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Brother Swarm

wraithstrike's page

17,182 posts. Alias of concerro.


1 to 50 of 172 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1. Nobody is saying never ever heal your buddy and/or let them die. That is ridiculous.
2. Nobody is saying you will never ever have to heal.
3. What is being said is that the bad guys can put out damage faster than you can heal so the best thing to do is kill bad guys. The less bad guys there are the less damage output there is.
4. Most of the time if you have decent characters and use good tactics you will not have to heal in combat.
5. Once again, most of the time does not mean never.
6. Bookmark this thread if you have too.


16 people marked this as FAQ candidate.
PRD wrote:

orcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Now we have a spell known as Cold Ice Strike

Cold Ice Strike wrote:


Casting Time 1 swift action

I don't think there is any RAW for this. I would like for any of you to that view this to press the FAQ button unless of course we can find a RAW answer that I missed.

edit:I am asking what kind of action is casting a metamagiched version of a swift spell for spontaneous spellcasters.


9 people marked this as FAQ candidate.
spell combat wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Dimension Door wrote:
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn........

Since this is a case of specific rules I am wondering which one takes precedence.

1. Does DD trump Spell combat meaning the spell would have to be cast at the end of the full attack or the full attack is canceled
2. Does Spell combat trump DD meaning DD can be cast first, and the full attack still continues.

A more general question is that when rules collide is there an unspoken hierarchy such as Class features/monster abilities then feats, then spells.


The post in question is post number 46. It shows up in my post tab, but not in the actual thread, and if you allow the mouse to hover over the links it shows that one post is 45 and the next one is 47.

Link to missing post.<---It won't take you to the post, but it takes you to the thread.


85 people marked this as FAQ candidate. 3 people marked this as a favorite.

What I am asking is could a caster provoke once for the casting of the spell, and once again for the ranged attack portion.

Discuss.

PS:The point of this is to get this FAQ'd since no exact answer has yet to be given.


Damage that continues over several rounds such as from Ice Storm would call for a concentration check if you cast a spell while in the area IMHO.

Do you think the caster is required to make a concentration check if he leaves the area, and then cast a spell?


6 people marked this as FAQ candidate. 1 person marked this as a favorite.
Quote:
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

I just think this should be FAQ'd since not giving them disable device as a class skill seems strange.



5 people marked this as FAQ candidate.
Ashiel wrote:
wraithstrike wrote:

That is not what I mean. The gate rules say you get to control an outsider, but for longer service you have to bargain with it.

My question is if you are not trying to get a longer form of service how long do you get to control the outsider?

Quote:

If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service.

Well there seems to be a paragraph of text missing from the PF version of gate that specifically covered that, which is one of the reasons the Paizo version doesn't read correctly. In the same subrules for the calling of creatures, the 3.x version of haste says the following:

SRD-Gate wrote:
A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.
This would be after sacrificing the 10,000 gp in offerings, by the way. For some reason this text is absent in the PF Gate, despite the fact the text in PF gate references it.

How long do I get to control a creature since the 3.5 SRD text was removed?

FAQ please.


10 people marked this as FAQ candidate.

This comes from another thread.
Some of us believe that if you have effective caster levels then those caster levels apply any time a spell calls for caster levels.

Others believe that abilities and items that add caster levels only apply to certain spells.

Example
Planer binding is limited by a phrase limiting the creature's HD to the character's caster level.
I believe you would be able to control/call a more powerful creature if you have access to additional caster levels.

Things like prayer beads boost caster levels.

Here is my stance:

Quote:

"Your ability to use a spell is determined by how powerful you are as a caster in many cases, which is based referenced as caster level. The pseudo caster levels don't give you more spells, but they do increase your power.

If it would apply to caster level checks, other spells, and concentration checks, I don't see why it would not apply to gate".

Discuss


Everyone once in while a person will present a proposition. For whatever reason and through various means such as mathematical analysis, theory craft, and actual gameplay the community(90%+) will basically disagree.

The poster then wants to get upset, and accuse the dissenters of being power games, being upset, or always wanting to be right. If you are going to post here accept the that people might disagree with you. If they provide valid, and logical responses then address the responses. Otherwise there is no point to the discussion.

