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CyderGnome's page
171 posts. No reviews. 6 lists. 1 wishlist. 1 alias.
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graystone wrote: Malk_Content wrote: CyderGnome wrote: Prior to 2nd Edition, a Goblin walking openly into most any town or village was asking to be killed rather quickly unless there we’re extreme extenuating circumstances and it could somehow convince people to pause long enough to even think before releasing the hounds. Now Goblins have become the party ‘s comic relief...
What’s the in-world explanation? Goblins were never ubiquitsouly kill on sight. Not even a little true.
"Considered nothing more than murderous pests by most, goblins dwell on the fringes of other societies, scavenging amongst their waste and building their society in squalor." The Inner Sea World Guide.
"Humans and other races have made repeated, concentrated efforts to wipe out goblins once and for all, but these attempts always meet with failure." Inner sea races.
Repeated attempted genocide sounds a LOT like "kill on sight". About the only explanation I can come up with can be summed up by this quote...
George Orwell, 1984 wrote: “The past was alterable. The past never had been altered. Oceania was at war with Eastasia. Oceania had always been at war with Eastasia.”
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Prior to 2nd Edition, a Goblin walking openly into most any town or village was asking to be killed rather quickly unless there we’re extreme extenuating circumstances and it could somehow convince people to pause long enough to even think before releasing the hounds. Now Goblins have become the party ‘s comic relief...
What’s the in-world explanation?

Meirril wrote: So, player picked up Arcane Sight with permanency. He's wandering around with a party that has a lot of magic items. He wanders into areas that often have faint enchantments on the entire building.
The question comes up, how much info and how fast should he get it? Lets present a few situations that can be tricky.
The easy one: Invisible spell caster menaces the party. For some reason, the player hasn't invested in See Invisible (yet, he will). How much info should the player get? And how fast?
Second scenario: Party opens a door into a room covered in a magic trap. Dose the Player get to notice the new magic aura before anyone can walk in? How obvious is stuff like this? Does this trump trap detection?
Third scenario: Player searches a room for loot. Does the magic aura of items he failed to make a perception check to find still show up? Like there is a magic coin buried in a pile of bones inside of a ruin that has a same school magic aura on the entire ruin (both weak transmutation). Should our player just become aware of hidden magic items because he has Aura Sight and spends 3 rounds searching a room? (and the hidden items aren't behind things that block detection)
Fourth Scenario: Something carrying a magic weapon sneaks up to the party. Does the magic aura give them away? This seems totally against the spirit of the game and the spell.
Jumping off topic here... but how is the player dealing with the fact that he has permanently acquired glowing blue eyes? Seems like it would make normal social interaction difficult and any attempt to engage in subtle maneuvers that require being overlooked difficult.
Heck, moving beyond the uneducated who might be convinced he's a demon or something, I could see some "in the know" casters and portions of magical society reacting quite negatively to it... possibly viewing it as it is the magical equivalent of stop and frisk combined with a credit check.
Mass Kneebreaker wrote: I have this concept in my mind about a Arabian style Desert elf wizard who uses magic themed around sand for an upcoming game. Unfortunately, i haven't found a way to really do this in game terms? Does anyoen have any ideas? Are there a lot of spells themed around sand in the game? If your GM would be willing to let you, you might use the 3.5 Spell Thematics feat. While it costs a feat, and doesn't have a huge mechanical benefit it certainly would let you fluff most spells to meet you needs.
Teleport? Whisked away in momentary dust devil vortex of sand. Burning Hands? A spray of super heated sand.
Also, since a Stonelord's channeling is changed to Elemental Channel it is worth considering variant-channeling:
Varient Channeling Earth wrote: Earth: Heal—Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm—All squares in the area are treated as difficult terrain for 1 minute. The ability to summon up a huge swath (30' radius) of difficult terrain out of nowhere can be very handy when you need to lock down your opponents.
Andy Brown wrote: One immediate per round, and if you take one, you can't use a swift action on your next turn Andy's got it right. Also, just FYI, this should go in the"Rules Questions" forum rather than here in General Discussion.
Silverhand wrote: I'm working on a dungeon themed with Mist and Time related creatures.
I have access to all the Paizo bestiaries, the Tome of Horrors and the Advanced Bestiary by Green Ronin.
I'm flipping through trying to find some cool monsters that fit the bill.
Do you have any suggestions?
