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Of course, since spell components require 10,000 gp worth of diamonds rather than any sort of weight scale, and supply and demand being what it is your fabricate trick puts such a glut in the diamond market that you'll need a dump truck full of diamonds to cast anything....
Well, at 10.45gp a whack... that is 1000 castings, and 50 tons of coal. In Golarion that's a lot of work...
It falls into the mineral category. You're compressing coal into diamond, so at 20th level, you're compressing 20 cubic ft, of coal into a diamond of equal value. It's going to take way longer than how you've described it, Maouse. In fact, it'd be a lot easier to be a 20th level Alchemist with a Philosopher's Stone Discovery.
20 cu' at 20th level. Mineral right. So 10x as long/ 10.45gp diamonds... Fabricate Magically Instantly changes raw materials to finished products. Doesn't take any time at all... because... MAGIC.
Pizza Lord wrote:
But a pile of Adamantine takes a heck of a lot of heat to make a sword... Your reasoning doesn't make much sense to me. Guess we have different ideas of how a "finished product" gets "finished" with magic.
25,000 GP of coal exceeds the volume capacity of the spell... lolz... nice try though. (NO WISH FOR YOU! LOL)
Seriously, I might allow it. But I would do the math (volume of coal cost = diamond value - note, usually coal is delivered by the gross ton in train carts (in modern worlds) at the price of about 1 cent a pound (a hamburger paddy size chunk maybe)).
LOL. For kicks... http://www.aqua-calc.com/calculate/weight-to-volume
Which tells me that a 20th level casting amounting to 200 cu' of coal would be 4750 kg of coal. Or roughly 10450 pounds (5 tons). A Pound of Iron is 1sp. But coal is probably 10x cheaper. So you got a diamond worth 10450/10(iron)=1045/10(for coal)= 104.5GP. If you use cheaper coal, you get cheaper diamonds... and there probably isn't "more expensive" coal anywhere in Golarion.
You're welcome! lolz.
Spoiler:Yeh, I got it. I was reading the passage as the +10 was limited by Character Abilities and Spells "cast around the weapon" instead of "in the weapon." My mind is correctly clear on this now. I brain farted that weapons can add Character Abilities and hold Spells too. And it is (only) these (in the weapon) that affect the cost, + limit, et al of said passage on page 468.
"Character Abilities" is listed as one of the sources. So yes, Haste is a Character ability... equivalent to speed (+3)... However, after re-reading it, I comprehend that it is referring to Character Abilities and Spells "held within the weapon" and not "exerting external force on the item".
In other words, disregard this entire thread if you wish. They mean the character abilities a weapon might impart to the wielder (such as granting the Feat to use it, granting some knowledge skill, or similar such effects found elsewhere but never mentioned by price... figure it out) or the spells the weapon may be able to cast (cost determined as if it were a wondrous item, totals not to exceed 200,000 gp for one magic weapon; including costs for plusses listed and special abilities imparted to wielders and spells the weapon can cast).
Thanks guys and gals.
"plus special ability bonus equivalents, including from character abilities and spells"
The comma indicates sources of special ability bonus equivalents. The presiding English would indicate that "special ability bonus equivalents" are listed on the chart... .oh and COMMA, also come from character abilities and spells (cast as temporary bonuses to the item at various times). Since spells nor character abilities are on the chart... The SOURCE of these can be from places other than the chart.
Unless we are thinking about "it grants you xyz FEAT" and "you can cast xyz spell 3/day"... Which cost "something" (up to the GM) in the scheme of +10 total bonus.
That makes more sense than just ignoring these two sources of "equivalent special ability bonuses". But then what is the cost (in +1 to +10) to have a weapon cast Haste 3/day before striking? (I know they exist, as we've run through Falcon's Hollow).
I guess you do it up like any other charge/day item and add the cost... not to exceed 200,000. Alright that makes sense.
You overlooked the "Character Abilities and spells" portion... That is my original point... we all overlook that part... because we've never read it "like that." Haste on a weapon versus "speed" is the same effect (+3 bonus equivalent on a weapon) whether it comes from a Character Ability, Spell, or Weapon Property. See the point? It counts as +3 towards the +10 limit the weapon can have (even if only temporarily because it is a 3/day SP/SU ability or a spell). The key here is the word "equivalents"... and then the SOURCES of the equivalents being MANY that are mostly (well, two: Character Abilities and Spells) overlooked.
