Poisoner's gloves wrote: In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. If we base how the syringe spear works on the Poisoner's Gloves, the target should receive both a Fortitude save and a Spell Resistance check. The description was errated in the second printing of ultimate equipment.Even more fun (i.e. headaches for the GM): Detonate wrote: Saving Throw Reflex half; Spell Resistance yes The spell has a Reflex save. It is clearly meant to apply to the energy explosion, but RAW it applies to the spell as you are applying it to another person. So RAW the target gets a Reflex save to halve the effect of the spell when it is injected, and then it halves it again when it Detonates.Certainly not RAI, but it is the problem of using Personal effects on other people. Non-RAI effects. APG wrote: b Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. inject=/=imbibe The Poisoner's Gloves explicitly says that they deliver an infusion, the syringe spear doesn't say that. So the GM should decide if being injected is a valid way to imbibe an
- * - Throwing a syringe spear. The syringe spear can be thrown and it is a two-handed weapon. No rule says that it can be thrown one-handed. A shortspear can be thrown and is a one-handed weapon.
Considering the above, I would rule that you can't use two-weapon combat when throwing syringe spears. The syringe spear stay a two-handed weapon even when thrown.
I allow the creation of new kinds of magic items, but I have played different versions of D&D for forty years and I have a good grasp of game balance. My players too are old hands at the game and rarely propose too powerful items unless it is a jest. As an added balance factor, creating something new (not simply assembling a set of powers for a weapon and armor) requires research, so time and money. In my game world making magic items requires recipes or blueprints of how they are made. Some are learned automatically from your church and faith if you are a divine spellcaster, others from increasing spellcraft and/or the appropriate Knowledge and Craft, and some can be brought, but when you want to make something unique and new you need to research how it is made.
Java Man wrote: The mending cantrip will work on arrows. I thought so, then realized it takes 10 minutes to repair 1 arrow ... I doubt the rest of the group would wait while you cast Mending several times to recover a few arrows.Even gathering all the pieces for lather repair will take time. As one of my players said late Sunday after an NPC finished a looong tale: "I have deleted all my active spells. They timed out." As they were prepared for a fight, that was several spells. The recipe requiring cold iron is a bit strange, as it doesn't seem to do anything, and the description says "These arrows are tightly wrapped in strands of alchemical glue." Pro "it can be done":
Against it:
Considering that, the RAW seems to be " you can make a durable arrow with special materials (or a masterwork one) only if the cost of the special material is expressed as +x gp or as a multiplier of the arrow base cost. I hope that will helpè with your GM.
Melkiador wrote: I remember a James Jacobs post where he wishes they’d have included the language for retraining earlier. I’d call it an officially recommended house rule to allow retraining with those kinds of options. The bards will like that. Versatile performance would get them a nice refound on useful skills.
This kind of thing should be discussed with the GM beforehand. Technically what you want to do is valid, but it is so much out of bounds from the normal rules that GM input is essential. All the Mythic rules are essentially optional material, with relatively little playtesting and development, the planes similarly, haven't been developed in depth. Just to point out a rule that could block what you want to do: Quote: Divinely Morphic and Sentient: Deities with domains in the Abyss can alter the plane at will, as can the Abyss itself. If the Abyss wants to create the rule "This week mythic tyers are capped at 5 and LG spellcasters are limited to 4th level spells and SLA." it can do it. It is not fair to spring that on a player in the middle of the adventure, but at the same time it is a good idea to get a grasp of what is the GM's vision on balance in these instances before starting it."
Baboo85 wrote:
Let's make an example: - masterwork tools +2;- item giving a +5 competence bonus: +5; - your item, +5 luck bonus. Our artisan, with probably 3 rank in the right crating skill, and a +1 for stats, instead of having a +7 has a +19. 271% of the base value. What should he get when his level increases? +27 at level 5? Check the DC of making items. I am waiting for the next "shirt that cast Armor 1/day" thread.
