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Liberty's Edge

Belafon wrote:
ARG did get a second printing, in August 2015.

Thanks, I hadn't downloaded the updated version.

glass wrote:

Something I have never quite understood about the ARG:

A species is X RP (35 for the Drider, in the OP's example). Great, but what does that actual do? Is it a cost to be paid somewhow? If so, how? If not, what earthly use is it?

The ARG is a tool for the GM, not for the player.

The RP function is to evaluate the relative power of the race, so that the GM can see if a specific race is more or less powerful than other races.

You need to factor the race-based HD too, something that the ARG doesn't consider.

The core races are worth 9-10 RP, but I would take a member of a core race with 5 or 9 levels in a class instead of a Bestiary gargoyle (5 HD) or drider (9 HD) any day of the week, unless we are playing some special one-shot.

If you are GMing a "monstrous" campaign, you can use the RP value of races as an indication of the adjustments that could be appropriate to apply to characters from different races.

Liberty's Edge

Taja the Barbarian wrote:
*Bracers of Armor +4 costs about the same as 1,000 hours of CL 1 Wand castings, which sounds like a lot to an adventurer who might only use two hours per dungeon session but it's only 125 '8 hour work shifts' when you might or might not need the protection.

That is a common problem with the pricing of magic items.

A custom magic item that casts Cure Light Wound 5 times a day at CL 1 will cost 1,800 gp, and (I think) a good number of GMs will price it at 3,600 gp, as there is no real need to wear the item.
It will have relatively little utility for any adventuring group, while it will be useful for a nurse station in any place that could see a small but steady number of injured people coming every day (as an example, an infirmary serving a large farming community, a port, or other places where work accidents will be common, especially with medieval-like labor safety protocols.
For a dentist that do a couple of extractions every day, it would be great advertising (but costly, as 1,800 gp is about 90,000 $, in my gaming group's estimation).
As Gary Gigax said, the D&D economy is that of a boom town during the gold rush.

The Staff of Power shows the same kind of trend, with an inflated price.
On the other hand, it can cast Continual flame without consuming a costly component (but recharging the staff requires a 5th-level spell).
"Technically", the staff can pay itself in 12 years, 6 months, and 20 days of constant use simply by replacing the need for the component. ;-)
A level 9 wizard has better ways to make money, but it shows some of the absurdities of the game economy. All is calculated around the adventuring party's interests, not as some kind of semi-realistic economy.

BTW, a custom magic item that casts Continual Flame 5 times a day would cost 4.300 gp and repay itself in less than 18 days. Everburning Torches would cover practically all streets of even medium cities.

Liberty's Edge

Taja the Barbarian wrote:


As I recall, one of the Spelljammer adventures featured a massive star empire where the Staff of Power was (literally) standard issue for their mages, who would typically be drained of their prepared spells by their spelljamming helms and would therefore have to rely on their staffs when fighting. Obviously, this was before magic items had prices.

Considering that a pelljamming helm was a lesser artifact, the pilot having another lesser artifact for fighting isn't that surprising.

The staves' utility increases if you are a spontaneous spellcaster, but the price is still problematic. It is a problem several items share: who will buy Bracers of Armor from +1 to +4 when a wand or a firsa-level Pearl of Power does the same job at a lower cost or with better utility?

Liberty's Edge

TxSam88 wrote:

I'll admit raising the DC is good, but we find that most things pass saving throws far too often as is, and we've already experimented with raising all DCs to the highest DC a character has - and so far it hasn't seemed to increase the fail rate enough. We're beginning to think that DC's need to be increased even more to have a failure rate over 10-20%

Are your targets NPCs with character levels or monsters?

In my experience, most monster saves are easily pierced when the encounter is CR appropriate (unless you are my player that feel that anything that doesn't have a 95+% chance of success is useless). NPCs' saves can be way better if they are built to have good saves, but, generally, they still have holes in their defenses.

Liberty's Edge

As with all these kinds of modular systems, it has a serious problem if the player wants to make an unbalanced creature. As long as the GM is in control and there is a gentleman's agreement about what people want to make, it is workable.

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Considering that they were introduced with the specific archetypes and not as a separate list, I don't think so, unless your character has the required archetype.

If the question is from a home game, I think that the creatures that are actually animals, as defined by the game (so, no Aboleth or Fly, and so on), could be allowed without problems.

