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Or just get Boots of the Earth instead...


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Aelryinth wrote:

Universal monster rules started with 3.5 and the OGL thereby. Paizo updated them several times. So, it's a late addition. You can tell because they still talk about the DR effect in the older demon entries, and such things aren't in the 3.5 Demon/Devil subtypes.

So, it was first in the individual entries, then Paizo updated it to the race subtypes, and then just made it a universal rule to save time.

==Aelryinth

Every copy of 3.5 Monster Manual I have read has had the language that creatures with an alignment subtype can overcome that type of DR with natural weapons and weapons they wield. I even pulled up a pdf of what says is a first printing of 3.5 Monster Manual 1 and it has that language, so again no, it is not a late edition. Unless I remembered this wrong or the PDF I am looking at is wrong then it has always been this way. I'll look for my physical copy of it(Or some kind board member has theirs around and can look it up).


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Aelryinth wrote:
Fuzzy-Wuzzy wrote:

Creatures with the evil subtype do bypass DR/evil, actually.

Some monsters are vulnerable to good-, evil-, chaotic-, or lawful-aligned weapons, such as from an align weapon spell or the holy magical weapon property. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.

That's a late addition to the universal monster rules, but still adds to further defining the nature of the rules. Without a rule explicitly stating they gain DR for their attacks, creatures don't get them.

==Aelryinth

Not a late edition. Been in the rules since 2009.


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The Sword wrote:


Finally the clincher for me is that accelerated drinker doesnt allow you to drink extracts as a move action. I see no reason for Potion Glutton to have a less strict interpretation.

Accelerated Drinker doesn't have the "Or other potables" in its benefits section so using it as a comparison, to me, doesn't seem like sound reasoning. Accelerated Drinker is also a trait and not a feat.


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Quantum Steve wrote:
DrakeRoberts wrote:
All this pfs talk is very much off-topic. Ascalaphus makes a well-written logical argument. So far most counters I've seen are either 'Its too powerful with extracts", or "It's not fair", or "I don't like it...", so much as I can tell. Did I miss any arguments against extracts more comparable to the logic posed by Ascalaphus? If so, can we compile them in a post so we can get back on topic? Thanks!
A potable is a drinkable liquid. It could be argued that, while an extract is certainly drinkable, it is never defined, anywhere in the Alchemist Class Description, as a "liquid." We don't know what it is, only that it is magic.

Extracts behave as spells in potion form. Potions are liquids. So if they behave as spells in potion form, they would need to be a liquid.


Blake's Tiger wrote:

I might rule this as:

A readies action to move if B approaches: A can use his readied action to move, but B can continue moving to follow if B chooses to (this might cause a loss of standard action if it is far enough to require two move actions to follow).

A readies action if B attacks: B attacks and resolves the attack, which then triggers the readied action. This could negate a full attack sequence or the remainder of a multiattack, but not the first attack, which is the trigger. The reason being the readied action is not a free action.

For example: A readies rage if B attacks. Rage is a free action and can go before the attack resolves.

For the second trigger, unless he moves more than 5-feet it won't ruin a full-attack sequence as A could follow him with his own 5-foot step.


Poisons could also work. Hitting touch AC(Gunslinger is the easiest way to do this). If most of the AC is tied to dodge bonuses, you're going to have a hard time doing any combat maneuvers as dodge bonuses are added to CMD. I would target things that are harder to hit, like saving throws.

The problem stems from where most of the AC is coming from. If it comes mostly from Dodge, then going after Touch AC doesn't help nor will using Combat Maneuvers.

I would say the best way to try and deal with it(aside from talking to the GM and other players) would be to use things that target Saving Throws. Maybe an alchemis, depending on how no-magic this game is.


Death Resistance wrote:
The Ravager possesses an innate resistance to effects that would kill or permanently incapacitate it, including petrification and imprisonment. Against such effects it is considered to automatically make any required saving throws.

Poisons generally have a frequency at which they occur. Fail the save, take the poison effect. Make the save, you don't take the poison effects. The Ravager has a Con of 46 which means, assuming a usual onset and frequency, he would have to keep it asleep between 8-46 minutes(assuming 1D6 con damage). A creature dies when it has taken damage equal to or exceeding its constitution score. The Ravager automatically makes any required saving throw against an effect that would kill it or permanently incapacitate it so it should pass the saving throw before the poison deals enough damage to its con score to kill it.

Also, remember that a natural 20 on a saving throw always a success, so you have a chance to succeed on the saving throw.

