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Sebastian Hirsch wrote:
Actually, and that is not relevant for the OPs question, what happens when a bow has the adaptive enhancemement (which does not actually increase the enhancement bonus) before you turn it into a named item?
1) It is no longer eligible for being made into an Oathbow, since you cannot modify (without having the modification on a chronicle) a named magic item.
2) Adaptive, unfortunately, is not available for CORE characters without it being offered on a chronicle.
GM Lamplighter wrote:
Again, for those who missed it: John answered this question in post #3. The Society was founded at the Wounded Wisp. The Pig's Paunch likely came out of the head of Kreighton "Lost His Mind" Shane, who's likely never been in any bar in his life.
The Pig's Paunch likely came out of the head of Kreighton "Delirium Tremens" Shane, who's likely never been out of a bar in his life.
Fixed that for you.
Note that there are a couple of feats available that can increase the range of darkvision to 120', and allow it to work in supernatural darkness...
First off, it doesn't say it can create magical items, second off a magical item wouldn't fall into "simple materials", as magic is not simple.
Dagger craft DC: 12
Nothing to see here, folks, move along.
As written, unless the target has reach, the spectral hand would not provoke until after the spell is delivered, "After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers."
So, it moves up to 100+10/level, make a touch attack, then it provokes because it moves back (can't withdraw as it just attacked) to the caster.
Things of note:
Of course, this spell is going to work strangely with any touch attack spell that can deliver multiple touch attacks...
Nope, the Str damage is still just x1 when wielded two-handed, but the limitation, added to the weapon in Ultimate Equipment, only says Str damage is not modified when wielded two-handed.
And the weapon, just FYI, is the whip.
You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls.
Phoenyx Aurelian wrote:
In regards to the original point of the post; No, asking to see the ITS after stating outright that the players need to have that gear is not a jerk move.
As long as you also understand that your original question was incomplete.
"So, you are heading into the mountains. Did you want to purchase anything to deal with the cold weather of mountains. or do you already have something for that?"
Along with cold weather gear, there are several other options, which some of my PCs use, that invalidate the whole issue.
One of my PCs specifically and explicitly spent 2 PP to get a wand of Endure Elements. He has a level of Cleric, so he can use it. And, when the situation calls for it, he does. On the entire party, including familiars, animal companions, mounts, etc.
I have also purchased potions and/or scrolls of Endure Elements, depending on PC and duration of the effect.
Only a few of my PCs ever get cold weather gear, and the last time I remember doing that was for First Steps, Part 3, before it got retired.
GM Silbeg wrote:
Maybe not. But the GM should care to make the table fun, yes?
And it turns out that I haven't run this level, yet. Might be running it on Saturday. If I do, I will definitely clear it with the players as to whether they want it ugly mode, or just painful.
Ugly mode would be catch-and-release targeting Con, painful would be catch-and-release targeting a probable "off" stat, like Charisma for a fighter-type, or Dex for a healer. If they opt for lollypop land, it would be just one grab for effect.
But a CR 8 encounter in a Tier 3-5 module? That is into the Epic definition on the challenge table in the Gamemastering chapter...
6 5th level PCs should be able to handle it, albeit with some difficulty, since their APL would be 6. On the other hand, at the other end of the spectrum, a table of 4 3rd level PCs would be in the "Who runs slowest?" area, since their APL is 3, so an APL+5 encounter...
And both tables would be legal for this module...
The OP says the Paladin has 11 of them.So, he can use up one of his Hospitaler Channels to charge each one.
Later, he can spend one minute, per crystal, regaining a used Lay-on-Hands, up to a maximum of one per day per crystal charged with a Channel within the past 24 hours, and never past his normal maximum limit of Lay-on-Hand uses for the day, so only regaining a used LoH, not gaining extra above-and-beyond.
Would be more ... interesting ... with the Mercy that uses 10 LoH to do a Raise Dead...
Christopher Rowe wrote:
Her gear almost certainly doesn't become 320 pounds in weight. Probably closer to 80 pounds, which is probably still going to be light encumbrance, given the doubling for Large size.
