LazarX wrote:
As you'll see a few messages after the one you replied to, they *did* deliberately hide the FAQs (and are apparently working on changing that). :) And they did a good job, as evidenced by the fact that you, someone motivated enough to read and reply to a long thread, apparently haven't found the official FAQ lists. They're in a tab at the bottom of each products page *in the store* (?). Example: http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy88yj/faq #tabs
jasin wrote:
IMO, specific overrides general, so SoS (heh, just noticed the abbreviation, very appropriate) adds to CMD. By the way, I'm just starting a greatsword-wielding Paladin in Kingmaker, and he's got some AC issues; would anyone who's actually used Shield of Swings at low levels care to comment on whether or not it's worth it?
stringburka wrote:
Don't forget the pre-credit biggie: Falling from a plane without a parachute. Sure, he landed in a circus tent, so maybe knock it down from 20d6 to 18d6?
Erik Mona wrote:
Ask and ye shall receive. Try here.Vic Wertz (Technical Director), Fri, Sep 24, 2010, 11:41 PM wrote:
Darn you, Evil-Lincoln-Ninja! But hey, it was your post originally, so no foul. ;)
Erik Mona wrote:
I suspect there might be less frustration and hyperbole if Paizo hadn't (by their own admission) deliberately hidden the FAQs from casual users, and if you weren't still doing so, instead of linking to them all from some obvious location (say, http://paizo.com/pathfinderRPG/resources, plus from all the other "FAQs" lurking on the site to mislead the unwary). It is nice that you've put the Core and Bestiary errata links on the Resources page; how about the other errata links too?
Brother Elias wrote:
I've done so, for the original post. Hey, sometimes FAQs are answered. Although to be fair, this Q hasn't really been A'd very F yet. :)
voska66 wrote: I'd say no to this. I mean you can't use the skill UMD to cast wizard spells so why should be able to use that skill to use the Alchemists Mutagen. Both are class features not magic items. But, you're not using UMD to create the mutagen (which would be analogous to casting a spell). You're using UMD to emulate the Alchemist class feature that allows them use another Alchemist's mutgen. I still think it fails, RAW, because a mutagen isn't defined as a "magic item". But it's awfully close to one. If I was DMing I might allow it, but require an "activate blindly" roll (DC 25) instead.
Brother Elias wrote:
So, since some apes arguably have 4 hands, can I have my ape wield a 3-handed sword while standing on 1 "foot"? Or dual-wield Greatswords while lying down? ;)
Ravingdork wrote:
I agree that "the wall starts 6 inches from the ground" would be an unwelcome use of DM fiat, and contrary to RAW. It's not as if this is some broken exploit that needs to be stamped out; it's a clever use of a 6th-level spell to counter a 3rd-level spell. That being said, I *also* agree that pushing a Wall of Iron over *into* a Wind Wall should be quite a bit more difficult than normal. I'm not sure how much more difficult; anyone want to figure out the rough PSI being exerted by the Wind Wall, then multiply by 2 feet (thickness of the wind) times the width of the iron (x144 square inches per square foot)?Logically, of course, this means that if you first cast Wind Wall, then cast an unsupported Wall of Iron on the other side of it, it should almost always fall away from the Wind Wall. But I'm okay with that.
LazarX wrote:
No, that's extracts. Mutagens can be separated from the alchemist, and even used by another alchemist (though they go inert if the creator makes a new mutagen).
An alchemist's Mutagen can be used by any Alchemist.