Enlarge person I might overlook, even though I am pretty sure there is an equivalent + effect you can add to a weapon to increase it's size category one step (magically - namely +2 for IMPACT from Ultimate Equipment).
As per the Core rulebook page 468
a single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.
The "important to me" part is the much overlooked "including from character abilities and spells" - Because, if I read this correctly, this means that a weapon with a +10 total bonus cannot be affected by Haste, Lead Blades, Enlarge Person, Magic weapon +5 bonus (if it is say +1 enhancement with +9 other random bonuses).
This sword would not be affected by a character casting haste on himself (character ability; he can still take another attack, just not with this weapon), nor could it be affected by the Holy Sword (or similar) spell.
So anything that added extra dice of damage to the weapon also wouldn't work... though rider spells would. And anything that "mimics" any of the normal weapon abilities would not work either (such as haste).
Of course, if you are running around with a +10 effective weapon, you probably aren't worried about this little "rule" that most people (including me) have probably overlooked several dozen times.
OK. So I have a player who is asking about the fine effects of the following:
Gravity Clip and Lead Blades don't Stack.
And since Impact is basically Lead Blades made permanent on a weapon, I'd rule they don't stack. (though the oversight on Lead Blades doesn't mention it doesn't stack with itself, RAW error 101)
HOWEVER... Enlarge person + Titan Fighter (not Mauler) + Lead Blades effect = Gargantuan weapon category damage?
M wielding Large. Large wielding Huge. Huge weapon doing Gargantuan size damage? (6d6 with great sword or great axe)
Seems legit, and even get's a 10' reach for cleave/great cleave... 15' if they get lunge...
Do I have that correct? Is there another effect that stacks for size category or weapon damage category that we missed?
29 strength and a Brawler level... Take your lumps... when it gets time to lop off the finger, have your mage do the old "pres-digit-ation" (pun intended) missing finger trick your uncle, no doubt (everyone has one of those uncles, don't they) shows you every time you stop by. "Look, my thumb's not attached!" (left thumb folded down, right thumb in it's place, move right hand across top left finger) and hope you make your BLUFF roll swapping it for a bit of Dwarf jerky...
(maybe try grappling, if you get initiative it might just work?)
How about you just beat them up? Take your lumps. Regen lost appendages if you lose? Enjoy that tasty Ogre Thumb if you win...
As for the detection - if they are specifically casting "detect magic" on the pit, while you fight: anything that doesn't say (EX) next to it has a magical aura. Both (SP) and (SU) are magical effects (and thus can be detected). Smite Evil (SU) glows like the sun to a "Detect magic" my friend... As does Lay On Hands (SU)...
Milo v3 wrote:
I wasn't saying it was evil. I was stating that there is a Lawful Evil alignment that is still LAWFUL, and that a Lawful Good Pali continually breaking the laws of a land simply to "get to the evil quicker" would step one towards "not caring about law" towards NG... and thus, not be a goodie two shoes law abiding goodie goodie. Yes, there is a wide line between lawful good and lawful stupid, I know, and as this player has stated, he is not necessarily a classic Paladin, which is fine. I was joking anyway. A good example of a Paladin who isn't a goodie two shoes would be a "Enlightened Paladin" archetype that barely even has to be LG in their actions to qualify as "keeping the code"... which they write themselves.
I'm of the opinion that a paralyzed creature that is under the effects of a fly spell can still fly around (since a paralyzed creature "can take purely mental actions" and "using a fly spell requires only as much concentration as walking"). Assuming that's the case, what penalties would you assign to such a creature? It seems to me that the creature wouldn't count as helpless (since it isn't "completely at an opponent's mercy"), nor is it fully paralyzed (since it isn't "unable to move"), so I wouldn't treat it as having a Dexterity of 0. On the other hand, it can't fully use its Dexterity to avoid attacks (or dodge spells), so some sort of penalty seems in order. What do you think?
Fly is a type of movement... "A paralyzed character is frozen in place and unable to move or act." You are replacing the "act" for the "move" and applying it as if "move" doesn't exist in the paralysis definition. You are changing "mental action" (only action allowed) for "move" (still can't move)... but while you can take mental actions, you still cannot "move"... ie. Fly.