Charon's Little Helper wrote:
"Okay, so, I hit, let me roll 1d3 for damage....
18 points of damage."
Then maybe a link to the post with the list, then? With over 200 posts, it is hard for someone to find a specific post in the thread without a hint...
Heh. As a GM, I find that collecting up all my own stuff can get .. . hairy. Making sure I get back all my handouts, for running the same scenario again later, adds to the fun. Making sure I know where I put the sign-in sheet, so I can use it to fill out the chronicles, makes me search.
And, then, we won't even go into the scenarios with multiple chronicles. I know, off the top of my head, of one which has three, count them, three, chronicles that need to be filled out, one way or another, at the end of the game.
Wounded Wisp, the new evergreen, has 6 handouts, and one of them breaks into 10 pieces to track. Not counting multiple copies of any particular handout. Plus a flip-mat, 4 pieces from one of the map packs, and at least 2 hand-drawn (or printed from the scenario) maps.
My copies of all three levels for all 24 iconics. My copy of the Guide. My (outdated) copy of Additional Resources. A set of printouts for the basic purchasable critters.
For my PCs, replace some of the things I wind up with for GMing with things like printouts of any special rules or information for the PC, whether it is the Thassilonian Specialist material from ISWG, and any non-Core spells; or the information on Razmir and Razmiran for my Razmiran Priest PC, each PC has their own supply of "extra" paperwork.
My PCs range from 1st to 14th level. And, currently, my PCs run from -1 (12th level) to -32 (1st level, IIRC). For PCs with at least one chronicle, but not yet 5th level, I keep them in a two-pocket folder. Once they hit 5th level, or so, I move them into their own 1/2" binder. They move up to bigger binders, 1', 1-1/2", etc., as needed. And I try to make sure I have a reference sheet for tactics or attacks not printed on the regular character sheet, like my trip/disarm PCs, so that their "normal" CMB with each maneuver is quickly available, as long as what the source (and what the type is) for the bonuses to the attack, along with the normal conditional bonuses (+3 to readied and AoO attacks with his polearm, for example)
So, having one piece of paper wander off, on its own? Heh. I have found that what I thought was an error from my printer, missing a couple of pages form a document, turned out that I had used the pages to cover part of the flip-map to preserve at least a small feeling of Fog f War... The pages were from the town overview, rather than the module, so I forgot I grabbed them during setup to cover part of the map. I have also had pages in my printed scenarios get out of order. "See page 9 for the stats on this creature in this encounter, along with these two pages for the new monsters first seen here."
Add to that that while I have been playing RPGs since 1979, that I tend to gravitate towards martial types. I am using PFS to experiment with casters, but I don't always remember to check the multiple sources and multiple pages for things above and beyond whether the spell includes an M, F or DF notation. For some of the big ones, yeah, I remember. Stone Skin, Raise Dead, etc. But I don't always remember that True Strike uses a focus, instead of a material component, especially since it has no significant cost listed.
Just about any class can be powerful, when focused on a specific thing.
Kitsune Sorcerer, undead bloodline, built for high DC Charms is going to walk all over many games, including games that other Charm builds won't be able to touch, since they can charm humanoid undead, as well as the usual suspects.
Specialist Wizards, in their specialty, will be hard to deal with. Even at first level, they get a lot of spells.
Winter Witch using even a Ray of Frost can get ridiculous, since they have a spammable spell doing, initially, 1d3+1d4+1 or something like that, at first level.
Oracle of Life, Half-Elf, Elf, or Aasimar, can make things look easy, since they can spam a lot of significant in-combat healing. Or take out an undead encounter on their first action, later on.
Andrew Christian wrote:
catch and release is only useful if the creature has constrict.
Andrew, there is at least one (intelligent) creature that doesn't have constrict, but has a special ability that goes off on a successful grab.
When I ran that creature, I didn't have it do the catch-and-release. When I played that same adventure, later, the GM did do that, and it not only felt unfun, it was purely nasty.