You should also find out what poisons he plans on using so you can find out their frequency and duration.


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Gauss wrote:

Mairn,

1) There is nothing in the Bestiary that states immunity to an energy type is a quality.

2) There is nothing in the Polymorph description that states lost physical abilities are qualities.

So all you are left with is any Special Qualities or abilities that define themselves as qualities. None of which are Immunity to Fire.

Summary: An Efreeti using Shape Change loses Immunity to Fire because it is not a physical quality but it is a physical ability and physical abilities are lost as per the Polymorph school.

Edit: an example of a physical quality that would be kept: Damage Reduction. This is because Damage Reduction (Bestiary p299) calls itself a quality.

Funny bit: (energy) Resistance (Bestiary p303) calls itself a quality while (energy) Immunity (Bestiary p301) does not.

The only problem I could see with this is that the fire immunity comes from the Fire subtype it possesses.


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Change Shape wrote:
This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

There is the rest of the ability. It functions as a polymorph spell, but the creature retains its ability scores unless noted otherwise.


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I don't believe you can kill it with poison as its death resistance causes it to automatically pass any save kill or permanently incapacitate it.


Golgathar wrote:
Elbedor wrote:


But before we go any further, let's just make sure we understand who is arguing what here. I'm not saying the rules are or should be other than they are. The OP asked if it was legal. My answer was yes. Then I interjected opinion because frankly I find it funny that a 35lb person can pin a 5000lb person. Or reverse that, that a 5000lb person can't lift a 35lb person off him. That's like my 8yr old son with top end gear pinning a Stegosaurus. It becomes a question of mass, not just strength or wrestling technique. But again I'm not saying the rule is or should be different. Just that there are places where they can get a little silly.

If I were to debate the rules, I'd do so elsewhere. But as this is the Rules section, the only valid answer to the OP is "yes, there is no size limit for grappling and pinning".

I'm sorry to ask again as you have stated the rules clearly, but could you point me to where in the pathfinder books it says there is no size limit to grappling and pinning? I'm asking because I play pathfinder society games, and many of the venture captains and lieutenants have told me repeatedly that you can't grapple a creature two sizes larger and up, and you can't pin a creature one size larger and up.

I keep reading on the forums that there are no rules about size limits on the forums, but GM's keep telling me otherwise.

There isn't anything that says the size limit for a grapple. If your venture captains and lieutenants are saying this, it might be a PFS ruling. You can also feel free to ask them where it says this restriction as grapple mentions no restriction on size.


Make backups of your spellbook? Duplicating an existing spellbook has the cost per page cut in half. Or get a Blessed Book. If you're getting your spellbook stolen that often then you should start talking to your DM.


As Chess Pwn said, you can't. Anyone who tells you differently is wrong.


Galnörag wrote:

If you can find a friendly NPC it is cheaper to buy access to the spell book. It is covered in the magic section of the book on scribing, it is usually 1/2 the price of scribing to buy access to do the scribing.

Otherwise, Wizards really don't have the same equipment needs as other classes, and can choose to invest in feats that make those times cost less, so they don't tend to be as hard up for money as other classes.

Do note you still need to pay the normal scribe costs even when you buy access from an NPC but it is cheaper than buying scrolls to get more spells.

Honestly, scribing costs are pretty cheap. It might be a bit expensive at early levels, but after it's pretty much chump change.


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thaX wrote:

As you keep going back to this, I have to say that ignoring the fact that the feat was only meant to be taken by the race itself just to look on the qualifier on the feat tab and not in the description (Fluff and rules) to see what else the feat builds on seems like saying "Well, the metamagic feat doesn't say I need to be able to cast magic to use it, so I should automatically get spells to use it with."

We both know that it doesn't work like that.

That's a fallacy. Nothing in a metamagic feat would lead to that conclusion. If Kitsune Magic was required for the feat, why wouldn't they have placed that requirement in it the same way that Heavenly Radiance has Daylight a prereq(I know Racial Heritage doesn't apply to Aasimar)? Because Magical Tail doesn't require it in order to function. Even if a Kitsune replaced Kitsune Magic, they could still benefit from Magical Tail.

There are several instances of feats from Advanced Race guide that require their race's spell-like ability racial in order to function. The fact that they omitted it from Magical Tail and from any errata they have put out for Advanced Race Guide.


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Melkiador wrote:
I do wonder what happens when you animate its corpse. Does the undead gain the regeneration or does a living terrasque pop next to the undead one after 3 rounds.