No. You may not FLY, DIG, TUNNEL, WALK, RUN, TELEPORT, or otherwise MOVE while paralyzed. Per RAW anyway. You'd be suspended in air, paralyzed, waiting for someone to move you/hit you/whatever normal people do with paralyzed, unmoving, un-acting, still THINKING persons. (ps. wind can move a flying paralyzed person who fails (because they can't make them) fly checks)
The only exception I might (probably) make to this would be a thought activated User Activated spell item which moved you somehow, without having to move (Dim Door wouldn't work well).
The only other way that I can think of is to get a prestige class that adds to your "effective caster level for determining spells per level" without actually adding to your spell class level (totally). Thus a 5th level Caster 10th level Prestige could cast spells as a 14th or 15th level Caster class... But, really, that is sort of the same as being 14th or 15th in the class (sort of, depending on prestige class).
Looking for moral support for the following:
Have a player with Titan Fighter (not Mauler) using an oversized two-handed sword. He keeps bringing up that he thinks it is "unfavorable" that he doesn't get reach with it, since it is most probably 10' long.
I have explained to him the fact that a normal 8' sword doesn't give you reach, and what would 2' more do?
I have explained to him that a medium creature fights with a reach based on its size, thus to not overextend themselves and suffer sudden death when a person ledge walks up his 4" wide blade with an acrobatics check and face stomps him...
I have explained that swinging a sword at full arm extension would result in a lot longer swing and thus allow attacks of opportunity against the one wielding it, while they attempt to follow through on their power attack for the other 10 feet of an extended swing (10' swing goes through 5 squares instead of 3... depending on the whole "diagonal reach" issue also inherent to Pathfinder). And there is no way to effectively fight without a weapon designed to do so at that range because the weapons not designed to do so are too big and bulky (and thus don't have "reach" in their description, regardless of size).
I have explained that the FEAT which allows him to use a 2-H oversized weapon lets him break the basic rules of physics, and he should be happy with that. Since the FEAT doesn't say he gets additional reach, he doesn't... because that is not how the FEAT breaks the rules for him.
Still not happy after this and several other explanations because, apparently his SCA experience trumps my Fencing training. I know you don't extend yourself without risk of injury... he claims that he'd be fine with a large weapon... I know better... because I've seen saber, foil, and other fights... and you get hit A LOT with BIG SLOW WEAPONS. I also know that LUNGE is a taught skill, and not an automatic function of the size of the weapon you wield (did I mention I have actual Fencing training?). I've tried to explain this and he simply doesn't want to accept it as anything other than "a stupid Pathfinder rule."
So we've (the other players) have just said "yes, it is just PF, it is the game, let's move on." I on the other hand have stated that he won't accept it simply because he doesn't want to... not that it doesn't make sense. Explained five different ways... "Yes. It is just PF. It is the game. Not you. Let's move on."
UGH. Thanks for listening and any input regarding this would be appreciated. But no, I am not going to argue with people that "he should get added reach" when he has a consort (just hit level 7) that can cast Enlarge Person on him... (another eventual suggestion I gave)
I don't get why some say you need to close your eyes to ignore a mirror image. To me, striking a foe with mirror image should be just like striking a foe with invisibility that you have pinponted. I can't see the foe clearly, but I automatically know where he is, so all he has is a 50% miss chance from total concealment, protection agains precision damage (I think), and every time you swing, if you don't hit the real one, see if you hit the mirror image's AC to destroy one of the charges.
Because if you read the spell... that is not how it works... You THINK you are hitting him, you are trying really hard... avoiding the normal "miss chance" with concealment. But WHOOPS! you saw the wrong "him" and hit "it" instead. You missed. Care to strike another image?
Closing your eyes is the way to go. 50/50 - as if they only had one image to begin with... with a slight negative... opening and closing your eyes is a free action, so it can be done before attacking and after attacking so you get your normal defenses as long as they don't "immediate action" your miss (and then it is still debatable).
So, in short... if a creature has cast Mirror Image, you are better off if you close your eyes (if there is one duplicate, you have a 50% chance to miss... if there are more, you have up to a 80ish % chance to miss - why take the worse odds?).
If you have blindsight (which is an improved version of blindsense, a non-visual location ability), you can ignore this figment (and honestly, don't need to "blink your eyes closed for a split second while attacking" - because that would be silly).