I had several PM's with a poster who did not know the rules well, nor had a good concept of balance. Not being able to counter any statements they got upset.

Other times people will be in a post and say ____ is broken, only to countered by idea X, Y, and Z. Instead of saying "thanks", or trying to present a counter they get upset.

While everyone likes to be correct the point of the discussion isn't to be correct, but to share ideas. If I am correct as an example then good for me. I have probably just educated someone. If they are correct then good for them. I just got educated, and I am now a better gamer for it.
Don't take things personally people. Closing your mind and trying to "win" the argument is not going to help you with whatever you came here to discuss.


4 people marked this as FAQ candidate.

When a class has an SLA, but no effective spell level is indicated how is the level determined?

I am not really asking this for debate purposes. Due to the way SLA's work with the concentration rules they should have assigned levels. They however are not printed in the books. I am basically asking everyone to FAQ this so they either go back and assign levels or give an official way to determine what the level should be. I figured this would be fixed by now.

edit:AFAIK all the monsters have the effective spell level listed by their SLA's if they don't duplicate a spell.


2 people marked this as FAQ candidate.

When a class has an SLA, but no effective spell level is indicated how is the level determined?

I am not really asking this for debate purposes. Due to the way SLA's work with the concentration rules they should have assigned levels. They however are not printed in the books. I am basically asking everyone to FAQ this so they either go back and assign levels or give an official way to determine what the level should be. I figured this would be fixed by now.


I am asking this out of curiosity.
Do the people(NPC's) get rattled when the druid brings a tiger or T-Rex into town or if a summoner brings an eidolon into town?
Why or why not?

I know this will vary from group to group. I am just trying to get more of a feel as to how other people look at this.


Any mods that make the game better such as new spells, weapons, increase the AI, and so on?
I am about to get the game for old times sake. I lost my original copy years ago, and I just want to play again.


8 people marked this as FAQ candidate. 2 people marked this as a favorite.

I think I have found a solution.
First Piece of Evidence is Sneak Attack:

prd/rogue wrote:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter......

Now according to this a denial of dex to AC sets someone up for sneak attack. This is what I call point 1. If anyone refutes point one please address it as point 1 in your counter claim.

Second Piece of Evidence is the Dexterity Ability itself:

prd/dex wrote:

Dexterity (Dex)

Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

You apply your character's Dexterity modifier to:
.....
Armor Class (AC), provided that the character can react to the attack.

Point 2: In order to not be denied dex you must be able to react to the attack.

If anyone has a counterclaim please address it as point 2.

Third Piece of Evidence is the Perception skill:

Quote:
Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Point 3: If you fail this check you can not react accordingly. If anyone refutes this please address it as point 3.

Final Conclusion:
If you do not succeed in an opposed check against an opponents stealth then you can not react accordingly.
Since you can not react to the attack by using your dex bonus, due to the fact that you are unaware of the opponent even being there, you lose dex to AC according to point 2.
Being denied the bonus to AC means you are now a legal target for sneak attack.

PS:I apologize if this has all been combined before, because while I have seen this subject come up before I have not seen these 3 points all put together.


For a long period of time yesterday I could not access the website, and/or it was slow. It is happening again now. It is only this site though. Is maintenance being done or is it an issue on my side that I might be able to fix?


I know it can't happen at level one, but what about later? From what I understand they know where they have to go even if they don't know about the evils they will have to face.

PS:I don't have the adventure yet, and if I get it I will probably be the GM.


My paizomate Kelsey feels like humans are head and tails better than all the other races. Well those are not her words, but that is what I got.

Kelsey wrote:


Seriously. You get a feat and extra skill points, two highly desired things, while everybody else gets a bonus to a skill, maybe enhanced vision, and a situational bonus or two. Oh, and you get to choose your stat bonus and lack a penalty. It's so blatantly superior that it isn't even funny.

wraithstrike wrote:


Kelsey as a reformed powergamer I can tell you that dwarves and humans are about even.