Any CR. Just looking for ideas!
Thanks.
If you can find it, check out the old Ravenloft setting for D&D... lots of fun mist related stuff there.
darth_borehd wrote: Because all familiars get Weapon Finesse, can I swap out the Weapon Finesse feat that the standard animal has, put Cosmopolitan in its place, and then pick two languages that the familiar will be able to speak?
I assume that the two skills I pick will also get the familiar a +3 bonus if I have ranks in them as the master.
Is this correct?
I must have missed something... "all familiars get Weapon Finesse"? I don't think I've ever seen this particular rule.
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Dotting.
And to make it a useful dotting here are links to the appropriate archtype descriptions:
Just a Mort wrote: Its a baaad idea. 4 casters in party = best investment of that gp spent. Even those classes that can cast up to 4th lv, or 6th lv spells have some really nice stuff at lv 1. (Bless weapon, lesser restoration, resist energy, delay poison, and if its a magus, another shocking grasp). I may have done some cheesy cheesy things, but this never made it on the list. Take that a step further... If use was tracked by person rather that item, I could see guilds of Wizards investing a sizable percentage of their "take" into Pearls. Guild members go our and cast themselves silly, stop by the guild, walk into the room encrusted floor to ceiling in Pearls, restore all their spells and then walk back out again. Repeat ad nausea. Massively increased spell casting leads to increased guild profits... increased guild profits lead to more Pearls, more Pearls lead to even more massively increased spell casting.

Renarin Kholin wrote: So... short explanation.
We are about to start a campaign starting at level 10. I'm currently planning on being a human sorcerer. I will be taking the familiar bond feat tree and improved familiar, so that when we start our campaign I will have a Nosoi Psychopomp as my familiar. Our team will have a home base, I am thinking about getting a telepathic bond + permenancy cast on me and my familiar and have him stay at home and act as a kind of mission control...
now to the question portion.
For flavors sake I am wanting to get multiple nosoi, as their bestiary entry says they are social and like to chatter. I also think it would be fun to come back to the base and be greeted by a couple librarian scribe birds. So the question is, How would I go about getting multiple nosoi? Is it a diplomacy or handle animal to communicate with a nosoi?
I have another minor question... while I'm not expecting to be plane hopping in this campaign, I wouldn't be super surprised if our gm led us in that direction. Is there anyway to communicate interplanar-ly similar to telepathic bond?
This seems like the sort of thing that could be covered by the Leadership feat
Also: Check the creature's stat block. Many of the little guys come with Weapon Finesse automatically by virtue of their creature type.
Opuk0 wrote: I remember hearing that tiny animals and smaller should naturally use dex to hit for their melee attacks.
Just wanted to check to see if this is true or if I'm thinking of something else.
I believe that Tiny size creatures still need Weapon Finesse to add their Dex to hit.
However they DO get to add their Dex rather than Str to their CMB.
Pathfinder Core Rules wrote: Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB.
The special size modifier for a creature’s Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large
+1, Huge +2, Gargantuan +4, Colossal +8.

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DonKalleOne wrote: I'm completely new to the Game and i have a point what maybe needs several Opinions. I started playing in PF Society and it needs to fit in there.
I'm having Problems with the Darkwood Shield.
It makes the Heavy Shield lighter thus making it a light Shield with AC2 because the definition of heavy or light Shield in the Core Rulebook is simply the Weight(Light: 5 Heavy : 10).
There is an Option to make a Shield a Quickdraw-Shield if its a Light Shield.
So logically a Darkwood Shield could be Upgraded to a Quickdraw one.
Even the Prizing make Sense Darkwood Shield 257 + Quickdraw 53 = 310 GP.
I'm asking all this since i play A Paladin and want to Take "Quick Draw" Feat and Using a Quickdraw Shield to have both "donned" in the First round.
Or is there an Option to make a Quickdraw Shield +1 AC? Which for me Would have the same Benefit without spending a Feat on it.
Before other Suggest it: I don't wanna go TWF!
Thanks in Advance for Answers and Help!
A Heavy Darkwood shield is simply a Heavy Shield that weighs half as much and has a lower ACP. It is not a Light Shield.
jonhl1986 wrote: would i be able to choose any 0 lvl and 1rst lvl spell or would i need them to be on my list and if not could i take an arcane spell would that be considered prepare 1st lvl spell for dragon disicple ? The trait doesn't grant you the ability to cast the spells, it merely makes them function as if your caster level were 1 level higher. Therefore it doesn't qualify you for Dragon Disciple.