Base is MI-GO CR 6
Melee 4 claws +10 (1d4+3 plus grab)
[/b]Special Attacks[/b] evisceration, grab, sneak attack +2d6
CMB +8 (+12 grapple
Evisceration (Ex) A mi-go's claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that takes this damage must succeed at a DC 18 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.
In the module, it has class levels added:
Just to reply to this one item, out of the whole list of ... ill-advised ... considerations:
If she did not already know of the creature before the combat started, and, just like PCs, she shouldn't have the metagame knowledge, she cannot Take 10 to gain knowledge of it, she has to take a roll, with the possibility of failing said roll.
In general, I back up several other posters here, that the intent of PFS is for everyone to have fun. Something like this, using several ... questionable ... choices, doesn't sound like it was much fun.
It also, as other posters have commented, opens this same ... questionable ... tactic up for any PFS PC of 13th level or higher to use during the higher level modules and AP segments.
Andreas Forster wrote:
Being a seeker isn't that much of a deal anymore. It just means your level is too high to play in any regular PFS scenario. But as long as the tier permits, a 13th level character can play with an 11th level character in a module.
Well, there are a couple of Specials where this could happen...
Just to chime in on the 7 Con:
Witch is a d6 class, IIRC.
Best case scenario, with FCB and the Shoanti tribal boon feat, means you have 11 hit points, with a 6 point cushion between unconsciousness and death, and you start with a DC 13 to stabilize if you are at -1.
With only the FCB, you are at 5 hit points, 8 if you also burn a feat for Toughness.
That means that 11 hit points of damage, not counting feats and FCB, is dead dead at first level.
Our old buddy, L, does 1d10+7 on a hit, ignoring criticals. That is an average of 12-13 points of damage. And there are plenty of opponents out there that do XdY + 4 damage, so minimum would leave you staggered.
And, at higher levels, being in the AoE of some of the more common spells, like Fireball, can easily kill you outright. I know of at least one sub-tier 6-7 encounter that includes a caster that opens combat with an Empowered 9th CL Fireball.
You do know that Black Blades cannot be upgraded, outside of the upgrades made by the levels in the class that grants the feature, yes?
Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?
Also, for other wands, that assumption carries through to the save DC, if it has one, as the casting stat is also set as the minimum needed to cast the spell.
For a wand of Color Spray, for example, the save is DC 11 Will (Base 10, +0 (casting stat of 11) + 1 (spell level))
For a wand of Fireball, the DC would be only DC 14 Reflex, DC 10 (base) + 1 (casting stat of 13) + 3 (spell level 3)
Yes, Precise Shot would negate the -4 penalty for firing into combat, but not the +4 AC for firing through cover.
And, indeed, Improved Disarm would negate the AoO from your target for attempting a Disarm maneuver, but it would not negate the AoO any enemy next to your PC would get for your making a ranged attack.
Now, if your PC had Point-Blank Master, that would negate the AoO for using a ranged weapon...
Note: For this answer, I am using the rules about spells that give a ranged attack as a result of casting the spell, since the rules for that are clear: Casting the spell provokes, unless done defensively, and making the ranged attack also provokes. (I believe it is in the FAQ, referencing Scorching Ray).
There are two exceptions to these rules. All Tier 1 scenarios and Tier 1–2 sanctioned modules are available for unlimited replay with a 1st-level character for credit. The sanctioned modules may also be played with a 2nd-level character once for credit. GMs may receive another Chronicle sheet each time they run one of the Tier 1 scenarios or Tier 1–2 sanctioned modules, but may only apply a Chronicle sheet to one 2nd-level character per adventure.
As always, each player may receive credit for each module or Adventure Path volume once as a player and once as a GM, in either order. Players must accept a Chronicle sheet for their characters the first time they play any sanctioned content. A player may replay sanctioned content at the GM’s discretion, but the player may not receive more than one Chronicle sheet per adventure. The only exceptions are Tier 1–2 modules and sanctioned Adventure Path content. A player may only play a Tier 1–2 module or sanctioned Adventure Path content for credit once with a 2nd-level character, but may use additional 1st-level characters to replay the same content for credit.