If it is a gift to an NPC artisan to get him to like you, I, as a GM (knowing that I am bending the rules a bit) would allow a set of tools for his job with a +5 competence bonus at 2,500 gp sale price. Sure, they don't use slots on the artisan body, but they would occupy his and (and probably part of his work table) when in use, so the benefit of not using slots is negligible. The 360 price tag, instead, is one of the distortions in the system. Using the table without the first step can generate a lot of them.
The first rule for evaluating the price of custom magic items is: "Check the existing magic item for something that does the same thing." The effect of Crafter’s Fortune is a +5 luck bonus to a Crafting check.
The table shows the cost of a competence bonus, which is significantly less good than a luck bonus (plenty of stuff gives competence bonuses and you can't stack them, while a luck bonus stacks with most common effects). A +5 competence bonus costs 5x5x100=2,500 gp. Then, if the item doesn't require to be worn to work or if it doesn't use one of the body slots the price is doubled. All things included, if the item needs to be worn to work it would cost something like 3,000 gp. If it isn't worn something like 6,000 gp.
Joynt Jezebel wrote:
First, because some GMs don't take that kind of attempt very kindly. You don't want me to take your character sheet and verify every little detail.Second, it has already been tried with other similar wording and it was shot down in the FAQs.
FAQs wrote:
Actually, the Succubus needs a way higher Alchemist level to make Wondrous items. Craft Wondrous Item (Item Creation) wrote:
The Succubus SLAs don't fulfill that requirement. Succubus wrote: Spell-Like Abilities (CL 12th) She doesn't have a caster level, she has a CL for her SLA. FAQs wrote:
So she would need: 1) Spell Knowledge;2) the ability to use level 3 extract, so to be a level 7 Alchemist; 3) and then Craft wondrous items (and without retraining that requires her to have 17 HD). Without some major rule tweaking all that requires the Alchemist to be level 17 and to copy a 34 HD succubus with 14 alchemist levels. Even with retraining, your simulacrum needs to be a 15 HD Succubus (i.e. a 8 HD succubus with 7 Alchemist levels) and you need a 30 HD succubus to copy. FAQ wrote:
Apparently, the solution was to create some archetype that can craft constructs.
You are replying to a 13 years old thread. And your idea doesn't work (barring special abilities). When you have used both your hands to attack, you are locked into using them to attack.
Regarding your question, the limitations of the Eidolon in no way limit the Summoned creature. They are two completely different things. Elementals can have any shape, they aren't formless. For example, the Air Elemental description says:
The problem is that your GMruling will allow the Summoned elemental to add 2 extra attacks at the cost of an evolution point, while they normally cost 3 evolution points (extra limbs+claw/slam).
Summoned creatures generally aren't particularly strong, but the Summoner has the advantage that they last for a longer time, increasing their utility.
zza ni wrote:
Zehnpai wrote: tick her with a necklace of adaptation in his portable hole where she can sit there with crafting feats cranking out preserving flasks (and occasionally take her out to dinner to creep out the rest of the party). That gave me a lot of creeping signals about abuse. Even a simulacrum is a creature, not a machine. It says that explicitly in the alchemical simulacrum "The created simulacrum is a creature, not a supernatural effect."I consider all simulacrum creatures. They are under your "absolute command", but beyond that, they are free to do whatever they want (i.e., if you order them to "never betray me", they will never betray you, but they can be still snarky, or seductive, or betray other party members, depending on their alignment and how they are treated).
Thank you kindly. For what it's worth, for simulacrum you don't need a piece of the target. That's only clone. It is an old rule that wasn't ported in Pathfinder. A serious mistake. Zehnpai wrote:
Simulacrum wrote: It appears to be the same as the original, So he can copy a generic succubus, or a specific one of which he has heard/he knows, but he can't make a simulacrum of "a succubus with this and that skill, and this specific class" unless he knows of one.
Derklord wrote:
But the balance is a bit questionable when the Magus needs to "buy" new kinds of possible enhancements with his Arcana. The Magus is a great class for me, but it suffers a bit of backlash from "we have given too much awesome stuff to the Inquisitor and the Summoner."