You could choose spells not on your list, but that would be rather pointless as you would never be able to cast them unless you found some way to add them to your list.
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Might be worth tossing in Spear Dancer too... another -1 on attack rolls and sight checks for your opponents never hurts.
CyderGnome wrote: Acyllius wrote: Is there any way to do this well? I know you would have a -4/-4 doing it. Is this just too much to overcome? To echo what has become the universal answer to dual-weilding questions lately, you could use an Effortless Lace.
Oops... I'm wrong. That only works for piercing/slashing weapons.
Acyllius wrote: Is there any way to do this well? I know you would have a -4/-4 doing it. Is this just too much to overcome? To echo what has become the universal answer to dual-weilding questions lately, you could use an Effortless Lace.
Schiffer wrote: which elemental school is opposed to metal?
-Thanks
Many things may be opposed to metal, but...
You can't stop the Metal.
Tenacious D wrote: "The Metal"
You can't kill the metal
The metal will live on
Punk-Rock tried to kill the metal
But they failed, as they were smite to the ground
New-wave tried to kill the metal
But they failed, as they were stricken down to the ground
Grunge tried to kill the metal Ha,hahahahaha
They failed, as they were thrown to the ground
Aargh! yeah! [x2]
No-one can destroy the metal
The metal will strike you down with a vicious blow
We are the vanquished foes of the metal
We tried to win for why we do not know
New-wave tried to destroy the metal, but the metal had its way
Grunge then tried to dethrone the metal, but metal was in the way
Punk-rock tried to destroy the metal, but metal was much too strong
Techno tried to defile the metal, but techno was proven wrong
Yea!
Metal!
It comes from hell!
Doomed Hero wrote: There's like a ton and a half of impact behind that tiny lance point when it hits. Based on the phrasing, I see someone has read The Dragon and the George. :)
neil brinker wrote: Hey guys sorry if this has already been answered but I'm looking for some afvice on building a class that uses a sword in one hand and a dagger in an other. I like the idea of using the sword breaker dagger and either a rapier or scimitar but not soo sure what class would be the best. I'm kinda leaning toward a ranger but open to suggestions No reason you would have to actually attack with the swordbreaker all the time. You could keep the swordbreaker in hand for disarm and sunder attempts while fighting primarily with your rapier. If that route appeals, consider Swashbuckler or the Daring Champion Cavalier archetype.
Dafydd wrote: well, a merciful dagger would work
Also there is a blade of mercy trait. This might actually be better, as it gives a +1 to damage too. Religion: Saranrae, so there is that restriction.
Edit: missed the part about bludgeoning in sap adept feat
Not PFS friendly, but you could always see if your GM would let you classify a Kunai as one of the weapons that work with Knife Master.
(Of course then you have to deal with people assuming you're a Naruto fanboy...)
Geoffrey DeWan wrote: As far as I can tell, there are no close group slashing weapons. Is there a particular reason for this? If I had to guess, it would be because they don't want to overlap with the axes or light blades group. If you really want a close group slashing weapon, there's always the Rope Gauntlet.
I really love the Caltrop Bead from the Demon Hunter's Handbook. It is a pocket sized bead that you can use to blanket 4 squares in caltrops (that's 4x 2lb bags worth) in a single action. Along with direct damage to a target and splash damage too. All for just 40g, 80g if you want Cold Iron caltrops.
I'm planing on making a few just to keep in my pockets "just in case".
Riother wrote: So it isn't called multiclassing but I can still take both archetypes correct? Which means I will only be leveling 1 class instead of 2. Exactly. You have one class modified by 2 archtypes.
You would have to start this when you took your first level of Magus though. You can't add archtypes later on.
ZanThrax wrote: Dwarves (who don't trade out Weapon Familiarity) treat the Dwarven Waraxe as a martial weapon. A Blade Adept gains proficiency with their Black Blade providing it is a simple or martial weapon.
So can a Dwarf Blade Adept Arcanist choose a Dwarven Waraxe as his Black Blade and be proficient in its use as a one-handed weapon?
Bingo.
Get thee to the "Suggestions/House Rules/Homebrew" forum! (As this discussion of homebrew rules and that sort of thing is that forum's purpose)
boring7 wrote: Honestly I'd go healing mystery just because you don't have a healer.