If you cannot see a figment (an illusion which is not actually there, but visually appears present) you can walk right through it... Verified by several "traps" in dungeons.
OK. So I've had a monk played by others, and am now looking at things for myself, and I noticed one particular thing lacking anywhere in the Core Rulebook... namely - WHAT THE HECK IS CONSIDERED A MONK SPECIAL WEAPON?
I mean, in theory, the weapons listed on the Monk template are all monk weapons... but are they monk "special" weapons?
The main reason I ask is for clarity's sake (nowhere do the books define these weapons).
The secondary reason I ask is because my understanding is that if the list of weapons on the Monk template is "the list", then a spear becomes the #1 monk weapon of all time for Monk levels 1-7 (does 1d8, can be used with FoB as if it were a light weapon (that is to say, the FoB says you only get -2/-2 with "monk special weapons" - regardless of size/type/etc...), and wielded as if you had 2-x of them in your hands, and has a 3x crit multiplier instead of a 2x for Unarmed... and if you lose it/it gets sundered, you still have unarmed).
Thoughts? Answers? For now, I am probably going to run it as "all monk weapons listed under Monk are "monk special weapons" - since, otherwise, why would they have any training in them?
Can a wizard, who is level 10, say, scribe a 9th level scroll like Gate to their spell book (providing they roll high enough)? Apparently this is a yes.
Now, with the spell understood (but un-castable due to the level requirements) and in their spell book, can they scribe a new scroll with that spell on it?
I understand Magus must both understand and be able to cast the spell to scribe the scroll... is there any such limitation on straight Wizard class characters?
Can they just get a bunch of high level spells and bring them into their spell books and (not PFS game) pump them out for folks to use (UMD) in their group?
The cost to write down per page is "in a spell book." So that should answer the question... Scribing scrolls has a different cost. As would scribbling them on rocks and pet unicorns.
PFS a spell book is a spell book is a spell book (you aren't allowed to alter the appearance of items per PFS dogma). Home games; absolutely. Make yourself a 36"x36" spell book of "massive whacking" that you can use as an improvised melee weapon. Why not. (Mechanically, it would do the same as a standard "spell book" you used the same way)
I am in the group of "if they did something stupid in character" then they met a good death. I don't get hung up on pieces of papers with numbers on them much. Maybe because I've been playing now for almost 40 years. One death is a tragedy. Twenty is a statistic.
Now if the GM is being a behind and intentionally making everything a character does a "life or death" decision... screw that, find another GM. But that doesn't sound like the case here.
Again, if it was an honest part of the adventure and you just happened to be in the wrong place at the wrong time... well played.
Well, I haven't looked at Unchained yet, but I know an invisible ninja throwing things at close range can be pretty devastating at low levels I don't know what Devilkiller's 1-9 ninjas did, but apparently "hide" was not in their wheelhouse). I mean, level 1 = 1d2+1d6+dex bonus every round, level 3, 1d2+2d6+dex bonus, l5: 1d2+3d6+DB, l7: 1d2+4d6+DB, l9: 1d2+5d6+DB... and that is if they just stay invisible the whole time, and only throw one throwing star... add moving to flank instead and you can dish out 2-3x the damage, or use a bow for a few more d6 and a point blank range damage bonus all the way up. Monks really ramp up at level 4 and 5 (with an extra attack for a ki point). So yay! Now they get 3-4 attacks with their 1d8 strike... um... ok... I'll still take the invisible ninja with 3d6 extra sneak attack damage every attack... who never gets hit because he's invisible... And, honestly, a +5BAB visible fighter can't really be that much better than always hitting flat footed AC's while invisible, can it? Anywho....
I'd say ninja is a decent option. But I always have played just "straight up" rogues from the book. I mean, take Merisiel for instance... I think when my son played her (because we had no lvl 5 characters) she was +19 acrobatics... tumbled past everything... only one mob posed a problem (and that was because we were under water holding our breath) and took three tries to get to flanking position. The "regular" players at our table kept sighing and going "tumbling never works" ... and like I said, with the exception of one mob, it worked every time! So don't worry about the nay sayers, and just have fun.
Gronk de'Morcaine wrote:
Ok, I can see why in PFS they would be unpopular. Unless you have a very small pool of players, you won’t know who you are going to be with at the table so they probably won’t have the matching abilities.