Note how you can get access to some of them from different archetypes (crab, octopus, turtle, shark).
The octopus has different bonuses depending on the archetype:

AoN wrote:


Octopus (Blood of the Sea pg. 22) [Aquatic Beastmaster]: The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level.

Octopus (Ultimate Intrigue pg. 64) [Courtly Hunter]: The creature gains a +4 competence bonus on Escape Artist checks. This bonus increases to +6 at 8th level and +8 at 15th level.

I see that as an indirect confirmation that the archetype is what determines if you have access to a specific totem beast in the "Specific Archetypes Only" section on AoN.

Liberty's Edge

Quote:
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn.

As usual, it is not technical language, so, for this question, it can be read two ways:

- "You threaten all squares into which you can make a melee attack," + "You threaten ... even when it is not your turn."
or
- "if you can make a melee attack in a square even if it isn't your turn, you threaten it."

Personally, I use the first interpretation. If you are prevented from potentially making attacks during your turn, you can't make attacks of opportunity (unless whatever stopped your ability to attack says something different).

Liberty's Edge

Great Rend wrote:
Benefit: If you are able to use your rend ability on the same turn that you also succeed at a bite attack,

As written, it is not applied after bite damage; it is applied after a successful bite attack, i.e. after the attack hits.

Mighty Bite requires that the rend deal damage, but Great Rend doesn't have that requirement.

Mighty Bite has several problems:
- as written, the increased critical threat range applies to the bite, regardless of who or what is the target of the attack, not only against the creature that was damaged by the rend attack.
The "fluff" implies the opposite: "Your rending claws expose your opponent’s vital organs to your teeth." but the actual rule doesn't apply any limitation;
- normally, people don't roll the claw attacks, then the rend damage, see if it deals damage (that guy is an invulnerable rager, has DR X/magic, has Stoneskin?), and then roll the bite damage. It is a "great way" to spend 10 minutes on the attack routine of a single troll;
- it triples the threat range of the bite. That is on par with Weapon Mastery, the capstone ability of a Fighter. At the cost of a single feat.

.

Liberty's Edge

Melkiador wrote:
For instance, you can grapple a fire elemental without getting burned.
Burn wrote:
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must succeed at a Reflex save to avoid catching on fire.

While it is not RAW, I would say that burn affects those grappling with a fire elemental.

Same thing for the light. RAW, a fire elemental has no ability that makes it give off any light.
It can even benefit from invisibility or use stealth in a dark room ...

Rule of Logic implies that most combat maneuvers are equivalent to an unarmed attack and that a burning creature emits light, simply those things have never been codified in the rules because they seem self-evident.

Still RAW, a creature with the Burn ability cannot start a fire because Burn affects creatures, not items.

Liberty's Edge

I grok do u wrote:
So, I would go with touch AC of wielder + size bonus of object targeted + cover bonus, if appropriate. Of course, trying to remember any penalties the ranged attack may have (e.g. -4 into melee without precise shot).

That is, more or less, what I was thinking of using.

Azothath wrote:
in basic PF1 there is no mechanic for "called shots". With touch spells if you hit the shield you hit the person, there's no differentiation.

True, but it starts to break down when you have a spell that targets objects and has no official rules of what happens when you target an attended object.

I am thinking of adding a save for magical objects, with the object base values, not those of the character wearing/using it, plus the magical bonuses active on the character.

The question was born by a PC using an empowered Eroding ray on an altar of Urghatoa while a lich was empowering the weapons of a group of gravewknigths and us thinking what would have happened if he had targeted the graveknights armor.

Thanks for the answers.

Liberty's Edge

Quote:

Eroding Ray

Source Plane-Hopper's Handbook pg. 30
School transmutation; Level arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, sorcerer 2, warpriest 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance no
Description
You channel a fraction of the tumultuous ecosystem of the Hao Jin Tapestry and redirect it through your hands as a beam of deteriorating energy. You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and can target only a construct or an object. If a ray hits, the target begins to crumble, taking 2d6 points of damage. This damage ignores hardness and damage reduction.

If the caster targets an attended item, like a wielded weapon, what is the target AC?

Or you should use it as a ranged CMB?