I've periodically thought that Life mystery with the Blackened curse was a good mix of heal + blast.
That said, if you DO go with Flame/Blackened, talk to you GM in advance and find out if you can take another properly themed spell in place of burning hands/wall of fire.
Mulgar wrote: Thinking of making up a gnome swashbuckler/skald or swashbuckler/bloodrager. To get the dex to damage with one handed piercing damge.
Any suggestions?
My suggestion is that if you aren't wedded to the idea of a Scizore for stylistic reasons, find a different weapon. It's crit range is awful (x2 on a natural 20) and you get a -1 to hit.
Also, there is no way to get dex to damage for it. Swashbucklers don't get that as a class built-in... you need to take the "Slashing Grace" (1h slashing weapons) or the soon to be released "Fencing Grace" (rapiers) feats to get that. So since a Scizore is neither a slashing weapon nor a rapier, no dex to damage.
DragonPrince wrote: But according to my DM there is no way that one can "charge" or cast 50 cure light wounds for this wand in one day and there for he has extended the crafting time by alot.
Since i have only been playing for around 2 years and he has been played for 10x that im not sure how to argue my point here.
There's your problem right there... he's been around long enough to remember older editions of D&D where you DID have to cast the spell once for every charge.
They did away with that some time ago (at the start of 3rd Ed I believe? I *think* it was around in 2nd Ed.) Also back then Wands had 100 charges too... so think how long that would have taken. Oh, and no feats meant you were just sinking time, cash and potentially questing for rare components into the mix. At least back then you got a XP bump successfully creating one to compensate you for the time spent.
Older D&D edition were quite a bit lighter on player created magic items.

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Takhisis wrote: So, the question becomes, you have a character very unfit for leadership(negative wisdom mod, only 14 cha and no social skills beyond intimidate), who is LE in a party of very mixed alignments, who has been thrusted into the position of party leader, and I want to know...how should I approach this RP-wise? Why would the party turn to somebody with so little common sense and a personality that isn't all that likable(but still fairly charismatic despite...See the iconic caviler, who also has 14 cha, for an example of what I mean) to set the course of action and be the de-facto leader? Even further, how to I balance my character's IC selfishness with the IC and OOC responsibilities that come with having a character that is the party leader?
Any advice or thoughts on these concerns would be appreciated. Oh, and in case your wondering, in terms of mental stats, my character has 16 int, 8 wisdom, 14 cha, and class wise is a dex/dervish dance magus. They also have the highest int in the party, if that matters at all to your RP suggestions.
Why it's obvious your minions have recognized your natural superiority and brilliance! Of course it was inevitable... they system exists to cause cream to rise to the top and that is why it need to be preserved.
Your task is to pursue your goals and use your minions to accomplish them. However, you should be smart enough to realize that you need to take care of your immediate underlings to insure that they have what they need to meet YOUR needs. You don't need to bend over backwards with the facetious displays of concern that the less enlightened display for those of lesser ability, however you should make it clear that when they take care of you, you take care of them.
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Douglas Muir 406 wrote: Brimstone gives you +1 damage on any acid spell for 1 gp (presumably from making sulfuric acid). At low levels, that's actually a 50% damage increase on the d3 acid splash cantrip, making it a slightly better deal than a crossbow; if you're an evoker, this jumps to d3+2 at low levels, which is quite respectable for an infinitely spammable cantrip. You could just use a flask of Acid as a Focus instead... not consumed so you can use it over and over.
Edit: Oh, and Liquid Ice does the same thing for Ray of Frost.
StackOverflow wrote: kestral287 wrote: Blade Adept screws you out of early-access to EK, as you want to get to the level where you can actually get an Exploit so you can track your blade by caster level. So I'd ignore that one; you can certainly go Arcanist -> EK but you don't want it to be a Blade Adept. Hmm I thought Aasimars SLA for Daylight granted access to EK. From this FAQ thread here Kestral isn't saying that you can't take early EK access, just that if you are going for a Blade Adept you would want to hold off for at least level 5 when you can finally take the Eldritch Blade exploit. Otherwise you are stuck with a low level Black Blade for the rest of your career.
d20pfsrd.com wrote: Eldritch Blade: A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword's powers.
