Vorrea Talminari

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Feat said wrote:
You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed.

So 30ft without any class or feet mods, Interpret as you will but you wont need 50ftx50ft when you only roll your speed, add armor and thats down to 20ft easy.

Goblin Magus anyone?


Broken Zenith wrote:

Orc is up.

I'm sure this is to be the easiest of all, as I was able to cannibalize much of cartmanbeck's work on the half-orc. Thoughts and suggestions always welcome.

Missing the negative light sensitivity on the orc page; though you reference it on the alternate racial traits.

Also I'd love to see changling


As good as that looks, I have one problem:

V, in the movie, doesn't back stab or hit people who are unable to defend themselves. Often it is quite the opposite and he goads them or announces his presence before fighting. As for bombs, he rarely used explosives preferring to use two daggers and overwhelming force or subterfuge, though his character did portray to chemical and explosive knowledge.

Now if your trying for Guy Fox...


Well I just found the last word on it,

SRD Successful Spell Resistance:

Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell's effect on another creature. Spell resistance prevents a spell from disrupting another spell.
Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.

SR is First: Rules As Written


Rathendar wrote:
If the hit targets a figment, you were never the target for SR to come into play based on my reading of that same text.

Spell Resistance text:
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance for the spell to affect that creature. The defender's spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check.

RAW If it does work like AC, but for spells, then SR has to be overcome first before even a hit can be made; then, and only then does a roll from mirror image get made as:

Mirror Image wrote:
If the attack is a hit, roll randomly to see whether the selected target is real or a figment.


Rathendar wrote:

After.

Mirror Image is a spell effect being interacted with, not the Caster himself.

Similarly if you cast Wall of Force and have SR, someone Disintegrating your Wall doesn't need to check your SR either.

Wall of force doesn't have specific text like this:

Mirror Image wrote:
Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss.

It has to Bypass SR first if it has to hit you first.


From a Magus perspective, using the whole spell list a few ideas:

Well two simple thoughts are Web or grease combined with a few fire spells, done with the right team he couldn't dispel it quick enough before the fire caught and he would be in the center. DR or not fire damage every round can be quickly damaging. As low level spells you could have a few prepared so dispelling would be harder.

Sleet Storm as a early round spell making the ground icy on a dc 10 acrobatics ,heavy armor would hurt that save. Blade Snare from inner seas before he even draws his sword for an opening surprise round move, Armor lock from the same source as long as he doesn't make the reflex to stagger/entangle him. Anything that will hold the guy down shuts him down even for a round or two makes a big difference.


For a combat heavy modules, or for trap finding and clue searching with minimal role-play I could see tables and pre-determined actions make a good one-man game. Its no different then a tactics game, just you can see what the character missed; Metagame with only one person.


Spell Resistance before Mirror Image I'd say. Scorching ray is trying to hit the original and thus SR takes hold, then a roll for mirror image if the SR was bypassed.


Samasboy1 wrote:
stuff
Imbicatus wrote:
reply stuff

There was, in 3.5, the "Wand Bracelet" in Magic of Eberron.

Wand Bracelet:

wand bracelet holds a number of small items that you can retrieve quickly.

-Lore: The name “wand bracelet” describes the most common use of the item. Originally designed to hold small keepsakes as charms, and crafted to be appropriate for formal gatherings, the wand bracelet has instead found popularity among Cannith wand adepts and artificers who favor spell trigger devices (Knowledge [arcana] DC 15). The bracelet is also sometimes known as the assassin’s charm,
because small weapons can easily be concealed within it (Knowledge [arcana] DC 20).
-Description: This golden chain bracelet has a number of small metal objects hanging from it like charms. You typically wear the bracelet on the arm opposite the hand that actually uses the items stored within it.
-Activation: A wand bracelet can store up to four items, which appear as charms along the bracelet. As a free action, you can grab one of the charms from the bracelet. If you have a small item in your hand, you can use a move action to store the item in the bracelet, or to switch the held item for a stored item by touching the item to the charm representing the stored item. Neither action provokes
attacks of opportunity.
-Effect: Grabbing a charm from the wand bracelet causes the item to appear in your hand. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item to be stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or light weapon. Only the wearer of the bracelet is able to retrieve or store items.
-Aura/Caster Level: Faint transmutation. CL 6th.
-Construction: Requires Craft Wondrous Item, 12,500
gp, 1,000 XP, 25 days.
-Weight: 0.25 lb.
-Price: 25,000 gp.