Darkvision is not a small thing unless your GM always lets you fight outside or assumes that if one person can see that everyone can see. That +2 to saves that dwarves get also comes in handy. Their penalty to charisma is to the most common dump stat anyway. The bonus stats are con and wis, which affect the two saves that if failed often get you killed or owned by the bad guy. I don't want to hi-jack Jame's thread but if you need convincing I can make another thread. As for the other races, they can be better depending on the class. Humans just happen to be the best at being adaptable to any one class.


I seem to recall someone mentioning an ability that allows you to charge through an ally's square a few days ago, but I can't remember the name of the ability, and my search-fu is failing me. If I was not imagining things could someone give me a link?


When will Numeria be getting some attention?


Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Not that I disagree with the arguments that the rogue could be improved, but I never see this ability mentioned as a reason to go rogue. Is it because the ability only works once per round?

PS:This might be a rules issue.


I thought I saw a feat that allows a wizard to ignore one of his opposed schools, but now I can't find it. If it exist could someone tell me what book it is in.


I understand that you can't use other people's official things(characters, campaign worlds and so on) if you make product, but could you reference them legally.
Example:

If you are using Golarion instead of the campaign world this adventure is designed to be played in then Nethys could replace "insert 3pp deity".


2 people marked this as FAQ candidate.

Resounding Blow:

School evocation [sonic]; Level antipaladin 4, inquisitor 5, paladin 4

Casting Time 1 swift action

Components V

Range personal

Target you

Duration 1 round/level

Saving Throw Fortitude partial; see text; Spell Resistance no

You must have a melee weapon in hand to cast this spell. On a successful melee attack, your weapon resounds with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack.

If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a successful attack. A successful Fortitude save negates the staggering effect.

On a successful critical hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful Fortitude save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects.

This spell immediately ends if your weapon leaves your hand. Resounding blow stacks with the thundering weapon property.

Is the save made once per round, per successful attack, once per spell(once one creature has been forced to make a save no other creature has to), or once per creature per spell(No creature can be forced to make a save by the same casting of the spell more than once).


Other than the glove of storing or handy haversack what ways are there to quickly get access to items?

I would prefer ways that avoid AoO's, but if I can do it as a swift or immediate action that would be helpful also.

I am trying to avoid 3.5 options at the moment.


The resist energy spell has exhaustion linked to the status effect as if a spell can actually be exhausted the same way characters can.
resist energy


"Animal companions for Ranger and Clerics" is the the name of the thread. I keep getting sent here.


The helm of brilliance in the wondrous item price list has a dead link.


I have no problem with viewing text, but sometimes the images don't show up. This just started today. I am using google chrome. I wanted to know if it is on Paizo's side or my side. If it is on my side does anyone know how to fix it, short of going to another browser. I have never seen this before.


Is there an archetype that grants trapfinding? 3PP is also welcome.

edit:title changed to make more sense.


I made a post. If you go to my profile to check my post you can see it, but if you go to the actual thread then it is not there.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/smiteEvilIsGreatMaybeTooGreat&page=2#3314470

I doubt that many post have been made.

When it is clicked on it goes to a different post.


8 people marked this as FAQ candidate.
Quote:
Hidden Master (Su): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

I know it says SU, but you can't dispel an SU and this has a caster level, and it says you cast a spell. In order to avoid confusion I think it should be an SU completely or be an SLA.

Maybe it was an SU because SLA's provoke attacks of opportunities, but that can be fixed by saying something like "unlike normal SLA's this ability does not provoke attacks of opportunities."

This is more so people can FAQ it, and get it errata'd than to debate, but feel free to debate if you want of course.


If posters are going to ask for advice or try to use something in a debate to prove a point could you do a copy and paste of the ability? Not all of us have all the books, and even those of us that do don't know the name of every ability in that book. At the least I don't think that listing the name of the source is too much to ask.

This is mostly for anything not in the core book, even though that would be nice also.

I have just noticed this seems to be happening at times.

That is all.

Your friendly neighborhood demi-lich out. :)


That dragon listed at the end is what I might use. The idea is that it is the true leader of the whispering way currently. Her son defeated her per the books description. I will probably make him a CR 20 or 21.