Dafydd wrote: CyderGnome wrote: Dafydd wrote: A battle aspergillum is able to sprink holy water on each strike. This water is able to deal 1 damage to evil outsiders and undead.
A decanter of endless water is 9000 gold.
A limitation on the decanter (only cause a trickle, no stream or geyser) but the water is holy.
I would price the "weapon" of holy water at around 4-5k personally. It is still powerful, but not overly powerful, or pricey.
No need... the Everflowing Aspergillum already exists for 3,905 gp.
Cool, did not know that existed. However, it is 7,805 gold to buy, not 3,905 gold. Hmm... That it is. Sorry about that. Guess I've been playing characters with Craft Magic Arms and Armor too much... I just look straight at the construction cost.
...and with that I will withdraw my cross-talk from this thread before I disrupt it further.
Dafydd wrote: A battle aspergillum is able to sprink holy water on each strike. This water is able to deal 1 damage to evil outsiders and undead.
A decanter of endless water is 9000 gold.
A limitation on the decanter (only cause a trickle, no stream or geyser) but the water is holy.
I would price the "weapon" of holy water at around 4-5k personally. It is still powerful, but not overly powerful, or pricey.
No need... the Everflowing Aspergillum already exists for 3,905 gp.
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Renegade Paladin wrote: I didn't say that wasn't how the rules are; I said the rules are stupid. There's a difference. :p And I agree. :)
Renegade Paladin wrote: Pendagast wrote: Renegade Paladin wrote: Which is, incidentally, stupid; a buckler is by definition gripped in the hand. DnD bucklers are strapped to the arm and can be used by archers without removing them… it is not the same thing as the renaissance buckler of history. Look at the cover of the ACG and then tell Wayne Reynolds. :p This is yet another case of rules/mechanics =/= history/art.
Yes, historically bucklers were held in the hand. Yes, historically bucklers were used to punch opponents.
However in this case we're discussing written rules mechanics... which often don't reflect EITHER history or common sense. Stinks, huh?
Edit: For the record, I think the rules SHOULD have them held in the hand and SHOULD also support holding another item/weapon in that hand... probably not spell casting though. But I also recognize that that's not how the rules were written.

Respectfully, I'd disagree. I'd say that regaining the panache point is one of the effects of the critical hit you just made. Butterfly Sting requires that you forgo the effect of the critical hit in-order to pass it to your ally. Therefore you would forgo the panache gain.
Now if one of the swashbuckler's allies pass them a critical hit via Butterfly Strike, I'd say the swashbuckler receiving the passed crit would gain the panache.
Not interpreting it this way opens the gates for groups of Swashbucklers passing critical hits to each other in a chain and making one critical hit confirmation give everyone in the chain panache.
[This doesn't even begin address the implications for the separately debatable interpretation that you can use Butterfly Strike to pass crits to you yourself. If that were the case, could you roll a crit on your first attack, take the panache but pass the crit to your second attack, take the panache again, pass it to your third attack, take the panache a third time...]

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Kartissa wrote: I understand that yes, RAW it is that cheap to craft a wand of CLW, but I cannot for one moment believe that was how it was truly intended to be. I have seen no conclusive reasoning in this thread regarding it other than a single suggestion that Pupsocket wrote: Healing damage out of combat for pocket change is pretty much the default play mode. - unlike the various incarnations of the game from which Pathfinder is derived. There's a reason magic items in AD&D required Experience Points as part of their creation costs.
You're right that I don't like it, and neither do my fellow GMs, which is why we've decided to houserule crafting the way we have. First off, let me applaud you for crafting house rules that work for your group and your play style. If the rules don't work for you at your table, by all means change them.
As to how the game was intended to be, for that I have to fall back on a piece written by Sean K Reynolds.
You can read the piece in it's entirety here:
A Different Take on Wands in D&D/PF
In the article he discusses an alternate concept for wands... and how it differs from what was laid out in Pathfinder, but he does it in the context of the game as it exists.
Here are a few relevant portions:
Sean K Reynolds wrote: Wands are the most efficient way to purchase charges (a potion of cure light wounds is 50 gp for 1 charge, a scroll of cure light wounds is 25 gp for 1 charge, but a wand of cure light wounds is 750 gp for 50 charges, which is 15 gp per charge).
...
