QuidEst wrote:
I ask you forgiveness.. You have, with other, respond my answer... I thank you, for the patience :)
Hi James. Just what I can do if there's an opposite reading of a rule and I like to ask to you devs? I mean, that's a really old question, that date back since the 3.5, and inherited form PF. But never get an answer... maybe it's not so important, but really, every now and then it pops out. And I like an answer from someone of you devs... Aside FAQing the topic, there's something other that I can do? It's really important for me to know the answer.
James Jacobs wrote:
Sorry, I was thinking of Bullman, because I was reading an article he wrote. But the question was for you (I never noticed if bullman has asked to close his topic, so my welcome was really for you) :) If you prefer, I can ask to Jason, but I trust your answers as well :)Sorry for the inconvenience :)
Voss wrote:
A healing effect stop something that affect something you never heal via that healing effect. And since when I cast mystic cure I can redirect to me any residual hp left, while you bleed on stamina, I can stop your stmaina and give myself a full cure. So I never healed you by a single point, but somehow I healed you from a the blood flowing outside your body. Really you can't see ambiguity or inconsistence?
1) What exactly is a purely defensively action?
It seems the new wording is really grey.
Ok, the big question:
James Jacobs wrote:
Maybe I should cast invisibility on myself and go inside to spy :) I'd love to come to PaizoCon... Oh, speaking about, do you like some specific italian food, if you like at all italian food? (curiosity time :D)
James Jacobs wrote:
Sorry, I didn't specified: bowstaff is a spell, here the text: "The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon."Anyway, I'd like to see you one time or another. Maybe as part of the honeymoon trip I'll come to the paizo central just to see people :P
James Jacobs wrote:
I hate you for that :) So, as a punishment, I'll ask you 2 questions, one for my personal amusement, and one because my gf would like an answer from developers. 1) When you'll come to Lucca Comics&Games? I need to made you sign a lot of books :D 2)If I use the bowstaff as quarterstaff, can I apply the feats I have for the archery combat? Like weapon focus, or deadly aim, or clustered shots, or the mighty composite properti of the bow. As I understand, bowstaff doesn't change the shape, so weapon focus and the like would work, but none of the ranged feats would work, I am right? (and as a bonus question, can I choose wether I use it as bow or as staff while spell is active?)
I can't find any answer to that, so I hope someone can help me:
Quote: Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous) So, the questions are: 1) how long the people I cook lasts as food? It take 1 hour to cook one person, but how much it last before it's no more edible?2) how much portions I get from a humanoid, either small and medium? 3) does the benefit need to be the same for everyone who eat the same humanoid, or can one choose when he eat the grocery? Thanks in advance for any help.
According to the Grapple rules and the flowchart on http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple, it seems that the controlling grappler can only deal damage as standard action on his round, plus he need a succesful grapple check to do it, while the defender can take a full round attack without even do the grapple check. 1) Do I understood correctly?
My point is that, if I'm correct, it seems that it's not worth to start a grapple with a fighter type.
Hmmm. I disagree. Spell combat says you can cast a standard action casting time or less spell as part of your full attack action. The Mystic theurge capstone says basically that you can cast 2 equal time casting spells with the same action you use to cast one of them. Spell combat per se is a full round action. Spell synthesis is an action that has the time of the spells you cast. While spellstrike is not an issue spell combat is its own kind of action, that I don't see how to combine with spell synthesis. Maybe I'm wrong, but I don't see them combine.
Mojorat wrote:
Nope. It would spell pen as cl 5, because you cannot create a cl 1 wand of a spell that need level 3 slot with a cl 1. The range of the cl of a magic item like scroll or wand spread between the min needed to cast the spell you want to insert and the max you could achieve. And for an empowered lev 1 spell you need a 3rd lev slot, thus you can do it no less than 5th level. Dustyboy wrote:
All those things are in effect only when the caster use his own spell slots. If you create a wand, let's say, of an intensified shocking grasp and you have magical lineage your only advantage is that you will use a lev 1 spell slot during creation, but the wand will contain a level 2 modified spell.
Cannot edit, but seems I was wrong. Luckily for me (as nobody seem able to say nothing other than "do homework because I'm quoting the same faq again and again even if it doesn't answer the question"), I remembered another faq. Paladin of Baha-who? wrote:
No, it's not that faq. It's this: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r95 Quote:
So it seems I was wrong. On a side note, I find extremely funny that I'm the only capable of remember this faq. Maybe because I do homework, after all. Someone maybe want to note it, just in case some other ask and instead of babbling, you can point out to the faq, saying "hey dude, maybe you forgot that faq" instead of babbling.
A sorcerer/wizard spell is a spell that appear on the sor/wiz list. A non sor/wiz spell is a spell that don't appear in that list. If it appears, it will be a spell of the level indicated for that class. So, no, you can't feign that plane shift isn't on your list, because it is. At least for what I understand, this is what I'd rule.
Werebat wrote: I thought the DM was never supposed to say no, Where in the world did you read this dumb thing? Quote: Well I just thought I would post my cool build here just in case any of you do not have super lame DMs. Get them to agree to the 3.5 Scout and you are *IN*!!! I'd never play anything so lame, specially if that come from a munchkin like you.