Oli Ironbar wrote: Do you think it would be reasonable to wrap permanent debuffs into a similar system that can be treated partially with mundane means? (It seems to me it takes only a fraction of spells/day from a full caster to negate/repair these.) While playing you want the instant/rapid removal of debuff and negative status effects. Things like Restoration to remove several negative levels before they became permanent. A Paladin can do that, but he would have to put a sizeable percentage of his resources into that. "A fraction of spells/day" isn't a small measure. A spellcaster generally uses "a fraction of spells/day" for defense, "a fraction of spells/day" to buff himself and/or his companions, "a fraction of spells/day" to attack, and "a fraction of spells/day" to heal or remove statuses.After you have estimated "fractions of spells/day" to four different goals, you discover that the blanket is short and some part is not covered that well. Well, unless you use the guy as a healbot. That can be the solution: one of the characters with good charisma can take Leadership and get a cleric as a cohort. That would cover most needs of debuff removal.
Do you mean "Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)."? Quote:
(The two different "Shadow" are the Subschool and the Descriptor.) The Illusion school, the Shadow subschool, and the Shadow descriptor aren't affected by the Immunity to all mind-affecting effects. It affects only the listed Subschools and the spells/effects with the listed Descriptors. So, to answer your question, no, it doesn't work as you think.
yonman17 wrote: Okay then if my players are going to a location they think is 400 miles south east, how exactly do i determine where they end up if they’ve never been there before? They determine where they try to go the same way people did before the development of modern navigational tools. "Our destination is 400 miles to the SE. That is approximately an 8 hours walk while Shadow walking. The maps says that halfway there we will reach Mount Fang, its shadow will be visible, so we can check if we are en route. Then there is the Dark Woods, they should be even darker in the Shadow planes. When we leave them when we will be in our destination area."
Then you decide or roll some dice to see how much "off-target" they are. You can have them make some skill checks (something like the lowest value between Knowledge Planes and Knowledge Geography) to see if they can narrow the area or if they end off course by a wide margin. In some of the latter books, there are rules for exploring an unknown area, those can help you decide what they meet.
JDawg75 wrote: One more q: I don't need the mounted skrmisher feat in order to pounce, as long as I have the ability to pounce I can pounce mounted? AFAIK, yes. If you and your mount charge, you can use pounce. You don't need Mounted skirmisher.
1) It costs the normal cost to make that magic item. As an example, Boots of levitation will cost 3,750 gp. 2) The skill needed is the one needed to make a normal version of the item.
TR_Merc wrote: My view on the rule that the DC should be based on how common the creature is in the world. I've never encoutnered an anaconda in real life, but I know a lot about them because of reading and videos I've watched. But should it be considered rare because I've never encountered one? I think this is one of the mismatches between Golarion and real life that gives you problems with this particular rule. Golarion is a world where the printing press is something recent and available only in some places, paper is costly, and books are even more costly.Average people in Sandpoint (to name a place in the setting) probably don't know anything about Anacondas. There is no Internet, no educational TV, no film set in the jungle, probably no book about jungle flora and fauna, and if there is one it is in a private collection. So, anacondas would be a rare monster when you have lived all your life in Sandpoint and searched for information there. If you instead lived in the Mwangi jungle they would be a common monster. Mark Hoover 330 has made a good argument why a barghest would be only an uncommon monster for people of Sandpoint. Personally, I don't think that even a single goblin tribu out of a hundred has a barghest chieftain.
All things included, it is the job of the GM to decide how common a creature is in his world, even when playing in an official setting.
Tom Marlow wrote:
Hollow Serpent, Cayhound Spell-Like AbilitiesConstant—freedom of movement Spell-like, it will work. Linnorm, Crag
Exceptional ability, the bane effect will not trigger. From my point of view, it doesn't matter what is the source of the abjuration spell, only that it is a spell. For the background, it uses Evocation and Necromantic magic. Abjuration is a banned school for Evocation or Necromantic Thassilonian Specialists and they can't cast the spells at all, so it is reasonable that the bane effect will target all kinds of Abjuration spells. Abjurer instead is a specific specialist school of magic, so the bane effect triggers for the standard Abjurer of the CRB and the Thassilonian Specialists Envy (Abjuration) school, but not against other casters that know or have memorized Abjuration spells (as long as they aren't the target of one).