Hmmm... I could joke about some GMs ruling that Stealth Synergy doesn't work per RAW (if you are seen, you can't roll stealth, thus a skill that says you have to be within sight of an ally... lolz) - but for this, it certainly seems like an advantageous skill to have in the entire party. I can't explain why people wouldn't do this other that they actually didn't want to make a sneaky party.
As for the "saves" one: I can easily see why everyone would NOT do this. Namely, that almost immediately as soon as combat starts nobody should be within five feet of each other, lest you submit yourself to every kind of AOE attack imaginable. While this would grant a +3 in a party of 4 people it drops to +0 almost as soon as combat starts, the "rogue" moves to flank (no longer close to anyone in his party), the mage backs up to cast (no longer close to anyone), the fighter and ranger take their positions too... and you go from a +3 to a +0 before the second spell goes off... Naw, I'd rather have a +2 all the time.
They stack in the sense that you move to the next worse condition. You are never shakened and frightened. You move from one to the next. Since you no longer have the previous condition then the previous condition's penalties do not apply, and the rules directly state that you if you have one condition that it becomes the next one. They do not say that if you have one condition that you additionally gain the next one.
Correct, page 563 explains it. PS. please keep in mind Fear effects are (almost always?) mind affecting effects.
My book has them all listed separately... with "a –2 penalty on attack rolls, saving throws, skill checks, and ability checks." - each listed in the description of each one...
Saying "it is like shaken" doesn't delete the -2 from that condition's description. Which is to say "it doesn't say "you get the same -2 as from shaken, plus blah blah blah."" - It says if you are frightened, you get a -2 (separate from the -2 in shaken's description).
Kind of like nauseated and sickened don't have any common effects. Even though they are basically "more severe" forms of each other.
ps. I completely rule as GM exactly how you claim, but apparently the OP has stated everyone he asked said "they stack." And, honestly, I can see an argument for that (if you are under the effects individually).
the PRD (as opposed to what it says in the book, which makes it look like each condition carries an added -2) makes it clearer I think... http://paizo.com/pathfinderRPG/prd/glossary.html#fear
RAW, the effective -2's would not stack, as you can only suffer one effect - and you would be "stacked" to the next one pursuant to the "becoming even more fearful" in the book. So our "original thinking" is correct on this. The "stacking" means that you follow page 563's rule on "more fearful"... so yeh, whack them twice and they become more fearful, unless it is an ability that has a "maximum fear level" like demoralize under Intimidate (demoralize under "stares" and such do stack since they don't say they are limited to extending the duration like demoralize under Intimidate does).
The effects are the effects.
So if you only get panicked, you only suffer those effects. If you get panicked and shaken, you get a double whammy. They don't "stack" unless you are under their effects. So no, if you get panicked, you don't get shaken, frightened, and panicked in one shot. You just suffer the panicked condition (-2, run, can't fight). HOWEVER, if three spell casters/attackers hit you with three different effects, one which makes you panicked, one that makes you frightened, one that makes you shaken... well, you'll probably die in the nearest corner... (-2, run, can't fight)... and if another couple guys whammy you with sickened and nauseated, you're really boned (-4, only 1 move per turn, run, can't fight)
You're probably thinking of them as negative bonuses from the same source (fear) - since bonuses from the same sources aren't supposed to stack, they don't. And honestly, as a GM, I usually just use the "worst" fear condition (so I think like you do - it is a fear (negative) bonus, so it doesn't stack with itself.
Dr. Guns-For-Hands wrote:
Yes, but also remember that they forgot some doors in Scarwall (no way to get anywhere after you get inside, look at the maps). Demons the size of the room under the main squares. Dragons as big as the room they are in... Modules often have things like this - potion spears with potions that are based on spells that can't be made into potions.... yeh... then there's.... on and on...
Precedent is a bad thing. I would suggest one should look at the spell, determine if the thing affecting them is trying to inhibit movement versus attack them for damage. Attacks for damage can still hurt them. Things that inhibit movement simply slide right off... even if they are sticky spider webs, huge thickets grown up all around them, or high winds...
OK, so to be clear:
There are two schools of thought on this:
School #2 says the RAI state "This can change the outcome of the roll" meaning, it is not just a bonus, but actually part of the roll itself. Thus you add it to the d20, and can get up to a 26 on a d20 roll, as a result of the roll itself.
