also, if complete stat blocks can be included rather than a reference to a Bestiary or NPC Codex entry, that would be great. Thanks for the great work.
First off, how is he applying quicken at all? At 3rd level he can still only cast 1st level spells. Quicken applies a 4 level spell adjustment and he would need to be 10th level in order to cast a quickened 1st level spell.
That is not correct. You can take a 5 foot step and move action in the same round as long as the move action is not used for actual movement. "You can move 5 feet in any round when you don't perform any other kind of movement". Drawing a weapon is not movement.
In addition, under the description of move actions, only moving your speed is listing as preventing a 5 foot step. This means you can draw a weapon, stand-up from prone, direct a spell, etc., and still take a 5 foot step.
You would be correct. The example in the Core Rulebook involves a 3rd level paladin who can use a wand even though not of a high enough level to cast spells.
I was playing a fighter level 4 made for melee and tanking and there was an opponent flying at a distance, with nothing else I could do I wanted to shoot it with my bow. In my group they say that unless you have the feat "Rapid Shot" then you can't take a full round action to shoot your bow twice. The way the feat describes it's benefits though makes it seem more like the "Two Weapon Fighting" equivalent to ranged attacks. So my question is whether or not you can use a full round action to shoot a bow twice in a round without using "Rapid Shot"?
Yes, as long as your BAB is +6 or more which would allow you to attack more than once as part of a full attack. At 4th level you are limited to one attack.
This is not correct. You can absolutely move then fire your bow or fire your bow then move. What you cannot do without the feat is move, fire your bow, and move again. Think of it as spring attack for ranged weapons.
Specifically, in the Combat section when describing being flat-footed:
Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.
He is the mayor in American Hustle.
Craft Cheese wrote:
I've been playing with it for a while: It's mostly fine, honestly. It means spontaneous casters can make use of Quicken Spell (one of the most important metamagics for prepared casters) and it gives them an extra edge of in-encounter flexibility over prepared casters. Things only break down when you combine this with certain things that assume full-round action casting times for spontaneous metamagic, like Arcane Fusion (and the entire Arcanist metamagic mechanic). But those problems are patched easily enough.
Spontaneous casters already can use Quicken Spell. See Metamagic Feats. Quicken Spell is called out as a specific exception to metamagic feats taking a full round action when used by spontaneous casters.
Will Johnson wrote:
I'm not sure the bomb was errant.
There is no handedness in Pathfinder. The two-weapon fighting penalties only apply if you take an extra attack with the second weapon. In this example, the character can take an AOO with the dagger if someone came close enough to provoke and would not take the two-weapon fighting penalties. See this FAQ entry.
Will Johnson wrote:
It sounded better than "Rabble of Galt..."
Guide to Pathfinder Society Organized Play Version 4.3 wrote:
Select your character’s class and race from the choices offered in the Core Rulebook. You may also select aasimar, tengu, or tiefling as your character’s race with access to the proper Additional Resources book. Additional class and race options from resources like the Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG Ultimate Combat, Pathfinder RPG Advanced Race Guide, and Pathfinder Campaign Setting: The Inner Sea World Guide are generally available with few or no alterations, as well.
The only legal race choices are from the Core Rulebook and aasimar, tengu, and tiefling, unless you have a convention boon allowing you to play another race. The section you quoted regarding class and race options refers to things such as archetypes, alternate racial traits, etc. Goblins are NOT legal for play.
The Undead Lord archetype is banned. See Additional Resources.
Pathfinder Roleplaying Game: Ultimate Magic
Anyone playing the magus playtest version must have updated his or her character as of 5/19/11. The following are NOT legal for play:
The store charging is not the issue. It is the store saying charging a table fee is required by PFS organized play as well as saying that the store owner is a Venture Officer when he or she is not. Those are the issues, not charging for a table.
From the conclusion of First Steps, Part I:
First Steps, Part I wrote:
It is clearly intended that the PCs will earn two prestige points as long as they completed three of the four tasks.
I will make the trip as well. As far as locations, you may want to see if a local community center has rooms available or if the library has rooms that could be used for this. Another possibility is a restaurant with a larger "banquet" room, such as Coco's or IHOP. I know from going to networking groups that meet at such places that often you just need to agree to buy dinner and they will give you the room.
Pirate Rob wrote:
I am very much looking forward to it.
We have setup a Yahoo group for PFS members that play at a particular store. I would like to post a copy of the current organized play guide (Version 4.0) in the "Files" section of that group so people can readily access it. Two questions: First, is there a way to get a non-watermarked version of the guide and, second, if not, can I use my personalized version and post it for others to download? I know I cannot do this with scenarios, but am not sure if there would be any restrictions with regard to the play guide.
You can also make an AoO prior to acting in the round if you have the Uncanny Dodge class feature, since you are not flat-footed. See under Flat-Footed.
I know this has been discussed previously, but I was wondering if the developers had changed their minds about not allowing vital strike to be used on a charge. The reason for this comes from the Inner Sea World Guide. Specifically, on page 315, under the Treerazer entry, it states:
Treerazer begins most combats by casting time stop and raising an antiplant shell to prevent plant creatures (including creatures under the effect of his aura of corruption) from approaching. If he has time, he also creates walls of thorns and summons demons (usually four nalfeshnees and 12 hezrous). In melee, Treerazer gleefully takes up Blackaxe and makes full attacks against the closest foe, or Greater Vital Strikes if he’s forced to move or charge.
Either they have changed their minds about Vital Strike and charging (and not told anyone) or this was a mistake and needs to be corrected in a future update. I would just like it cleared up.
I am getting ready to run this on Monday and have one question. It is a DC 17 Perception check to notice the ghast to the left of the entrance to the room he is in. Why wouldn't the ghast, assuming he was aware of the party, move to his spot and then attempt a stealth check while they were trying to open the door? At tier 6-7, his Stealth bonus is +16, I believe. Is it the stench that somehow lowers the DC of the check? Would it be wrong to have the ghast make a stealth check instead of relying on the static DC 17 Perception check?