Ravingdork wrote:
I can do so, just like in the previous two threads on this topic (for the benefit of any readers who may have missed them): Yes, Brew Potion needs spell prerequsites. The reason is in the rules as written (quoted below with some *added emphasis*): Quote: Note that all items have *prerequisites in their descriptions. These prerequisites* must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites. "All items have prerequisites in their descriptions". These are specifically the prerequisites that can be omitted, at the cost of a higher creation DC. If you look at the section on "Potions" in the "Magic Items" chapter, you'll find that (unlike most items) individual potions do not, in fact, have descriptions (or "CONSTRUCTION" sections, which is where the "Requirements"/prerequsites are actually shown). Thus, they have no "prerequisites" for the purposes of the originally-quoted paragraph. All they have is the "requisite item creation feat", which is quite clear that you do, in fact, need to know a spell to make a potion from it (as is the "Creating Potions" section on p. 551).Potions have no prerequisites that can be omitted by the mechanism described in the paragraph; thus, they work as their creation feat (and other similar text) describes, which specifies that you have to know the spell. In addition, it seems clear to many commenters (including myself) that the original intent was not to allow potions to be made by crafters who don't know the spell. I can't see why they would have wanted to allow it for potions, but not for wands and scrolls. Which isn't to say that some herbalist class (or new Alchemist ability) might not let you do so, but it's not the RAW.
Cold Napalm wrote:
An entire party definitely can't fly at Level 5, unless they *all* happen to be single-classed Wizards who happen to have the spell and have memorized it (or unless the DM has been unusually generous with specific magic items). I'll grant you that many, possibly most, 5th-level parties will include a 5th-level single-classed Wizard. Many (probably not most) of those Wizards might take Fly as one of their starting 3rd-level spells. But even if they memorized it, and happen to still have it available when the giant zombie lurches out, that means that *1* party member can fly for 5 minutes.
To be fair, I suppose a Wiz-5 (or more likely a Sor-5) could spam a whole party with Levitate, and if they rolled well enough (at minuses for bobbing around) and had enough arrows, they might drop the zombie in 5 minutes. But that's also rather circumstantial.
KaeYoss wrote:
Yes, but the OP was asking for a way for the buffing to occur as a rssult of the Alchemist's own action, so the recipient doesn't have to spend an action drinking the infusion. I suppose you could ask your gm if infusions can be injected (say, with the Syringe Spear).Alternately, you can pour a potion down a throat of an unconscious character, so I suppose you could do the same with a conscious-but-cooperating character. I'd make it at least a standard action for both of you, though, inviting AoO's, so that wouldn't help.
Shifty wrote:
What he said. Quote:
hogarth wrote:
I think I'd rule that it does count as "hindering movement". On another note, I'd think that in order to fly effectively (and without panicking), a horse would need to be trained in it as a trick (or Handle Animal-ed into doing "a trick that it doesn't know").
Eric Morris wrote:
Given their method of launching, and the fact that angular momentum is conserved, I'd be very surprised if sling bullets *don't* spin in flight. Note that lead sling bullets were typically almond-shaped, not spherical, though that may not matter for dimpling effectiveness. For a whole bunch of info on slings, check out:http://www.lloydianaspects.co.uk/weapons/sling.html
Not that this really resolves anything, but if anyone cares, James Jacobs has made an offhanded (backhanded?) comment on this thread in general (not necessarily on the specific arguments) here :
Quote:
Ravingdork wrote:
Okay, if you think the text is ambiguous, then what about "framer's intent", as they say in the Constitutional Law biz? Is there any reason to believe that the game designers *wanted* people to be able to make potions of spells they don't know? The fact that they came up with the new "+5 DC for a missing prerequisite" mechanic in the first place means that they *might* have wanted it to apply to Potions. The fact thay they specifically say it *doesn't* apply to spell trigger and spell completion items means that they didn't think it should apply to *everything*.I don't see why they would want the mechanic to apply to Potions, but not Scrolls and Wands. Your mileage may vary.