Ummmm. Not sure where you are seeing any obfuscation. Both paragraphs that reference Tier 1 and Tier 1-2 materials are fairly straightforward.
Tier 1 scenarios:
Tier 1-2 scenarios (new option, Guide needs some updating for them):
Tier 1-2 modules:
Tier 1-2 Adventure Path segments:
I have never played Pathfinder at GenCon as I can always find opportunities to play the same games locally at a later time. However are there specials that occur at GenCon that are exclusive and not repeated elsewhere?
A couple of years ago, there was a GenCon-only part 2 to the Race to the Runecarved Key special.
And, for the true Specials, there is the minimum number of tables limit, which can make it difficult for some areas to be able to run them locally. My area, for instance, is back to only one table for the two days we have public PFS that I know of.
Short answer: Unless otherwise specified on a Chronicle, the caster level of a wand in PFS is the minimum caster level required for a Wizard/Cleric/Druid to cast the spell.
For CLW, that would be 1st level, for a wand cost of 750 gp.
For PFS, as well, unless noted on a Chronicle, wands must be bought with 50 charges.
There are wands on Chronicles that can be partially charged, and/or above minimum caster level.
One of the items on the Chronicle for this scenario is a CLW wand at CL3, 1d8+3, with 8 charges. Cost, as mentioned, is appropriate, 45 gp per charge instead of 15, so 8 charges at CL3 runs 360 gp.
The problem with that is that you are actually going aginst the rules, since you would be allowing them to say, "I have the charge in my left hand. So I can slap the ogre silly with my right hand without discharging my CLW."
The Spellstrike bit is based off the requirements of Spellstrike, not that it is a touch attack, but that Spellstrike allows the Magus to deliver the touch attack as a normal weapon attack.
Indeed, if I am understanding the FAQ correctly, you could have the following sequence:
Magus uses Spell Combat to cast Frostbote (8th level, so 8 touchs)
In general, even in PFS, you can spend "XX" gold for "spell scribing materials", as they are defined, but as a general requirement.
There shouldn't be any problems retaining any unused materials between sessions, as they are not, themselves, magical or cast spells.
And, yes, while it is possible to scribe a scroll spell into your spellbook during the scenario, there probably won't be enough time, as it takes an hour per level to do the scribing, and that is after you spend the initial hour studying it first.
Spells Copied from Another's Spellbook or a Scroll wrote:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
There are a few feats and such that can reduce this time, but, in general, there is usually time pressure during PFS scenarios, so spending at least 90 minutes (PC time) in the middle of the game might not be feasible.
By the way, I was just pulling all the references I could find to touch attacks and weapon/natural attacks, together. My own opinion is that the rules support delivering one touch of Chill Touch/Frostvbite per attack that hits, until the duration expires or all touches given byu the spell are used up.
Also, the OP was talking about at level 16. A 16th level Barbarian, without any significant optimization, could be doing:
Str 16 (base) +2 (racial) +4 (level) +4 (belt) +4 (Rage) = Str 30, +10, +15 2H
2d6+3+15+12 = 2d6 (7) + 30, so 37 average per attack
+16 BAB, +10 Str, +3 enhancement, +1 WF, -4 PA, so +26/+21/+16/+11 for the to hit sequence.
And, at that level, the Barbarian can Rage for a lot more than just three rounds.
Yeah, 97.5 is a nice amount, but easily outshone, especially since that is 6 attacks against DR, compared to the Barbarian's 4 attacks vs DR...
And that is against a thrown together, not seriously optimized Barbarian...
You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.
Touch Spells and Holding the Charge wrote:
Touch Spells in Combat wrote:
Closest thing I could find was the Magus Spellstrike/Spell Combat FAQs for Ultimate Magic.
Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round? wrote:
Since it is the only thing that references, in any way, a specific hand, even though the mention is more generic than anything else.
Magus, Spellstrike: If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon? wrote:
More of a clarification. Swarms are ugly, to begin with. Fully shapeable swarms should have a higher CR, as they are significantly more dangerous.