As the attack has no save and no limitation on what can be damaged, destroying magical items with few hit points (like cloaks, belts, etc.) would be easy.
With the Maximize or Empower metamagic and a few rays, even metallic weapons and armors would be at risk.

Liberty's Edge

Kiba Kurokage wrote:
Their DM here. How the player had been running it was doing an active Raging Song as a standard(now a move thanks to levelling) then stopping immediately to let Lingering song carry it while only using 1 round of rage song.

There is no need to "stop" a song to benefit from Lingering song. The bard simply chose not to maintain it at the start of his next round.

The bard will still use only one round of bard song.

Quote:

Lingering Performance

Source Advanced Player's Guide pg. 164
The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisites: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

RAW, Lingering performance trumps the limitation on the Skald Rage song, as it is a specific ability granted by a feat. Those can go against the general rule of the ability they modify.

There is the awkward part where it affects the character choice, too. If he accepts the Rage song buff, it lasts 3 rounds, without the chance to change his choice.

The best option seems to be to consider the intent of the feat, not the wording. The performance linger, not its effect on people. If we do that, the effect ends at the end of a character's turn, and the next turn, if the skald is still performing or Lingering performance is in effect, he gets to choose again.

Personally, I think it is better to allow Weapon Song effect to last till the next round of the affected character (unless the Skald switches songs), as changing weapon abilities and properties every time a character stat and end a turn is a bit of a hassle.

Liberty's Edge

Derklord wrote:
but for paralyzed and pinned we have explicit permission of mental actions.

And that is my problem. We have explicit permission for some of the conditions that make someone helpless, not for all.

In this particular situation, the witch should be able to take mental actions, but I was wondering whether you knew of a blanket permission to do so.

Liberty's Edge

I grok do u wrote:

Following Derklord's RAW note: the rest of the helpless entry is

Helpless wrote:
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

If a witch's familiar is an enemy of the witch, she has big issues.

----
I think one of the issues with GGoC is that it is such a potentially potent ability available to witches as early as level 1 (when swift actions aren't yet common for many casters). PFS probably would have allowed it if it was a major hex.

The witch needs two hexes to play that trick. If a first-level Witch spends her hex and a feat to gain the ability at first level, she has crippled herself.

Even with the strongest basic familiar, a fox, the save DC would be 10+2d3-2. So, probably, a Fortitude save at DC 11.
The save against the Sleep hex of a first-level witch would be Will 13 even in a low-power campaign.
Most opponents at low levels are bruisers with good fortitude saves, so sleep would be way more efficient.

As an added "bonus", doing a Cop de Grace provokes an attack of opportunity. The Witch risks going through a lot of familiars.

Liberty's Edge

twiggyleaf wrote:

Thanks for all the comments and advice. I should probably have added that the manner in which the witch in question exercises this ability, is to have her scorpion familiar sting her. I think she would argue that she makes herself "helpless" in this way.

I am not sure that the witch allowing this actually makes herself helpless - more like "vulnerable".

Greater GoC says the witch can "redirect" the effect to her opponent, so I'm not sure if she should be subject to the damage of the coup de grace (i.e. damage dealt)

Keep in mind that the target of the hex must be within 30' when it is used to redirect the effect. Willfully becoming helpless will require some kind of action, possibly a free action, so it can be done only during the witch's turn. Leaving the helpless condition should be another action (again, probably a free one), so the witch would stay helpless for a whole round. Essentially, the witch is saying to herself: "I must stay immobile, I must stay immobile, I must stay immobile, ..." over and over for 6 seconds while the scorpion familiar lines up its sting attack.

All that for what? Forcing a Fortitude save at maybe 20 on an enemy (it is a scorpion familiar, the base damage is 1d2-4, it will require a lot of resources to get a positive modifier).

Essentially, the player is asking you to develop a lot of rules to decide how a gray area of the game works, while getting very little in return.

Seems more like a way to say "How smart I am." on his part, than getting something functional.

Liberty's Edge

Derklord wrote:
So even if the GM were to give you permission to make your Witch helpless, that would be risky. And since every condition for helpless prevents the character from doing more than mental actions, the GM should only allow it if the Witch doesn't take any other actions that round.

Can you point to the place in the rules that says that you can take mental actions when helpless?

Earlier editions of the game allowed that, but Pathfinder bundled all action together, and, AFAIK, you can't take any action when helpless unless an ability allows them, and then you can take only the allowed actions.