There are two abilities,
Seems like the "interpretation" of the second school would be sensible to me. I mean, here we have an ability to nullify autofails as soon as you become mythic. But it takes a MP AND an Immediate Action (you only get one of these a round). Then we have a Tier 1 ability that turns it on continuously for attacks. Then we have a Tier 6 ability that basically allows "unlimited" rerolls of a save (note, each one of those could also be surged to a 28).
Those who say it is merely an "untyped bonus" are ignoring the part where it says it actually changes the outcome of the roll. Nowhere does any other bonus say "it can change the roll itself..." Well, that is my two cents anyway. In contrast: why have wording if it just works like a normal un-typed bonus? Things that just "add to a roll" don't modify or change the roll, they change the result of the action, not the roll.
The "no rules to support that surge cancels auto fails" is "built in" to the fact that you automatically roll a 2 or more on the roll (itself)....
OK, so I was browsing my new copy of the MTT, and I came across this magic item:
PRICE 14,160 GP
SLOT armor CL 7th WEIGHT 15 lbs.
AURA moderate transmutation
This +2 leather armor is made of camel hide and has been worn smooth as if blasted by sand. The wearer is protected from mundane extremes of cold and heat (as the endure elements spell), and can see normally in sandstorms, dust storms, and similar conditions. Once per day as a swift or immediate action, the wearer can briefly turn to sand when hit by an attack but before damage is determined. For the purposes of resolving the damage, the wearer is treated as an incorporeal creature. Only a single attack is affected by each use of this ability.
CONSTRUCTION REQUIREMENTS COST 7,160 GP
Craft Magic Arms and Armor, stoneskin
And my question was this: can this be used to survive a fall from any height?
(follow up question: what are "similar conditions"? ie. fog spells (obscuring mist), etc...)
Potion of Calm Emotions does have a target; all creatures within 20-ft. Of course, I like to agree with you that it is "impossible" - except that I found 9 doses along with 6 spears under a desk in L2 of PZ9020 House of the Beast. So, as a GM I can either completely ignore the fact that these are what are used in the module or just allow it. "Targets one or more creatures or objects" is kind of vague when something doesn't say "Target" in the description but obviously affects a bunch of creatures (thus they are targeted, and get a save, etc...).
And if you run into a monster who has regeneration of a kind with no "cutoff" or "kill switch" (ie. Tarrasque) you are going to need a to figure out something else to capture it (because killing it isn't really an option). I suggest you get 20 flying mages with mirrors of life trapping. That will almost guarantee that the Tarrasque looks into at least one mirror and is trapped. Just don't let them out later (I suggest a very strong box with no light on a different planet or plane).
Once you are dead, you are an ITEM (a corpse). At this point, any "personal" or "person" or "creature" spells would cease. If some spell requires concentration to maintain, obviously it is gone. Just my opinion, but the way I usually rule things is that if you fall unconscious most of your spells end (some, with extended duration don't - like sleeping with Endure Elements on). If someone else buffs you, and you are unconscious, unless they fall unconscious too, the buffs remain. Which means that if you took a potion, it's effects wouldn't wear off until the duration ended.
The only reason I do this way is primarily historical. And things like RAGE and other "buffs" end when you go unconscious. So I just rule that personal spell effects end if you cast them and go unconscious (including buffs on other people). But if someone else buffs you and they are up, you still have the buff (for whatever help it is to someone who is KO'd). If you become furniture (dead) then all buffs end that don't effect items.
OK - the first question I had after reading all the threads on this item is: Calm Emotions? Why can't it be made into a potion (because most threads said it, and a few others found in paizo products can't be made into potions).
Ergo: potion. Seems legit to me. What am I missing?
OK. Now I am on to the first thing I thought of regarding this weapon: what if I make a masterwork one, magic it up, and add "ghost touch" (or otherwise just make it a ghost touch weapon). Can I then inject potions into ethereal monsters I come across?
And on to other stuff: the description I have says you can't throw it... but... it is... a SPEAR... Do they mean you can't inject the potion when it is thrown? Poorly written up items = the bane of PFS.
And the last thing I had to ask was regarding potions and spell resistance: do you really get none if you "imbibe" a potion (or are injected with it)? Anywhere the RAW is on this?