I figure it would just regenerate over top of the skeleton and become a Tarrasque. Though an army of Tarrasque skeletons would be kind of cool.


I would say D20pfsrd is wrong.


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PFFFT! Just make super sneaky throwaway characters who have invested all of their money into Bags of Holding and Portable Holes. Then, every combat, just toss the Portable Hole into the Bag of Holding while surrounded by monsters. Continue this until your GM relents and stops breaking all of your stuff.

Wage war with your GM! Kill every Quest NPC! CHEESE HARD! FOR VICTORY!


You could do that, yeah. It's really up to you at this point. You could check out the Homebrew or Suggestion boards to see if anyone else has asked something similar to this.


To my knowledge there isn't any half dead templates. You could, however, give him negative energy affinity like Dhampirs get.


To my knowledge, if it doesn't show up in arcane, then it is divine. There is a list somewhere of whose spell list to go by, but I don't have it offhand.


Actually, it only takes 1 minute of continuous interaction to influence his attitude. Making a request takes as little as 1 round, but also longer depending on the request.


It's entirely possible that it was oversight on Paizo's part. There are several cases of mistakes that made it through editing and into print. So unless a Dev or someone who wrote the book chimes in, we won't know.


Considering we had feats like Double Slice or Dragon Style which let us add strength bonus(or strength and a half in Dragon Style's case) to damage and told us how it normally worked should have been an indicator for how double-dipping wasn't an option. Or else we would have gotten 1.5X strength with off-hand weapons and 2.5X strength with unarmed strike.


Iterman wrote:
Orfamay Quest wrote:
Iterman wrote:
Tarantula wrote:
Iterman wrote:
The upside though is that you critically succeed on a 20 (I'll be damned if I don't roll 3 times as many ones though)
And with a weapon, that means what? you still get your bonus damage? Does the GM give you extra special bonuses for a natural 20 above and beyond the normal critical?
Only if it doesn't matter (AKA they would've already died from the normal times 2 damage, which doesn't include anything but the weapons die damage),

Wait a minute..... So, if I'm a fighter doing 1d10 + 15, and I roll a critical on a x3 weapon, I get 3d10 + 15 points of damage? Or do I get 2d10 + 15 points?

Because either one is wrong by RAW.

3d10+15; sorry, I was over generalizing.

I believe their interpretation is that the bonuses on count after the two rolls have been added together; we auto confirm criticals so that's one upside (forgot to mention earlier).

I think I'd rather use a normal critical hit and take my chances to confirm and deal 3D10+45 instead of auto confirming and doing 3D10+15.


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Rynjin wrote:
Dafydd wrote:

How about this then, is an archer still an archer if he stops using a bow?

Can you really call yourself an assassin cleric of Norgorber if you stop doing assassinations and start using undead 90% of the time.

?

Why would you stop doing assassinations?

Hell, you'd be BETTER at it. Harder (if not impossible) to truly kill, paralyze people with a touch, and emit a presence so frightening that most normal people will be unable to fight back.

And then you take their corpse and reanimate it to kill more people.

It's a win-win.

Necromancers are really good at killing people. Lich necromancers even more so.

Not to mention the racial bonus to stealth, perception and sense motive and the availability of those 3 being class skills as well as Disguise and a few others. :D


The FAQ calls out the Paladin's Divine Grace and all other "bonus equal to her [ability score] bonus" as the same as "[Ability Score] bonus" which do not stack with each other as per the first part of the FAQ.

Quote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.


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Quote:
For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)"

They are both Cha bonuses. They don't stack.


It would seem that would be the case, Squirrel_Dude. That does make Knight of the Sepulcher a less desirable archetype to play.


What about Tiger Claws? Doesn't this FAQ mess with it as well?


LoneKnave wrote:

Quote:
and you didn't pick up on the use of the Guided enhancement. If he can flurry, he isn't going to have any problems in the damage outlay department with that little enhancement helping him.

You mean that property that isn't even in PF?

Curse of the Crimson Throne: A History of Ashe Page 22. Guided Enchantment.

Quote:

Aura moderate evocation; CL 7th

Slot weapon quality; Price +1 bonus
Descript ion
A weapon with the guided property allows its wielder to use
his instinct when striking blows with it. Attacks from a guided
weapon generally don’t strike hard, but they strike at precisely
the right moment to maximize damage if in the hands of
a particularly wise wielder. A character who attacks with a
guided weapon modifies his attack rolls and weapon damage
rolls with his Wisdom modifier, not his Strength modifier.
This modifier to damage is not adjusted for two-handed
weapons or off-hand weapons—it always remains equal to
the wielder’s Wisdom modifier. A guided weapon may be
wielded as a normal weapon, using Strength to
modify attack and damage rolls, but this goes
against the weapon’s nature and
imparts a –2 penalty on all attack
rolls made in this manner.
Construction
Requirements Craft
Magic Arms and Armor,
spiritual weapon

Totally exists in Pathfinder.