I am really interested in knowing if I have missed something, as Helpless is a term often used but ill-defined. A lot of contributors have used it in different ways.

Liberty's Edge

thelemonache wrote:
James Jacobs wrote:


Summoned creatures are very different. The actual summoned creature itself has no existence before or after the summon monster/summon nature's ally spell is cast, and thus any items it's equipped with have nowhere to come from and nowhere to go. If a summoned monster is a creature that, in its actual stat block, has gear, that gear is with the monster when it arrives, but vanishes as soon as the monster or spell effect is slain/ends. And any additional gear...
The template to build the creature says they can be summoned with calling spells too, like planar ally. Wouldnt that suggest they are real creatures somewhere, like the eidolon?

Calling spells call the actual, physical form of a creature. AFAIK, barring specific abilities of the creature, a called entity can be slain, and it will stay slain unless returned to life.

Their non-instantaneous spells effects continue even after they have been dismissed; they can use spell-like abilities that requirecostly components, they can teleport, and they can summon other creatures.
Those physical forms can have different equipment from the norm, magic items, tattoos, and so on.

Eidolons are different from both. I have always treated them as leaving the equipment behind when unsummoned, as the eidolon lacks a physical existence when unsummoned, but, as JJ said, it is an undefined aspect of the rules.

A guardian spirit born of Summon Guardian Spirit is another beast altogether.
It is a creature with a life outside the use of the ability, but allowing people to summon them with gear that was given to them during their previous summoning become complicate.

What happens if an opponent Sunders or Steals the item? It disappears at the end of the summoning, and is it again present and functional? Is it forever lost and unreparable?

What happens if you give it a wand? Doesn't it work because it uses a kind of costly component (the wand charges)? Is it fully charged at each summoning?

Maybe the specific player or group will not try to exploit that, but it is better to avoid this kind of question from the start.

Liberty's Edge

Monster Summoner’s Handbook wrote:

Summon Guardian Spirit

A guardian spirit has selected you as its ward.

Prerequisite: Ability to cast summon monster III or summon nature’s ally III.

Benefit: Select one creature that qualifies to be an improved familiar, and apply the guardian spirit template (see below) to it. That creature is added to either your summon monster III or summon nature’s ally III list as a summonable creature. When you summon your guardian spirit, the duration of the spell you use to summon it is 1 minute per level. A guardian spirit is always exactly the same creature, with memory of all the events that occurred while previously summoned; multiple versions of it can’t be summoned. If it’s killed while summoned, it cannot be summoned again for 24 hours.

If you’re capable of casting a higher-level summon monster or summon nature’s ally spell, you can perform a ritual to attune the guardian spirit to a higher-level version of the spell. This also allows you to change any selections made regarding the abilities the creature gains based on the level of spell used to conjure it (see the table on page 27). This ritual takes 24 hours, and once complete it moves the guardian spirit to the higher level list of creatures that can be summoned.

It does exactly what it says, nothing more, nothing less. The guardian spirit isn't a way to store items or to add abilities to a creature besides what is in the feat list.

The guardian spirit is a summoned creature. Note what JJ said about summoned creatures:

Quote:
5) Summoned creatures are very different. The actual summoned creature itself has no existence before or after the summon monster/summon nature's ally spell is cast, and thus any items it's equipped with have nowhere to come from and nowhere to go. If a summoned monster is a creature that, in its actual stat block, has gear, that gear is with the monster when it arrives, but vanishes as soon as the monster or spell effect is slain/ends. And any additional gear given to a summoned monster drops to the ground as soon as the spell ends or the summoned monster is defeated.

The guardian spirit breaks some of those rules (it remembers the previous summoning), but is still a summoned creature that doesn't exist between the summonings. Otherwise, summoning it could fail because it is dead, summoned by another caster, or visiting its grandmother.

Liberty's Edge

Mysterious Stranger wrote:

While Deigo Rosssi is for the most part correct UMD does explicitly state that it allows you to use a scroll as if a particular spell was on your class spell list. So as long as the bard has deciphered the spell, they should be able to expend a bard spell slot to cast the spell. Personally, I would probably set the DC based on the spell level rather than the caster level of the spell, but that would be my own house rule.