1/6 seconds = 10/minute = 600/hour = 4800 in 8 hours. Providing he has the bags of stuff right there to make it all. At 1/3 cost, 100 gp each item, that is 480,000 gp worth of items in a day (cost: 160,000). Which is... enough to sell in 4-5 MAJOR CITIES for an entire year (give or take). Or are you planning on throwing 4800 alchemical fires/whatever at the castle? 8 hours of throwing later you are TIRED. lol.
Lower PC would need to step to C3 or D4. Then they would be flanking - NOTE: if they are both threatening. The lower PC would need 15' reach (two diagonals = 5'+10' for the second one), if I am not mistaken.
I might be wrong about the reach (it might be ok at 10' still).
Alternately Upper PC could move 5 to B1 and Lower PC could move to B4 (or B3) and be flanking (with proper reach to threaten).
Rogue gets: Int Mod bombs per day
So, no. The feat doesn't really allow the Rogue to make the same use of bombs as an alchemist. The get no "insight" (INT BONUS) to using these splash weapons, nor the quantity that Alchemists get.
Here's an interesting idea for a Vivisectionist though: what happens when they dip Rogue to get this Rogue Talent?
If you roll a 15+ on a knowledge check it is because you have read many books, seen many zoos, watched the bazaars, and travelled all over tarnation looking for weird and exotic animals and can identify them ON SIGHT. Hate to say this, but your GM is wrong on this one. The whole "well you never have seen this before" makes no sense in the face of the FACT that you just IDENTIFIED IT FROM MEMORY. Knowledge checks aren't an "analysis of what is in front of you" (I gained the knowledge right this second) - they are a "OH I RECALL THOSE CRITTERS!" (I already have the KNOWLEDGE)
I have a question regarding the "enhancement bonus" to armor.
I understand that only the highest armor bonus, and only the highest shield bonus, and only the highest natural armor bonus apply to AC.
Now there are spells which give both ARMOR BONUS and ENHANCEMENT BONUS to AC. How does this work with regard to overlayed armor bonuses.
Here is the situation: Mythic class character has Enduring Armor (which is a force effect "spell" which gives ARMOR BONUS = Tier + 3). The character has been wearing Leather Armor (just in case they get the EA dispelled). Now along comes a possibility to drink a potion of Magic Vestment, which puts an enhancement bonus on, presumably, the leather or the regular clothes he is wearing. As it doesn't affect the force spell (as far as I know). So the question is: would he still get the enhancement bonus added to the highest AC BONUS, since it is "from another source" (ie. the highest enhancement bonus he has)?
It seems RAW that it would do this; and only the highest ENHANCEMENT BONUS would apply to final AC, and only the highest ARMOR BONUS also applies. So you could have Clothes +5 and throw on leather over them for a total AC Bonus of +7, even though the leather is not enhanced. Is my understanding of this "overlapping" of bonuses correct? I understand the person could also have Natural Armor, Natural Armor enhancement, Shield and Shield enhancement bonuses - which makes me also wonder about having multiple shields (one for attacking and one for defending); If I have a +5 Shield Enhancement Bonus on a buckler, and a Kite Shield +5 to hit, can I use the Kite Shield's AC bonus and the Buckler's Enhancement Bonus? (only the highest of each type applying to AC per RAW)
Double Barrel Pistols + TWF + Rapid Shot + Quick Draw + Gun Twirling = 10 attacks at 9th level Trench Fighter?
Like I said, it all depends on where you parse those "or"s... lol. We agree, btw... common sense rules and all. :) (I was just playing devil's advocate cause I am bored today, lol)
Well, in theory, the same character with monk training could make ... it might be argued: MWF attacks PLUS TWF attack for FOB. Since they make a full round attack (which with MWF allows multiple attacks to begin with, just like having a high BAB does), and then adds one more attack, two more at 8th, etc... It doesn't say FOB replaces your normal attack routine (MWF), just adds attacks to it.
Also, the Character you are talking about getting 9 attacks is 15th level or so before they are getting 6-7 attacks. With haste, the Kasatha is getting 5 from first level, and depending on class, would keep up just fine. Multi-armed player characters don't ever "lose viability" simply because certain classes can eventually catch them. IMHO.
(ps. my house rule on monster feats is this: they are feats. If you qualify, you can use them. Feats, by their nature are stupidly outrageous things people can do - why limit it because you are human? Humans make the best monsters most days!)