Can you make an example? I don't get if you are speaking of some creature that has an SU constant Freedom of movement effect, a guy with a Ring of Freedom of movement, a guy with a permanent Freedom of movement spell, or a creature with a constant Freedom of movement spell. As a general rule, the sadistic weapon will work if the creature is the target of an Abjuration spell or spell-like ability, and it is in effect when the one wielding the weapon attacks.
The problem, as usual for a lot of Knowledge checks, is what the player knows against what the character knows. RAW, "A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information." So, with a successful check, you should get something like: "It is a barghest, a creature from Hell." In reality even that gives several useful information, not only one. As a minimum, it translates to: "It is a LE outsider." and those are 3 useful pieces of information.
Knowing that with a basic check can be acceptable, but a lot of players will know way more, as they read the different bestiaries. They will recall what type of DR it has, probably have some idea of its spells and attack routine, and other special abilities (if any). The best solution I have found so far is to give out information without giving the name of the creature.
Quote: The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Note that Quote: For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. doesn't limit "an attack" to "who is a foe depends on the invisible character's perceptions", it adds that to the list. If you try to cast a spell on someone you consider a friend but who considers your act an attack (like a Confused friend) you are attacking him, even if, from your point of view you are helping him. When checking if something is an attack, you first check if the action is an attack in the general sense of the term, then, if not, if it is an attack in the spell definition. Offensive actions like Summoning creatures or casting spells in empathy areas aren't attacks. Last but not least, the caster can't play mental gymnastics trying to say that a foe is a friend. What matters is his real opinion.
Mysterious Stranger wrote: Instead of creating two new categories I would combine all 4 into a single category of alignment bonus. The whole reason to have categories for bonuses is to prevent stacking. As it stands now there is a question of whether a holy and profane bonus stack, adding two more similar type makes that even worse. I think they are automatically incompatible if on different axes, but yes, calling them "Divine Gift (CE)" or "Dvinie Gift (CN)" and having them non-stacking works perfectly.
About stacking multiple abilities on the same cauldron: As it is a customized item, I would consider whether the abilities can be used simultaneously or not before applying the multiplier. If the added ability will not work when any other abilities are in use I will lower the multiplier. Then there is the multiplier because the cauldron doesn't use a body slot. I would consider if:
I think in Pathfinder 2 she is CN and the Redeemer Queen, but this is the first ed. Advice forum. That said, personally, I would invent a name for a chaotic bonus. If we have holy and profane bonuses, I don't see when we don't have orderly and anarchic bonuses that can be granted with the appropriate spells or abilities.
Besides the usual JJ isn't a rule guys, there is this:
James Jacobs wrote: 2) Mindless undead only use a tiny fragment of the soul. That's enough to prevent a creature from being resurrected, but not enough to prevent them from being judged. The post states that being raised as a mindless undead corrupts a fragment of the soul. About the "factory": how long does a body stay in a mortician's office?
@Sir Longears Pathfinder/D&D lacks plenty of spells that, while uninteresting for adventurers, would be extremely interesting for followers of a religion. AD&D1 Unearthen Arcana had a spell, Ceremony. It had several effects, depending on the caster level, but they were mostly fluff meant to represent the RL religious ceremonies. A way to bless a departing soul so that he won't risk becoming undead is something that almost all non-evil religious will want. About Hallow, my opinion is that the effect will protect the soul while it travels to the beyond. I hadn't made this digression before to avoid writing one of my usual walls of text, I think that the mere body, if brought outside the hallowed area, could be animate, but only as a skeleton or zombie (or other similar undead that don't retain even a vestige of the original deceased soul or mind).
Personally, while the needed combustibles could be a problem in some regions, I don't see why cremation isn't widespread.
If there isn't a body, most undead will not form.
Enduring Blessing wrote: Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer. Extend wrote:
I think there is a problem with the order of the operations. When you cast a spell using the Extend Spell Metamagic the duration that is extended is that of the spell. Then you apply Enduring Blessing.Not the other way around. So applying the Extend Spell Metamagic doesn't multiply the Enduring Blessing effect. Enduring Blessing substitutes the spell duration with its effect, regardless of whether the spell duration is extended or not. What you are trying to extend is the SU effect of Enduring Blessing, not the spell duration, and Extend can't do that.