Bards are a CHA based class with UMD on their class spell list. They are also supposed to be dabblers at magic which is why their spell list has a mixture of what is normally divine and arcane spells. They are also the real skill master of the game. Between Bardic Knowledge, and Versatile Performance they will usually end up with a larger number of high skill roles than even a rogue. UMD should be one of those skills. Being able to use cleric spells when the cleric is incapacitated is a huge benefit to the party. What is the party supposed to do when the cleric is killed but has a scroll of raise dead?

UMD wrote:

Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

...

Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don’t have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.

This use of the skill also applies to other spell completion magic items.

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.

Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.

There is a possible action problem with that.

You add a spell to your spell list when you use Use a Scroll or Use a Wand, Staff, or Other Spell Trigger Item, but neither of those applies in this situation.

The character could try using Emulate a Class Feature to add the Spells (Sorcerer) class feature to his Bard class, but he is not triggering a magic item; he is casting a spell with his Bard spell slots.

So, I don't see the Bard using UMD as part of the action of triggering a magic item.
There is no magic item that is triggered in this scenario.

There is:

UMD wrote:
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).

But, even in this case, you aren't activating a magic item, so it doesn't happen.

TL, DR: RAW doesn't allow this.

If you want to allow it for "rule of cool", it is your table and your rules, simply be wary of the possible consequences.

Liberty's Edge

FAQ wrote:

Spontaneous Casting and Multiple Classes: Can I spontaneously cast spells from one of my classes using a different class’s spell slots?

No. This is only possible if you have a class feature that explicitly allows it, such as Combined Spells. This applies even if the two classes share a spell list or if one of the classes allows you to spontaneously convert that class’s spell slots into certain spells on that class’s spell list, such as cleric and druid.
posted July 2014 | back to top

Mnemonic Vestment wrote:
The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended.

If the spell isn't in the Bard spell list, the character can't cast it using a Bard spell slot.

Note that:

Mnemonic Vestment wrote:
If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spellbook) as if she knew that spell.

and:

FAQ wrote:

New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?

No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.
posted July 2014 | back to top

The Menemonic Vestment doesn't add a spell to the spell lists of a character.

Liberty's Edge

Let's extend MuthSera sera interpretation and see what happens:

A bowhead whale has 30 cm/12 inches or more of blubber, which isn't a vital spot. An opponent with a 12-inch or shorter blade can't do Sneak Attack on it, as the blade can't reach a vital spot.
That interpretation is totally against the rules, but it uses the same reasoning that is the basis of MuthSera sera's argument.

The text in the Sneak Attack description is there to explain why some creatures and abilities can negate Sneak Attack, not to give a blanket way to say "I am immune".

You can't call immunity to sneak attack by donning a power suit that cover 100% of the body unless that power suit has an improved form of heavy fortification and explicitly says that it makes you immune to Sneak Attacks and/or precision damage.

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MuthSera wrote:

bbangerter : It's not treated the same as temp HP. It includes the phrase: If it fails to penetrate, it counts as a miss."

Let's cite the whole phrase:

Quote:
If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.

Sneak attack damage doesn't trigger on a hit; it is part of the damage dealt by the hit.

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I repeat: including ongoing effects. Being polimorphed is an ongoing effect. You can dislike it, but that is how it works.

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thelemonache wrote:
Melkiador wrote:
Quote:
While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects)
The familiar is no longer affected by polymorph while melded.
hmmm I disagree. It says targeted or affected. The ongoing affects is like Burn, or poison, something that each round has to "affect you." It does not say spell effects end or turn off. You are already affected by the polymorph, no need to be affected again by it.
Quote:
Symbiosis (Su): At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist’s level.

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KarmicPlaneswalker wrote:
I grok do u wrote:


I respectfully disagree with Mysterious Stranger on sneak attack, as that is +1d6 every odd level,

Unless there's something I'm missing, it is still a level dependent variable and should likewise be subject to the negative level reduction. No different from Rage or Wild Shape duration.
Sneak attack wrote:
This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter.
Table 3–13: Rogue wrote:
9th ... Sneak attack +5d6

RAW, it is not a formula of the X*levels kind. It is an ability with a specific number of dice of Sneak Attack that the character unlocks when she reaches a specific level.

As a level 9 Rogue, you still have the level 7 feature Sneak attack +4d6, and the level 5 feature Sneak attack +3d6, but they overlap with the feature with the larger set of dice, so only the stronger feature has any effect.