From the rules:
Swarm Subtype wrote:
And, to be honest, now that I look again, that "completely shapeable" should probably be qualified as being completely shapeable as 10' squares or cubes, rather than leaving that part out.
If the Fighter takes a 5' step back, he won't provoke, but he would be unable to move any farther in that turn, as he took a 5' step.
And, as mentioned above, while a Ready would work, especially a "5' step when the Fighter leaves the line, then attack the enemy.", it could also be done by the Paladin Delaying, as long as none of the enemies has a Ready to step up, as well.
If both the Pally and an enemy have Readies for when the Fighter leaves an opening, things can get ugly.
And there is a non-Teamwork feat that could do what you really want, which allows someone to trade places with someone else who is willing. Only the active character would need the feat, since it isn't a teamwork feat. Friendly Switch, from Seekers of Secrets.
Well, it is the main thing that makes them affordable.
61 gold apiece, buying, say, 10 of them, is 610 gp, but they can be used, pretty much, over and over.
60 gold apiece, in addition to the cost, runs you 1201 gp for 20 that are, mostly, single use. If it hits, it is destroyed. If it misses, you have a 50% chance of recovering it.
Which is why adamantine blanch is a "better" choice for limited usage.
Erick Wilson wrote:
Because D20PFSRD, at best, is a questionable source. They have to rename anything that is not OGL, so it becomes easier to miss other errors, since there are already differences between the original source, and what they have posted.
And that name difference also makes it hard to know which one is the source for some things with similar names on the Paizo side, like Dawnflower Dervish and Dervish Dancer...
Arcanic Drake wrote:
But the question I was answering was purely about an audible/visual set of ... queues.... Touch was not mentioned, at all.
Would a Paladin sit still for a lap dance from a Succubus?
A few things to remember:
HeroLabs is legal to use to create PCs for PFS, Now, like any other tool, it works better when you understand what you are doing with it. One wonders if Nefreet were a math teacher, would he also ban using TI-83 calculators in Trig class? When I took Trig, not only were these calculators not banned, but having one, or an equivalent product, was actually required for the class.
The question is whether someone is using HeroLabs as an aide, or as a crutch. I try to always make sure I know how a number is derived for my PCs, whether done manually or in HL. Then again, several of my PCs use final numbers that HL doesn't give, due to either being in the weird CMB zone, or when flexible buffs (Blessing of Fervor, for example) are involved.
Then again, I have been known to create crib sheets for my PCs, like for my archery-focused builds, showing what the basic numbers are, when using feat X in situation Y. Or a note as to how I calculated my PC's trip bonus, so I can track changes from spells or effects.
In the local environment, I am frequently used as a go-to guy for rules. Equally, I know that I don't know all the rules, nor do I always remember rules-stuff correctly 100% of the time. So, if I am unsure, I like to look it up, especially when it could be life-or-death for the PC. YMMV.
The efficient quiver is completely useless. There's nothing keeping you from bristling with quivers, and the efficient quiver only holds 3 of them. It weighs more than those three quivers.
20 arrows (1 quiver) = 3 lbs each
Efficient quiver = 2 lbs.
So, 3 normal quivers with 60 arrows weighs 9 lbs, 1 Efficient quiver with 60 arrows weighs 2 lbs.
Not counting the weight (recommended) of having a backup bow (another 2-3 lbs or so), just in case.
So, 12 lbs vs 2 lbs....
As mentioned, though , at higher levels, keep a careful eye on your per-round maximum fire rate, plan (hope?) for haste to be covered, and make sure you have enough arrows of each type you use for at least three rounds (unless you have/cast abundant ammunition every time) in your active quiver(s), and a backup supply bundled up in another capacious carryall (bags of holding, handy haversacks, etc.)
At 11th level, assuming full BAB class only:
5 attacks, 6 arrows used in a single full round attack.
What if the feat, due to changes in campaign rules, becomes illegal for the PC to have?
I used the item to gain the Butterfly's Sting feat for my Cayden Caillean worshiping Fighter. At the time, the feat was not locked to Desna, as it was well before the publication of the Inner Sea Gods book, and its deity feats limitation.
So, would it be grandfathered in?