First, let's look at what the spell says: Hallow: "Hallow makes a particular site, building, or structure a holy site." The spell makes the site holy, not the bodies in it. "Third, any dead body interred in a hallowed site cannot be turned into an undead creature." Being interred in the hallowed holy site changes the bodies so that they can be tuned into undead. I agree with Pizza Lord, the site changes the bodies of the dead so that they can't be turned into undead, but that happens only if the bodies are purposefully interred in the site (so the guy killed by a ghoul and dragged into its lairs tunnels will raise as a ghoul). Essentially, to be forever resistant to being animated as an undead you need the proper funeral rites, simply dining in the place isn't enough.
What happens if 2 mythic spellcasters run a foul of each other and actually want to kill each other?
For the people who think that the Sphere can move two times, how do you think that works for dealing damage? Does the Sphere move once, enter a creature square, stop, deal damage, then back up and re-enter the square, dealing damage again?
Belafon wrote:
Humans have a basic speed of 30', and a Flaming sphere moves 30 feet per round.. They are two different statements. CRB wrote: If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. The Flaming sphere doesn't have a speed at all. It has a distance it can move in a round. Check the rest of that line too:
CRB wrote: As part of this movement, it can ascend or jump up to 30 feet to strike a target.(1) If it enters a space with a creature, it stops moving for the round(2) and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. (1) The sphere moves 30' even if it is vertical movement. Normally going up reduces your movement. (2) The spare stops moving if it enters a creature's space. Again, not what normal movements do. With normal movement, you can't stop in another creature's square.
AwesomenessDog wrote: Wait, "If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing." doesn't imply you retain the ability to breathe air, well maybe the burrow option does, but it can also be read that you only breathe in the swimming (in water) or burrowing state, i.e. not breathing air. It is not on the list of abilities you lose. If you lose the ability to breathe air when you change to a form that normally doesn't do it, all the undead anatomy, plant shape, and elemental body forms are useless.It is one of the problems that was overlooked when Paizo decided that using one of those spells doesn't change your type.
Derklord wrote: It makes no sense, of course, as how to breathe is a feature of the body, and thus should be dictated by the body. Not by what your pre-polymorphed body was or that your mind knows how to breath air. I agree, it should be one of the abilities that depend on how your body works, but Pathfinder polymorph is essentially a guy donning a rubber suit and putting up a bit of makeup to play at being a monster. Quote: While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. RAW, the ability to breathe air is neither SU nor EX, so you can breathe air. Mostly, it Is one of those things that is glossed over, as resolving it is complicated.
Azothath wrote:
Not sure about wildshape allowing you to breathe air when you take an aquatic form by RAW (but it allows you to breathe air when becoming a fire elemental, so probably it does), but my Gm allowed it and I had a lot of fun turning into an Air walking giant octopus. Cthulhu times. ;-)
Derklord wrote:
Agreed. Felines are always better! AwesomenessDog wrote: Ignoring that yeah snake forms are underpowered, and maybe this is a valid question to raise in the rules forum, but I would assume you could fudge the size within at least one size category by simply wildshaping into a "dire" (read giant templated) or young template version of the creature. No Huge snakes, be a dire emperor cobra or young Giant Anaconda. Wildshape is a Polymorph effect. And Polymorph says: CRB wrote: Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature. A Druid can't wildshape into a templated creature. The creature needs to exist in some of the Bestiaries as a specific entry or it should have been added to the "official" fauna of the world by the GM.
3rd edition has the Stormwrack book.
Derklord wrote:
Snake, Constrictor Snake Melee bite +5 (1d4+4 plus grab) The main problem with snakes is that there are 2 generic ones: Constrictor Snake and Venomous Snake and 3 specific ones: Asp, Emperor Cobra, and Giant Anaconda (four with the Viper Familiar), with no large or huge constrictor snake, and no small or huge venomous snake. Considering what we have in nature on Earth and what we could have in a fantasy world it is a lackluster list.
Generally, other forms work better. |