The idea is that while the PC's were dealing with AA the seals were being gathered and broken. After AA's defeat the PC's find out there are only a small number(5 or less most likely) seals left. They will have to gather all the seals they can. Each one will give a party member a power boost of some sort. Each seal destroyed give the Whispering Tyrant more power since he is more easily able to influence those outside of his prison which he uses to empower his minions.
That is all for this idea. I need more.

The other idea is to try to restore Arazni, the Harlot Queen of Geb to her former self. She would be about a CR 22 to 24 and Geb would be a 24 to 26 depending on how good the players are.

The will have to gather certain items, and learn how to use the ritual to reverse the process.

Anyone else have any ideas. Hopefully I can expand more on these when I am more awake.


When the RMA gets to a certain level he can change into a red mantis which has its attacks limited by the number of natural attacks instead of BAB.
I know that as you level up you get special abilities in Mantis form, but for purposes of damage and general combat is there really any reason to use the mantis form?

Quote:


Mantis Form (Su): At 6th level, a Red Mantis assassin may transform into a bloodred giant praying mantis once per day as a standard action, as if using vermin shape II (caster level equals her class level).
In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis’s darkvision 60 feet, grab, lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects
or its racial modifiers to Perception or Stealth. If she wields a magical sawtooth sabre in her hand when she transforms, the magical enhancements for that weapon apply to her corresponding claw attack—if
she wields two of them, then the weapons each apply to a different claw attack.
Blood Mantis: At 8th level, her claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.
Death Mantis: At 10th level, whenever she uses her mandibles to attack, she inflicts 1 negative level. Each negative level inflicted in
this manner grants the Red Mantis assassin 5 temporary hit points that last for 1 hour. The save DC to remove these negative levels is equal to 20 + the Red Mantis assassin’s Constitution modifier. In addition, her damage reduction increases to 10/good while in this form.


I thought one of these books had stats for Red Mantis Assassins in it, but I can't seem to find them. Could someone post a book and page number(s)?


3 people marked this as FAQ candidate.

I am sure that bleed and rend are not affected by DR, or at least I am sure I saw developer say so anyway. I can find the post or anything official(RAW) so the main point of this is to find a quote(RAW), get errata, or an FAQ addition.

PS:I am 100% sure about bleed, and about 99% sure for rend attacks.


UC wrote:


Deadly Finish (Combat)
Your attacks don’t just fell your opponents they kill them outright.
Prerequisite: Base attack bonus +11.
Benefit: When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed at a fortitude save (DC 15 + the damage your attack dealt) or die.


There is/was a website that sold unpainted minis. They had the list of the categories on the left side of the page. I can not remember the name of this site. Anyone?

PS:It is not noble knights. I know about them.


The core classes have a chart, in the additional rules chapter, which tells how long it takes to learn each class. Is there a chart for the other classes from books such as the APG, and where is the gold that each class is supposed to start with


Why is the Adventurer's Armor errata not with the errata from the other books?


Is there anything in Ultimate Combat to help with this? I have a new guy who seems insistent on trying it, but I already know how it is going to go down.

Win init, do sneak attack on round 1, then not be so useful for the rest of the fight.

I am thinking of sending him over to the scout from 3.5 and/or suggesting the feat form 3.5 that stacks the scout and rogue classes for the purpose of skirmish, but I am trying to avoid 3.5 material until all other options are exhausted.


I know this one is RP strong, but does that mean the combats will be easier when they come up?


I am thinking of adding the Eberron Shifters to Golarion, but I can't think of a history for them. Has anyone done this, and if so how does society treat them in your game?


Mike made a 12th level DPR thread, but it is restricted to PFS meaning I would have to learn a bunch of rules I don't care for. Ok so maybe it is not a bunch of rules, but I feeling lazy. I do have to thank him for the formula though.