A wand of cure light wounds also provides buckets full of cheap and easy healing in between combats. This is good and bad. On one hand, the cheap healing wand is good because it allows clerics to use their spells for other fun things (like attacks and buffs) and extends the “15 minute adventuring day” by allowing the PCs to heal up in between fights and be fresh for the next combat. On the other hand, the cheap healing wand is bad because it gives the cleric more opportunities to use attack and buff spells instead of having to use spells for healing–adding power to a class that is already really powerful (the cleric arguably one of the most powerful classes in the game).
Oh... and in the comments:
Sean K Reynolds wrote: ...long gone are the days of “crap, we’re at half hp and only partway into the dungeon, we’d better spike the door of a side room closed and rest up until tomorrow.” If affordable Wands of Cure Light Wounds weren't intended in Pathfinder, I'm sure Sean would have mentioned that in the course of his breakdown on how they work as sources of cheap healing between combats.
With that I think I'm done.
Bigdaddyjug wrote: The reason I disallow potions in wrist sheaths has nothing to do with fragility, and everything to do with size.
A 1 ounce vial is about 2 inches long.
An arrow is about 10-12 inches long or longer.
A dagger is 8-10 inches long.
A crossbow bolt is about 8 inches long.
A wand is 6-12 inches long.
One of these things is not like the others. One of these things just doesn't belong.
On the opposite end of the spectrum, I have no problem with a rolled up scroll. So go figure, eh?
If a player says they have a potion in the wrist sheath I inform them that it can be held there, but it is too short to be properly extracted by the wrist sheath's mechanism.
So perhaps the phrase "I glued a six-inch dowel to the bottom of the potion vial" makes it ok?
I wonder why nobody hasn't put that forward... 6" dowel + iron vial = end of argument?
snickersimba wrote: Starknife is 100% better than a spiked gauntlet, it can be thrown. A ranged weapon that can be used at close range is one of the best things an adventurer can have. The point that makes the spiked gauntlet so good is not that it's the best weapon. The point is that you can just wear one all the time and not worry about finding yourself unarmed and needing to draw a weapon, it's a backup.
A starknife is fine, but you still need to draw it. That said, it's not an either/or choice - you can have both. Then you aren't unarmed after you throw your starknife.
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Remember to choose Fatigue for your Level 6 Mercy (the only one you retain as a Stonelord). That way you can drop out of Defensive Stance and re-enter it again without waiting for the fatigue to wear off normally.
Monkplayer wrote: Ki Throw means I can throw any size creature after spending a Ki Point? This should clear that question up:
d20pfsrd wrote: Special: A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
http://www.d20pfsrd.com/feats/combat-feats/ki-throw-combat

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Kartissa wrote: Thanks for all the input. Seems too cheap for me, and as my friend pointed out, our rulebook states the cost as: Quote: 375 gp x level of the spell x level of the crafter He (a more experienced GM than I am) interpreted that slightly differently. The 'level of the spell' is the Caster Level at which it is to be cast, while the 'level of the crafter' is the Character's level, including any multi-classing, thus being a minimum of level 5, since that's the earliest you can take the Craft Wand Feat. This makes even level 1 wands slightly more of an expense, and is more in line with our campaign setting.
Interesting interpretation considering that page 496 of the Core Rules shows a L1 wand as having a market price of 750 gold. That would be 375 gold to craft.
If you went with 375x1x5 as the minimum cost for a wand... that would make a wand of a 1st level spell cost 1875 to craft, which would be 3750 on the open market. That's would be 37.5 or 75 gold per charge respectively.
By contrast, a scroll of that same first level spell would cost 12.5 gold to craft or 25 gold on the open market.
Valandil Ancalime wrote: I recall seeing an item (needles or something like that) that you put in a dead body so that if someone casts raise dead it kills the newly raised person. But I can't remember the name and can't find it searching the PRD. Anyone know the name? I believe you are looking for "Quieting Needles".
Krell44 wrote:
Beast Totem, Lesser
When Raging, the Barbarian gains 2 claw attacks.
Are these attacks in addition to his/her normal attack? Example, he would get two claw attacks AND his swing with his 2-Handed Weapon on each attack he makes? What about attacks of opportunity?
No, the claw attacks would not be in addition to his 2-handed weapon. In fact, if he is holding the 2-handed weapon in one hand then that hand wouldn't be free to make a claw attack (as it would be busy being wrapped around the hilt of the weapon).
Attacks of opportunity while Raging could be made with one of those claws.
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