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Funny thing resurrection, its a willing spell; so I think the question your PCs need to ask is "is he going to LET US resurect him after let him get killed." Because if the npc isn't willing poof goes the spell.


Korthis wrote:

hmm. what if he used "roused anger"

Quote:
Benefit: The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
You could rage cycle at will then, just make sure said cleric also has lesser restoration.

It helps rage after a rage, but again the exhausted condition is not removed, only it is treated as if fatigued while the drone is active.


I belive the answer is he would be exhausted, but act fatigued for the duration thereafter if he was allowed at all in the first place. It says he ignores the penalties of the conditions, not that they are removed.


I know it is a bit off topic but: Optimally a spear/haliberd/glaive/reach two hand weapon in main and secondary plus two offhand weapons or one offhand and a shield would make a powerful combatant. Gives a lot of options in mixed range combat.


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Hark wrote:
Throwing people into orbit is only cool if you have a way to join them and do battle in space.

The whole concept and mythic nature just screamd Asura's Wrath to me. Guess a space battle with a raging barbarian monk isnt out of the question?


Gilfalas wrote:
the David wrote:

I've seen beer being mentioned a couple of times, but that would be virtually impossible. It does raise the question: What did the dwarves drink before the quest for sky?

There's gotta be some rancid fermented liquid we can come up with, right? Maybe something like rotgut? Huh, how do the orcs make rotgut anyway?

Since where there is dwarves there is magic, underground farms are very possible. While these dwarves may not trade with the surface they may very well trade with other under ground species and have been able to aquire even surface foodstuffs or seeds that way.

But you can ferment nearly anything so they will have SOME sort of booze. Hell I once had mead made of fermented black tea.

Or there may be as many types of 'deep' grains, sheep, cows and pigs, etc. as surface versions.

Not to mention mushrooms and perhaps a species of fast growing fungus that can be used like Tofu to make nearly anything else.

Vodka, like most alcohol is made from grains but can be made from potatoes which are a type of tuber. There are tuber plants that dont need much in the way of sunlight. So litteraly Roots, moss/lichen, fungus, bugs, and traded foods.


Mechanical wise light does not travel around corners (though it does circle a globe which is why we get sunset sunrise.) But it does increase ambient light a bit. Ever shine a light forward to see well in one spot? Well turn that light upright and it adds a bit of light to the room over all. Shiny surfaces(polished stone or mirrors) can scatter light in other directions.

A normal vision Human would probably get no more then a foot or two, Elf a few feet more, and Darkvision doesnt care ;p.

RAW, no you would get no light for it.

EDIT; I should add Light blindness as a note, when looking from an area of light out to darkness you can not as easily see because your eyes are adjusting to light. This is an idea why pirates wore an eye patch (bright deck vs dark galley) to counter the light different.


Claxon wrote:

NO.

There is no surprise round. He is aware of you and your hostile intent. Saying you do not have hostile intent does not cause him to "relax" enough to not consider you a threat. At least until your are gone, and probably for a few minutes afterwards he is going to be on edge.

For RAW yes but a DM can make exceptions for plot or story, especially if it makes things interesting. Though escaping a guarded building after starting a fight becomes quite hard.


A small hand cross bow is still about a foot long and half as wide.

Anyway I think you have your answer. Your best bet is still the knife.


A cross bow is hard to hide; even if its under her dress, she could call out as well that your intention is not as spoken ruining the suprise.

Think of it as this: you are an intruder, they are security, you do not belong. They have no reason to trust you, not even your word.

A stranger holds a knife out at you, saying you are safe as long as you dont move. Would you trust them? Most people would say no, and thats kind of how combat/hostilities work.


I would say only in case 3, and best with hostage as it does assist with line of sight. As for putting them away and holding hands up, only if you pass a sense motive by a certain amount. Usually a 5 or greater then theirs.


1) yes and no, it can be played both in and out of combat.
2) swords drawn? Yes, though even if not drawn they are aware of your hostilities.
3) slight of hand vs spot check for hidden knife, or moving to grab a knife not used on hostage.
4) again you gave hostile actions, holding a hostage, and they are aware of that. With sense motive you could presume they are less hostile but youe are still an intruder, and armed.