Your guess if it is an intended feature or an artifact of the rulebook formatting is as good as mine.

Liberty's Edge

Casting a spell is generally different from activating a magic item. Probably it will work with a spell storing item or something similar, but I doubt it will work with an item that requires a command word.

"otherwise available to cast" probably refers to Spell Like Abilities and spontaneous spells, as neither are prepared.

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Posses Object, lesser wrote:


A possessed object becomes capable of animation, gaining the statistics of an animated object of its size (including 1 CP worth of abilities; Pathfinder RPG Bestiary 14). You can’t use any spells or other abilities while possessing an object.

The possessed Wall of lava (assuming the caster can animate something that big) doesn't retain any of the spell's properties. It becomes an Animate object with its characteristic based on the "creature" entry.

As it is a spell effect that is a temporary object held together by the magic of the original spell, what happens is totally uncharted territory for Paizo rules, AFAIK (some third-party product has animated spells monsters).

I probably will rule "the possession doesn't work, invalid target". Alternatively, taking control of the physical object created by the spell without taking control of the spell itself will make the spell "fizzle", essentially dispelling the Wall.
It is a GM call.

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glass wrote:
But ISTM that it is generally used to mean worn, carried, or wielded - being magically controlled from a distance does not seem to cut it.
Dancing (Weapon quality) wrote:
The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items.

A dancing weapon is something you manipulate magically (it attacks whoever or whatever you want it to, unless you think it attacks a random target) and counts as wielded.

Ioun stones should count as wielded, as you benefit from them and can even command some of them to absorb incoming magic.

Wield was never clearly defined in the rules, but the meaning seems a bit more extensive than "being in your grasp and using it".

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CRB-Fly wrote:
Check: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.

So, if a creature makes the appropriate check, it can continue flying at the end of the turn even if it hasn't moved.

The maneuver needed is Hover:

CRB-Fly wrote:


Flying Maneuver Fly DC
Hover 15
CRB-Fly wrote:

Action: None.

A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

A Full-round action is "another action", so you can make the check as part of the full action Full attack, and making the check doesn't require any movement, if it is successful.

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A cat is a quadrupede. Do you think that a Thunderbird would stand on its wings to claw with its legs?

FAQ wrote:

Claws and Talons: If I gain claw attacks, can I put those claw attacks on my feet?

If you are a bipedal creature (roughly humanoid-shaped, with two arms and two legs), your claws must go on your hands; you can not assign them to any other limb or body part.

If you are a quadruped (or have more than four legs), you can have claws on your feet. If you have claws on all of your feet, normally you can't use all of those claw attacks on your turn unless you have a special ability such as pounce or rake.

Talons are much like claws, but go on a creature's feet, usually a bipedal creature (especially a flying bipedal creature such as a giant eagle or harpy). An ability that grants you claw attacks cannot be used as if they were talon attacks (in other words, you can't "re-skin" the ability's game mechanics so you can use it on a different limb).

Apparently, Paizo thought that you had to use at least some of your legs to stand.

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Ultimate Combat wrote:

Firearm Proficiency: The Exotic Weapon Proficiency

(firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.
Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.
All firearms are part of the same weapon group for the purposes of the fighter’s weapon training class feature.

That changes how the normal Exotic Weapon Proficiency works, as the "normal" version covers only a single weapon, not a whole category that goes from small single-hand weapons to two handed weapons.

The feat should cover all weapons from Ultimate Combat.

The modern weapons from Pathfinder 71 are also included in those covered by Exotic Weapon Proficiency (firearms).

The technological firearms and Iron Goods have specific rules:

Technology Guide wrote:

Proficiency: This entry lists whether the weapon is simple, martial, or exotic. If an existing weapon proficiency allows the new weapon’s use, that weapon proficiency is listed in parentheses. Note that Exotic Weapon Proficiency (heavy weaponry) works similarly to Exotic Weapon Proficiency (firearms) in that it allows access to a wide range of similar weapons.

Some GMs may wish to replace Weapon Proficiency (firearms) with Weapon Proficiency (technological firearms) to further restrict access to these devices to player characters in their campaigns.

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Toshy wrote:


Minor correction, the only requirement is a Fly speed.

Thanks.