Ravingdork wrote: Are you seriously arguing that, because the game designers didn't want to waste space typing out every possible kind of potion, that potions don't have prerequisites? That's absurd. They could have just said "Potions: Prerequisites: The spell to be made into a potion." They didn't. What I actually think happened is that someone said "Hey, wouldn't it be cool if Spellcraft was actually used to craft magic items?"And then someone else said "Yeah, and then with a high Spellcraft score, maybe you could skip some prerequisites!" To which the first person replied, "Okay, write it up. Oh, but don't let people make wands and scrolls of spells they don't know, that would be silly." Now, maybe they forgot that this left potions potentially ambiguous. Or maybe Person 2 said "Hey, what about Potions?", and Person 1 said "That would be even sillier. No point in wasting the word-count." :) Really, though, I think they just forgot. Fortunately, a close reading of the rules still yields the result that is almost certainly the intended one: No, you can't make a potion of a spell you don't know.
Since this thread has been resurrected, I'll throw my 2 cp in here as well: yes, Brew Potion needs spell prerequsites. The reason is in the rules as written (quoted below with some *added emphasis*): Quote: Note that all items have *prerequisites in their descriptions. These prerequisites* must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites. "All items have prerequisites in their descriptions". These are specifically the prerequisites that can be omitted, at the cost of a higher creation DC. If you look at the section on "Potions" in the "Magic Items" chapter, you'll find that (unlike most items) individual potions do not, in fact, have descriptions (or "CONSTRUCTION" sections, which is where the "Requirements"/prerequsites are actually shown). Thus, they have no "prerequisites" for the purposes of the originally-quoted paragraph. All they have is the "requisite item creation feat", which is quite clear that you do, in fact, need to know a spell to make a potion from it (as is the "Creating Potions" section on p. 551).Potions have no prerequisites that can be omitted by the mechanism described in the paragraph; thus, they work as their creation feat (and other similar text) describes, which specifies that you have to know the spell.
Ravingdork wrote:
No need, since one of the passages we've both already quoted provides sufficient evidence. You seem to have missed my argument concerning it, so I'll repeate the quote (with some *added emphasis*), and the analysis, below: Quote: Note that all items have *prerequisites in their descriptions. These prerequisites* must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites. "All items have prerequisites in their descriptions". These are specifically the prerequisites that can be omitted, at the cost of a higher creation DC. If you look at the section on "Potions" in the "Magic Items" chapter, you'll find that (unlike most items) individual potions do not, in fact, have descriptions (or "CONSTRUCTION" sections, which is where the "Requirements"/prerequsites are actually shown). Thus, they have no "prerequisites" for the purposes of the originally-quoted paragraph. All they have is the "requisite item creation feat", which is quite clear that you do, in fact, need to know a spell to make a potion from it (as is the "Creating Potions" section on p. 551).Potions have no prerequisites that can be omitted by the mechanism described in the paragraph; thus, they work as their creation feat (and other similar text) describes.
Brogue The Rogue wrote:
I'm not sure I'd agree on "never", but I can agree in this case. Thanks.
Defraeter wrote:
Not quite correct, and the difference is crucial. Let's look at the full text (core Rulebook p.549, or http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Creation): Quote:
"All items have prerequisites in their descriptions". These are specifically the prerequisites that can be omitted, at the cost of a higher creation DC. If you look at the section on "Potions" in the "Magic Items" chapter, you'll find that (unlike most items) individual potions do not, in fact, have descriptions (or "CONSTRUCTION" sections, which is where the "Requirements"/prerequsites are actually shown). Thus, they have no "prerequisites" for the purposes of the originally-quoted paragraph. What they have is the "requisite item creation feat", which is quite clear that you do, in fact, need to know a spell to make a potion from it (as is the "Creating Potions" section on p. 551).All that being said, it does seem like an oversight for the writers to have specified "you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites," but not to mention potions. I can only imagine that they thought it went without saying, which shows that they lacked imagination. ;-)
Gorbacz wrote:
Quote:
Heck yes, it's a silly argument. However, it seems to me to be a *less*-silly argument than the one about Brew Potion.