What book is he in? Is it the Carrion Crown books?


Look at Hamatula Strike. It really messes things up. :P

EDIT: I remember there being another feat, I think it was, that allowed you to move someone to an adjacent square next to you and people asking how it worked with bows.


Yeah, combat maneuvers get weird. And Bob didn't even mention some of the other things, like a Dang Bong, which grants a +2 Bonus to Grapple...unfortunately, you take a -4 penalty for not having two hands free, so unless you're dual-wielding Dang Bongs, you end up still grappling at a minus penalty.


Crafting generally skews WBL anyways as it allows Crafters to essentially get double the value for their WBL(and the party, if the crafter helps out the party with his crafting). You kind of have to be careful with it or your powerlevel skyrockets out of proportion.


As far as I know, yeah.


The battleaxe could certainly be a Blackblade, but not the musket nor an axe musket as both are two handed weapons on the table I am looking at.


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You can ignore the caster level requirement.

FAQ for Magic. Item Creation

The only required things you need are the feat and the spell for spell-trigger or spell completion items.


Doubling is multiplying, and no, it wouldn't be multiplied as extra damage dice over what a weapon normally deals are never multiplied.


You forgot Advanced, Animal Lord and Worm That Walks, Lego. Oh, and Grave Knight. Now we've got our Big Bad Evil...Thing. And it's Mythic 10.


Jeraa wrote:
DragonMunchie wrote:
I have a question on behalf of a fledgling DM - Can you slap the half-fiend template on a demon, devil, or other type of fiend as a sort of advancement?This would probably be in addition to increasing the creatures hit dice.

Yes you can.

For that matter, you can add the Half-Dragon template to dragons to create a Half-Black Dragon White Dragon (a grey dragon? or a dalmatian dragon?), or use the Half-Celestial template to model the offspring of a Solar and Planatar angel couple.

If you wanted to make it even more powerful(and kind of silly), you could also add the Half-Fiend or Half-Celestial templates as well, for a Half-Fiend/Celestial Half-Black Dragon White Dragon.


johnlocke90 wrote:
Lemartes wrote:

Whoa Paladins don't have to worship a God? Wow...cool. Wonder how that works for the Sacred Servant Paladin?

Same for Anti-Paladins?

Antipaladins are much more closely tied to a master than Paladins. Technically an antipaladin could choose not to worship a demon, but doing so would mean he gets no Demonic Boon and thats a significant loss of power.

That is most certain not true. An antipaladin loses nothing for not worshiping, just like a paladin.


You could get a reliquary shield or weapon, though it has to be a magic weapon, armor or shield. Counts as a holy symbol for your god and counts as a permanent fixture if you cast consecrate or desecrate.


Probably because it's from the D20PFSRD. They are known to sometimes not have the correct rulings in there. However, I would like to point out Negative Energy Affinity.

PRD wrote:
Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. Format negative energy affinity; Location Defensive Abilities

This, to me, makes me believe that unless over wise stated, like in Channel Energy, a undead creature will always be healed by Negative Energy.


Holy Water will harm evil outsiders, Blood of the Martyr Spell will cause harm a person who fails their Fort Save. Fire of Judgement says it's fire of positive energy. Bolt of Glory hurts living creatures and being on a Major Positive Energy Dominant plane can kill you if you stay long enough.

EDIT:I had to look all of these up and they are, to my knowledge, the only Positive Energy effects that will harm living things.


No. A greatsword is a greatsword. Even if he could use it as a large longsword, he still couldn't use it as a large longsword is a 2-handed weapon for a medium creature.


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Pencils and papers are overpowered! EVERYONE MUST NOW WRITE IN BLOOD! The more you write, the less powerful the player becomes, till he passes out from blood loss!


There's no RAW for that. A GM is certainly allowed to rule that way if they wish, but there is nothing to back up that decision.


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Faiths of Purity and Faiths of Balance(one for Abadar) have Codes of Conduct for paladins worshiping specific Deities(not all Gods have Paladin Orders in Golarion).

Also, a quote from JJ from 2011 where he says that paladins don't need gods.

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