Up to your DM really though.


DM-Handwaved Magic Jar, Trap The Soul, or the like, as said it is inherently evil. You could have the character research this, along with something akin to Lich's phylactery. This is kind of a good idea for a DM to introduce some character based plot lines to work the character up in level to the end. The end result would be akin to adding a Half-Dragon Template to said character, if not transferring their 'soul'/character into the body of a dragon permanently.


Aelryinth wrote:

He wants to see a published weapon shield so he can see if they double the masterwork price on the shield, and lay this whole argument to rest.

==Aelryinth

Then would not Volcanic Shield Which is officialy published in Ultimate Equipment, just not allowed in PFS play, Fitting?

Volcanic shield wrote:
This +1 bashing heavy steel shield burns with an internal fire upon its boss, gaining the flaming weapon special ability when used to make shield bash attacks. On command, the wielder can make the shield belch forth smoke as a smokestick, but this smoke does not impair the shield user's vision. Once per day, the wielder may cause the volcanic shield to erupt in a cascade of brimstone as the flaming hands spell.


Nefreet wrote:

None of those are enchanted as weapons.

They are all shields.

I'm specifically looking for something, like, +1 Flaming/+1 Bashing Light Steel Shield, or some such.

It doesn't even have to be spiked.

How does "gaining the flaming weapon special ability when used to make shield bash attacks. " Not count? Just wondering.


Nefreet wrote:
blackbloodtroll wrote:
Shields are not double weapons.

Has anyone had any luck finding a magical shield, enchanted as a weapon, in any Pathfinder sourcebook?

I find it really strange that I can't find any, at all.

Even the existence of one would be useful.

Spined Shield Technically spiked, that shoots

Lion's Shield It freaking bites.

Volcanic Shield Flaming example of Weaponized Shield, literally.

There are a few that let you bullrush/charge and use a push style spell as well, But those are not what you want. Original source is the Ultimate Equipment guide.

NOTE: All specific magic shields on pages 130-133 of Ultimate Equipment guide, except avalanche shield, belligerent shield, celestial shield, dragonslayer's shield, elysian shield, living steel heavy shield, tempest shield, volcanic shield, wyrmslayer's shield, and zombie skin shield are legal for PFS play.

Negating the point, but it is a Weapon enhancement on the shield.


BartonOliver wrote:
CrescentCrux wrote:
Wont deny that, but its a feat you have to burn where you could have used it elsewhere, Not all classes can afford the single feat tax. Also see my edit above for my thought on cost

True, but without it you probably aren't worried about using a shield as a weapon anyway (or at least rarely) so the weapon part of the argument doesn't really matter to you. If however you built a Warpriest around the shield bash mechanic (with some other things like Stand Still and Bodyguard and Casting) I would think it would matter to you a great deal. (And yes I have seen a players character starting down this path and theory crafted out further)

I would say pricing went shield (armor) and shield (weapon) separately. Just like you individually enchant two sides of a double weapon monk's spade (shovel) and monk's spade (bull horns) separately.

Though I saw the argument above for it being a single pool, I haven't read it closely enough to argue for or against. (I got the gist and how the price would work, but didn't understand all the reasons why at first glance)

Alas item creation alone gives me headaches some days. I could see it going both ways; being up to the DM really, but seeing as it is not a double weapon the enhancements must stack, though it is allowed different enhancements.

Canthin wrote:
CrescentCrux wrote:

2)A Masterwork light Mace gets +1 on attack rolls. Enhanced it gets +1 on damage and a Total of +2 on attack.

(1d20)+2 for 1d6+1
The Masterwork bonus is an enhancement bonus so it doesn't stack with the +1 of a magical weapon. A +1 light mace has +1 to hit and damage. A masterwork light mace has +1 to hit, +0 damage.

Oops math is off, My bad.