If the feat said something like: "This feat allows a flying creature to take a full round action while hovering." there would be no problem. The feat would be needed to do that.
But it only says that it removes the need to make the check. Removing the check, as a consequence, removes the action or reaction needed to use it, and, as a further consequence, allows the use of a full round action.
Either it is a mandatory tax feat for all flying creatures with more than one attack (but monster statblocks don't reflect that), or its benefit is only that it removes the fly check (and the dust cloud if you are large).

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Azothath wrote:
after 16 years hopefully your GM has figured something out...

Guy Lodoucer's posts are from yesterday.

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Guy Ladouceur wrote:


Most of my group believe that you should be able to do a full round action while able to hover, as their characters are for all purposes taking an action. I personally believe this is abusing the action economy.

Consider a Thunderbird.

2 claws attack, 1 bite. It requires a full round action to use its attacks, but with your interpretation, it needs to land to make a full attack.
If it lands, it is standing on those two legs, so even with a lenient interpretation, it can make only 1 claw attack. They aren't iterative attacks, so they are done at the same time.

Plenty of flying creatures have the same problem.

Then there is the Hover feat.
It removes the need to make a Fly check when hovering. But you can take it only if you are Large.
Only large creatures can make full-round actions while flying?

P.s.:Vrock . It has five attacks; two are talons. When can it use them?

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Guy Ladouceur wrote:
Did Paizo ever put forth any clarifications in regard to the hover question?

Not that I know of.

I haven't read this thread again and don't recall all the discussions, but I know the problem.
My solution as a GM is to ask for the Hovering check first.
If it fails, the character can take a standard action and then is forced to move (if preferred, he can take a double move or a full round action that includes moving).
If it is successful he can stay in place.

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FAQs wrote:

Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item.
The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

The question was bout making magic items, but the reply is broader. Alchemists aren't spellcasters.

AoN wrote:

Spell Knowledge (Cohorts and Companions pg. 13): Your studies into how all things are interconnected have taught you to cast a very limited number of spells. Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell’s level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You’re considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.

You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list.

The alchemist learn to cast a single spell every time he takes the discovery, but his class never becomes a spellcastingclass.

I don't think that, even with the discovery, an alchemist will ever be able to use Broad Study.

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The harpy "defect" can be easily cured with Regeneration, and the player having her as a cohort will surely try it.
It all depends on how accessible magical cures are, but having a "defect" that can be cured simply by spending money makes it almost irrelevant.

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Dragonchess Player wrote:
For actual polymorph spells, note that as long as the spell doesn't change the character to a form with the "animal, dragon, elemental, magical beast, plant, or vermin type" (such as alter self, fey form, giant form, monstrous physique, undead anatomy, and even [technically, by RAW] ooze form), you can still use all equipment normally: "If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size."

Good catch about the ooze form, but the resized equipment still requires the right body part to work. If the armor resizes but keeps its original shape, most oozes will be unable to use it (there is at least one ooze that can take a humanoid form).

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rsbrehm wrote:
What about Wild armor even working with, lets say, Wizard Polymorph spells? Does it work or not? I haven't found any definitive answer other than some who say "armor of the wild only works with druid wild shape because the enchant only mentions druid wild shape."

That is a definitive answer. It allows changing the basic rule for wildshape only.

BTW, the original post was more than 8 years old. A new thread would have been better.

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Ghost wrote:
When a ghost is created, it retains incorporeal “copies” of any items that it particularly valued in life (provided the originals are not in another creature’s possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality.

Incorporeal, as a rule term, is applied only to creatures (Incorporeal subtype and Incorporeal (Ex) Universal Monster Rule). When applied to an item, problems ensue.

My interpretation is that, if the weapon or armor is one of the "copies", it counts as incorporeal for bypassing armor and mowing through walls. When it is a physical object that the ghost has "borrowed" from a fallen opponent, it counts as corporeal when making an attack or moving through a wall.

There is the further problem that incorporeal creatures have a Strength score of "-", without the caveat that a score of "-" counts as 10 for DC and other factors. With a score of "-", they can't lift or use a physical object without using magic. If they are using magic to affect an object (Telekinesis, as an example), you use the rules of that kind of magic.

When I am the GM, I threatincorporeal creatures as they had that caveat, when it matters.