Archmic wrote: Then give me, from paizo, a definition as to what a spell casting class is. As stated in the Mystic Theurge class, it gets it's own spells per day, but simply adds it to your previous classes existing spell level. Not. That's what you wish. From the table: Quote: +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class And from the text: Mystic Theurge Spells per day wrote: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day. If you aren't agree, it's not a problem of paizo or others. The rules just don't go as you wish, because MT adds CL to previously belonged classes, not for their own. Else somewhere MT should say from wich list he should gains spells, and the rate of spells. It doesn't have it's own spell list progression, else you could take it even with a fighter. Quote: If we were to go back to 3.5, there are a lot of classes that state that they use the same spell list as the sorceror and wizard. 1) this is not 3.5, this is Pathfinder 2) Even if, so? If a class state that they use the spell list from sorcerer/wizard, that's mean nothing. It need its own spell progression.Quote: This isn't me breaking the rules, it's finding a loop hole. Funny, I call it "being a munchkin". Quote: The Mystic Theurge into Knight combination is legal and works. Curiously you're the only that think that. But let's say, just for sake of discussion, that you're right. Your build still never work: Eldricht Knight Spells per day wrote: At the indicated levels, an eldritch knight gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an eldritch knight, he must decide to which class he adds the new level for purposes of determining spells per day. Just arcane, not divine. So even if you're right, and anyway you're wrong, the EK adds ONLY to arcane spellcasting. It doesn't specifically add to any spellcasting class you belonged before. MT specifically add both divine and arcane, EK specifically add only to arcane. So, you're wrong twice: you don't want read the rules correctly because this is against what you want, and even forcing the rules as you like instead as what they said, you still can't accomplish what you wish. It's not finding a loophole. It's being munchkin.
If it could help: Santa Claus 3.5 sheet (pdf).
AldantheRighteous wrote:
Not quite. Spellstrike never require you to have a free hand. Rules at hand, it never says anything like that. Spell combat require it. Then, let leave alone Spell Combat, it has its own rules and this topic is about Spellstrike. Now, spellstrike let you to deliver a touch spell with your weapon instead of your touch,. This is the basis. Now, as per FAQ, swith from 1H to 2H is a free action. FAQ says that two wielding change is fair. So, if I'm a magus, I can have my weapon wielded 2H at the start of my turn, and then, the magic happen: -free action: switch to 1H wield-standard action: cast a touch spell -move action: getting close to the enemy -free action: switch to 2H wield -free action: deliver touch spell with my weapon. No rules contraddiction, no accidental discharge (as per FAQ - http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9oym
Spoiler: ).
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? Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell. On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal. Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells. —Sean K Reynolds, 02/07/12
The dev and the people are agreed all the ways.
BigDTBone wrote:
Or better, it's mad. (sorry, cannot resist :))
I'm playing a Magus, as some of you know to nausea :), and I'm just hit 6th. But I need to planning ahead: Monstrous physique seems an impressive spell for a Magus, I'm an elf hexcrafter with darkvision racial substitution trait. So, what do you suggest as monster form for mp spell? I lean toward a scent monster, but feel free to suggest anything. And a question: the darkvision for elf give you light sensitivity. If I transform myself in a monster with darkvision 60 feet, do I rid away sensitivity? Spell question: what your classific of top 2nd level spells to have? I have several of them in my book, so feel free to add any spell you like, and I'm glad if you can say why you like. I'm not at home, now, but when I arrive at home I'll post my spellbook.
Just about that: is a lich forced to create a little object as phylactery? Couldn't be something of really big, like... a mountain? Maybe something small, like a castle. It would be a great way to joke the adventurers. And surely an epic quest. I mean, destroy a philactery is just hit until destroyed, is like a small annoyance, once you find it and you defeated the lich. But imagine, a mountain as phylactery. Destroying that could be a quest itself.
Skylancer4 wrote:
Of It was as you say, there wouldn't need to move in straight line, without changing direction.If the movement make you pass through threatened sqsquares you can't avoid it with movement. You're going through any peril to reach your target. As well you can't charge in difficult terrain. These two things are the very opposite of a "guarded and precise", or normal of you like, movement. Charge has its own rules for movement. That said, I'd do one of two: allow bonus and penalties from the start, or from the attack of the charge.
James, there's a FAq that seems a bit strange to me:
Ok, not so strange, but that FAQ imply that a Magus casting Chill touch or Frostbite would be useless or either will waste a lot of touches. As I can argue, the team designed the Magus to let him cast while attacking. But with this FAQ, a Magus have 2 choices, and none of them is nearly decent:
2) the magus cast chill touche, use it 1 or 2 rounds at the most, then cast something else and lose the remaining touches of chill touch. That's a useless choice too: a spell like chill touch is made for lasting long, even an entire encounter. burn it down seems bad. So, what do you think about that? Obviously I'm thinking of Chill touch and Frostbite as well. Oh, and a question about the above: if Chill Touch and Frostbite are "holding the charge" spells, does this means that a failed attack do not waste one of your touch/lev?
Hi. A rules question: Spell Hex says:
Quote: Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day.[omissis] Now, the bold part: as written, it seems that I select a spell, and then I can learn when I gain the hex class feature. In other words, when I take this feat, do I automaically learn the spell as Hex or mus I wait until I reach a level where I learn a hex? |