BartonOliver wrote:
CrescentCrux wrote:
The shield is innately used to block, but can be used to attack which negates All defense from it. You do loose the defensive purpose of the shield for a round
Except with the investment of a single feat it can be used as a weapon and armor in the same round. (Improved Shield Bash)

Wont deny that, but its a feat you have to burn where you could have used it elsewhere, Not all classes can afford the single feat tax. Also see my edit above for my thought on cost


Canthin wrote:
BigNorseWolf wrote:
Canthin wrote:
Doesn't say anything about MW Shield can be enchanted as a weapon. Only that the non-MW shield can be made into a magic weapon "in its own right". I interpret this to mean "follow the rules for magic weapons" (which would require a MW weapon. MW weapon rules say +300g).

The magic weapon rules state that a weapon has to be masterwork to be enchanted. Having a masterwork shield that can't be a masterwork weapon runs into the silliness of enchanting a masterwork climbing set to hit people with.

Though those crampons do look extra pointy...

This is the point I'm trying to make. A Masterwork Frying Pan (+50g for +2 to Profession (Cook)) shouldn't be able to be enchanted as a weapon just because it has the word "masterwork" in front of it. Masterwork WEAPONS cost +300g. If you want to enchant a Magical Frying Pan to do +1 to hit and damage, you should have to pay 300g for the masterwork weapon part. Same for the shield. If you want it to be a magic weapon, it should start out as a masterwork weapon, not a masterwork armor.

I'm ok with being wrong, I just wish there was something that said "The word masterwork is all you need to enchant a weapon, therefore you can have magical weapon frying pans for +50g, magical weapon shields for +150g (that can also be used as magic armor), and magical weapons for +300g.

Maybe it is in the way you see masterwork. I see it as the innate quality of the item, making it better then the mashed out item.

1)A masterwork Pan gives +2 to cooking, it does not give +1 on attack rolls. However if Enchanted; give +1 then it is for +1 damage and +1 attack roll and -4 for Improvised weapons. Give it a 1d6 like a light mace and results:
(1d20)-3 for 1d6+1
2)A Masterwork light Mace gets +1 on attack rolls. Enhanced it gets +1 on damage and a Total of +2 on attack.
(1d20)+1 for 1d6+1
3)Edit Shield cause: a +1/+1 Light shield: Adds +1 ac, and +1 on damage and attacks. Cost: 4180gp or 6180gp
(1d20)+1 for 1d3+1

The shield is innately used to block, but can be used to attack which negates All defense from it. You do loose the defensive purpose of the shield for a round.
In all honesty we are arguing over a few hundred gold, when we are talking about enhancements that cost several thousand to start.

Edit: If you do use the pan, call yourself the Cleric Fryer Tuck? A few laughs for a few thousand gold.
Double Edit:

Now what would be a interesting talk, is how you would calculate Enhancement cost. Would it be both of the lowest for Weapon and Armor, or the cost of the enhancement level for the specific side your getting it on. On the latter half the weapon Enhancements would be cheaper to do first then the armor. As shown above depending on when you got each it could cost 6180gp just to start by going armor then weapons. As bad as it is, I honestly think it is the better way to do it but it is going to cost you. The reason is: is if you enchant your item as is, you have to pay the accumulative cost to overwrite the enhancement it holds every time. A +5 to both would be cheaper for this: Armor, Weapon x5, Armor x4. But you'd be paying an fortune.


Weapon

Weapon wrote:

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

its a 'Quality' of work, rather then a stack enhancement. Masterwork from Armor would be all you need, then add cost of enhancement.

Craft

Craft wrote:
You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

The ITEM is masterwork, not half. If half the material has/requires the quality then the item is masterwork.

N N 959 wrote:

Per RAW, you cannot enchant a "weapon" to be a weapon unless it's a MW weapon a priori.

Otherwise I can enchant a MW frying pan as a +1 weapon but only have to pay 50gp to make it MW instead of the normal 300gp.

I said this line, I'll say it again "A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC."

Right there it states the Shield can be built that acts like a MAGIC WEAPON, at the cost that the enhancement is added to cost.

Edit: lets not even Get into Improvised weapons, as they are listed too.


N N 959 wrote:
CrescentCrux wrote:


Now mind you this isn't for PFS, but I do think it does validate what people are asking about. You can enchant a shield to do damage, but you must add it to the +1 via cost. So a +1 attack/+1 AC shield is a +2 enhancement. Think that is what people are getting at?