"Brew Potion" says you have to know the spell, *and* the entry on Potions in the section on creating magic items says you have to know the spell, *and* the Item Cost section says that "The caster level must be low enough that the spellcaster creating the item can cast the spell at that level"; thus, no, you can't make a poition of a spell you don't know.
seekerofshadowlight wrote: Uh no, the feat states "selected weapon" , B/P or S are not weapons. They are damage types. No where does it even imply you may select a damage type. This really does not need to be made more clear then it is man. Before it says "selected weapon", it says "type of weapon", and the entry on weapon damage types says "type of weapon". Silly? Yes.But "Brew Potion" says you have to know the spell, *and* the entry on Potions in the section on creating magic items says you have to know the spell, *and* the Item Cost section says that "The caster level must be low enough that the spellcaster creating the item can cast the spell at that level"; and yet plenty of people still say you can use Brew Potion to create a potion of a spell you don't know. (No, knowing the spell isn't a "prerequisite in it's description" for a potion that can be skipped with a penalty to the roll, it's a requirement of the feat. Potions don't have "prerequsites in their descriptions", since they don't have descriptions per se (in the magic item lists)).
Quote:
So, apparently like everyone else, I've always assumed that "type of weapon" meant "Longsword" or "Dire Flail" or "Hunga-Munga" or whatever. However, this is Pathfinder, and we shouldn't assume that what "everyone knows" from 3.0 and 3.5 is still valid. And, as far as I can tell, the only definition of "Weapon Type" or "type of Weapon" in the rules is in the "Equipment - Weapons" section:Quote:
So, RAW, can you take Weapon Focus/Specialization for "type" B, or P, or S? RAI, almost certainly not. But as written...
deinol wrote:
At least in D20, "Small" tops out at 60 lbs (oddly enough, I can't find any definition of the size categories in Pathfinder; anyone else see them?). So, a Border Collie (4th column from the right) would still be Small, but an American Bulldog, German Shepherd, or even Labrador Retriever (3rd from the right) would be "Large".
Stubs McKenzie wrote: I don't see much of a problem with that, a small dog would work perfectly well for a guard dog. It would alert you of something's presence as it is supposed to, but not necessary attempt to then attack and kill that something. If you want a dog to do both of those things, buy/train an attack dog, which is labeled as a riding dog in PF. The problem with this is that a Riding Dog (150 gp) is also trained (and has an appropriate build) for, well, Riding (and riding into combat, at that), as well as (probably) wearing armor. While I agree that a small dog can work as a guard dog, most Medium-sized adventurers shopping for dogs are going to be looking for a Medium dog with combat training, but not riding. If the 25 gp "Dog, Guard" from the Core Rulebook (and the "Combat-trained Dog" from AA) are being defined/redefined as Small, fine, but there should still be a standard Medium option, presumably costing more than 25 gp and less than 150 gp.
Ravingdork wrote:
Chihuahua's would by Tiny at best, probably only Diminutive. ;) And this isn't really an Adventurer's Armory problem; the same questions arise from the Core Rulebook. Thanks for letting us know about the upcoming errata, Sean.
Hi. I've purchased PDFs of the Core RPG and the APG, no problems with those. I'm interested in buying a hardcopy of the Core RPG, but only if it's at least 3rd printing. If I was to order one through the Paizo website, what printing would it be? And when do you expect 4th Printing hardbacks to be available? Thanks. Allen W.
AvalonXQ,
Thanks. Note that I've seen some excellent posts concerning PA in general; what I'm curious about is the specific case of using PA while one is Cleaving. Under what, if any, circumstances does the penalty to hit (and thus the increased chance of missing the first attack, and thus not getting the second attack, which is also at reduced chances to hit even if you get to make it) outweigh the additional damage to whatever attacks hit? Let's say a level-1 human fighter-type (Power Attack, Cleave) with +1 BAB, an additional +5 to hit due to traits, feats, and STR (so a total attack of +6 under normal circumstances), swinging a 2-handed sword with a 16 STR (so, 2d6+4 normal damage) |