Rules:
Level 11: Better BAB and better spells come into play, and you have just crossed the halfway mark. If your the class isn't pulling ahead by now it is not going too most likely so I feel like it is a good place to start.
Point Buy Allow is 15 and 20. The 15 is to see what can be done when given the minimum. I do think 20 is more common however. In any event make a note of the point buy you are using.
Standard wealth by level in magic items, but no magic items limited on a per-day or consumable basis. This means 82K gold in gear. No custom items, please.
Magic items will be prioritized for doing damage without adversely affecting survivability. The idea is to build a character that would see play in an actual game, not just to see who can do the most damage. Things like Handy Haversacks, Bags of Holding, Armor, Cloaks of Resistance and so on should be seen on characters.

If you use non-core material, please state up top where it came from. This is so people can check your work without having to wonder where Crouching Hyena Strike came from. Try to stick to Paizo/Pathfinder non-core, player-oriented material. this isn't really the place to discuss WOTC 3.5 material or other d20 publishers' work, and Bestiary races are generally not well-balanced for player use.

Once the character is made, we need to figure out how much damage it does with a full attack. This standard is meant to best approximate typical combat circumstances, when damage is most on the line.

The original thread wrote:

Target AC of 25. This is the standard for AC at CR 11, according to the Bestiary monster building guidelines. Target touch AC, when relevant, is 12 because that seems as good as any number.

A single full attack unless another attack routine is more effective.
Classes with significant limited abilities, be they situational ones (favored enemy, sneak attack) or limited on a per-day basis (smite, Quickened Divine Favor), will have their damage figured out both with and without those limited abilities.

Damage is figured out without consumables. There are just too many consumable-related shenanigans in D&D, and this avoids a whole ton of corner-case builds that illustrate nothing but the fact that consumables in D&D just aren't balanced.

Point Blank Shot is not applicable (unless you can't practically attack from longer range, as in the case of weapon throwers and alchemists). Most archers will prefer to avoid getting this buff, in most circumstances.

The value in DPR of a +1 to hit, a +1 damage, and an additional full-BAB attack will be figured out for each class. Some classes benefit more from one type of buff over another.

No class will be allowed any in-combat rounds to set up.
Buffs are an allowable part of your baseline only if you can apply them yourself, they are self-only or always apply to the entire group in every reasonable combat situation, and they either have a duration of 10 min/level or longer or can be applied as a swift/immediate/free action. (For example, bards should include inspire courage as a limited-use ability, per the above rule, but spellcasters won't be assumed to be using Greater Magic Weapon or Greater Magic Fang.)

Damage/round formula: h(d+s)+ft(cd+cb+r)

h = Chance to hit, expressed as a percentage. This doesn't exceed .95 (unless you autohit for whatever reason) and never goes below .05.
d = Normal damage. This is any damage that happens any time you hit.
s = Damage which isn't multiplied on a crit. "s" stands for sneak attack, but this includes elemental/alignment properties on weapons, manyshot damage, and so on.
t = Chance to roll a threat. This is the threat range of your weapon or your chance to hit, whichever is lower.
f = This is your chance to confirm a threat. Most of the time, this is equal to h. If you have Critical Focus, it's (h+.2) or .95, whichever is higher. If you auto-confirm crits, as with a level 20 fighter or Bless Weapon, this is 1.
c = This is the number of bonus multiples you get from a crit. A 2x crit weapon is 1, a 3x crit weapon is 2, etc.
b = This is elemental burst damage, such as from fiery burst weapons and thundering. Such enhancements self-multiply based on your crit multiplier; if they don't, then they're added to r and not b.
r = This is fixed bonus damage dealt on a crit. No such abilities exist in PF core, to my knowledge.

This calculator is also a good for those that don't like to do math. I never get the exact same number as those that do it by hand, but the difference is always less than 1 DPR so I think it is pretty accurate.

Depending on your build you may have to do your own math though. If there is another DPR Challenge for level 11 let me know and I will delete this thread.


The below link can not be accessed.
bonus spells


I keep saying I am going to come up with rules for the topic, but I have yet to do so. Then I realized there is probably someone who has official houserules for their games already.

So do any of you have rules for your games?

PS:Whatever rules is used will be applied to PC's and NPC's equally.

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