I don't think so. My understanding is the cost of making your shield a +1 weapon is the same cost as enchanting a weapon. It's irrelevant if there is any existing magical defensive enhancements on the shield. What we are asking is whether the shield needs to be a MW "weapon."

"A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC"

That line there. Says ONLY the cost of enhancement added to cost, not the masterwork Quality.


Referance

Magic Armor wrote:

Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a shield bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must also have at least a +1 enhancement bonus.

Now mind you this isn't for PFS, but I do think it does validate what people are asking about. You can enchant a shield to do damage, but you must add it to the +1 via cost. So a +1 attack/+1 AC shield is a +2 enhancement. Think that is what people are getting at?


alexd1976 wrote:

I highly recommend anyone under the impression that flint is somehow dull and unable to be used as a cutting edge check out that website I posted above...

So so far no one on here thinks flint axes or knives are allowed to be sharp...

We are not saying they cant be sharp; Using the site above no blade is bigger then the palm of your hand, And are suggested used for skinning. Flint as a knife uses a serrated edge, like a saw, to cut. Skinning doesn't always need this mind you, as anything of a certain sharpness can easily separate the fat tissues of animals. A axe is mostly just a heavy wedge, simple tool 101.

Stone Age Tools

Note many of these are not as sharp as those, aging regardless. Refined edge making on stone is a more complex task. They had a rock to sharpen a rock.


Harder no, durable and resistant to aging when handled correctly? yes.
Akin to why we use a steel composite for swords you can relate to wood, Even dead it retains flexibility, but rigidity. Maintaining and repair of wood (and weight but I digress) is why we use it for housing. Some of the first 'axes' we used didn't really cut, more just chop (Thud, thud, thud). I'll relate a good example: If you have ever chopped wood, you can tell when the axe gets dull as it doesn't cleanly go though, or if you miss-strike it tends to get stuck in the wood rather then cleanly bisect it.

As for flint, Industrialization does makes larger objects easier. Though so does a equally increased IQ level we have today.

Although close in age a good 'Glass' chopper would be a Macuahuitl, a bit later in years but still early. Obsidian being much harder then rock, but sharper then flint.


Fluff for sure, but remember a 'stone axe' was probably not sharp like our axes, thus not fitting into 'slashing'. Rule-wise for combat it would be a 'hammer' that is used like a crude axe. Flint arrows/spears/knives were sharp, but not very big, and were very easy to chip/dull.


Zolanoteph wrote:
Do touch attacks require a free hand? Can a guy with a weapon and shield pull off a touch spell?

See

LAY ON HANDS WITH SHIELD
And
SHIELDS AND SPELLCASTING

these should help


Now is where you will need to question the tale. Ill give you this simple example: The Unicorn; A horse with a horn, magically beautiful... but it feasts upon the flesh of the dead, a true monster. Elves are much the same, some saw them as savage and evil where others see them as graceful and hauntingly bdbeautiful.


Think of Displacement as a magical Mirage, inwhich its altering the perception of location. Gliterdust is outlining creatures to make them easier to see, this would not stop a mirage as the dust too would apear shifted as well. Also it specifically says highlights Invisible creatures, and hampers stealth, not cover which is what displacement gives.


As per the source:

Staggered and Unconscious

When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

So staggered but not Unconscious. As writen it wont go past into leathal damage, and wont knock-out.


Racial Template (Monster if allowed) Haunted Ones, for a +1 Cr: True Lore (Su): once a day +20 on knowledge you have skills in, and Knowledge skills are always class skills for a haunted one.

Downside: Potential Con damage


This thread reminds me of a book I read, Prince of thorns, a fantasy novel based in the future after we accidentally destroy everything. Magic being a combination of technology and mutation. Anyway during the book a nuclear arsenal is detonated and acompanying issues ensue. One interesting note I took from it is thus: Radiation behaving akin and jointly with Negative Energy. Con str and etc damage are usually from such sources, so ontop of fire from the blast, sonic or simple bludgeon from the presure wave, why not negative energy effects on any around.

It should be noted the half-life of radiation from a clean nuclear bomb is very short outside of the initial blast, and only moderate wihin. A dirty nuclear bomb leaves radiation in long half-lifes, thus is why we worry about other countries selling them to terrorists.

Aftermath of a nuclear bomb... rising undead?