BTW, RAW incorporeal creature can't do or be subjected to Trip or Grapple maneuvers even if they or the opponent have a ghost touch weapon.

Quote:
Incorporeal creatures can’t fall or take falling damage. They can’t perform trip or grapple combat maneuvers, nor can they be tripped or grappled. In fact, they can’t take any physical actions that would move or manipulate an opponent or its equipment, nor are they subject to such actions.

The Ghost touch ability allows full damage with a weapon, but, again RAW, doesn't allow combat maneuvers.

All considered, the rules are somewhat inconsistent.
The GM must decide what seems more appropriate to him and make a note of that, so he can apply it consistently.

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Maxtrallallà Misteriosaidentità wrote:
Pizza Lord wrote:
A ghost touch weapon wielded by an incorporeal creature's still appears to bypass natural armor or shield as an incorporeal attack.
Are you sure? Where can I check it?

This seems the thing that gets nearest to saying that:

Ghost tough wrote:
A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.

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"Levels in other classes that grant animal companions do not stack." would stop levels from stacking for anything. The PC will not get increases in his HP, saves, BAB, etc.

Instead, they don't stack for the AC abilities (all abilities, including growing bigger) only.

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Quote:
Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Quote:
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat.

It says select in both classes. As I see it, the act of selecting the combat style makes it part of your class, with all the benefits and limitations.

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Mysterious Stranger wrote:


Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.

I did miss that. The Unchained Eidolon Azata of an LN Soulbound Summoner will have the Lawful subtype, with all of its benefits and drawbacks.

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Not an expert on Summoners, but:

AoN wrote:

Eidolon (Unchained) Subtypes

Description Source: Pathfinder Unchained
The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon’s subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed.

If I read that correctly, an Eidolon gets a subtype, and that has a good number of consequences.

N.B: the Eidolon doesn't get the "outsider (azata, chaotic, extraplanar, good)" type and subtype; it gets the outsider (eidolon azata) type and subtype. The Azata subtype and the Eidolon azata subtypes aren't the same thing.

AoN wrote:

Azata

Source Pathfinder Unchained pg. 30
Embodiments of the untamable beauty and noble passion of Elysium, azata eidolons have wild and beautiful features. They often take graceful forms reminiscent of elves or fey, but they occasionally appear like lillends, with serpentine tails. Azata eidolons are flighty and independent, and they often have their own ideas about how to defeat evil or have a good time. Thus, an azata eidolon is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata eidolon in sync with its summoner is a passionate and devoted companion.

Alignment: Chaotic good.

Base Form: Biped (limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, tail slap).

Base Evolutions: At 1st level, azata eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).

At 4th level, azata eidolons gain cold resistance 10 and fire resistance 10.

At 8th level, azata eidolons grow large, feathery wings, gaining the flight evolution.

At 12th level, azata eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the azata subtype on page 311 of the Bestiary).

At 16th level, azata eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the ability increase evolution, applied to an ability score of the summoner’s choice.

At 20th level, an azata eidolon gains the ability to switch between its normal form and an energy form as a standard action. In its energy form, an azata eidolon is incorporeal and doubles its fly speed, but it can’t make natural or manufactured weapon attacks; it can, however, activate any spell-like ability evolutions it possesses.

soulbound summoner wrote:


Pactbond Curse (Ex): A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.

Here, apparently, there is an implicit authorization to have an LN Eidolon azata.

But, so far, I have seen nothing that gives the eidolon any alignment subtype.

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I quote the CRB again:

CRB wrote:

A wizard can add additional magic abilities to his bonded object

as if he has the required item creation feats
and
if he meets the level prerequisites of the feat.

"A wizard can add additional magic abilities to his bonded object as if he has the required item creation feat" is a straight permission to do that without the feat when improving a bonded item.

"A wizard can add additional magic abilities to his bonded object ... if he meets the level prerequisites of the feat" means that the wizard can improve the item only if he has the caster level that is a prerequisite for the feat.

So a wizard can take a ring as his bonded item, and when he reaches CL 7 (the CL that is the prerequisite for the feat), he can further enhance it without needing the feat.

There is no minimum CL to bond a magical item, only to enhance it.

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Quote:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

The wizard doesn't need the Crafting feat. For enchanting the bonded item, only he is treated as if he had it.

He needs the caster level required by the feat to add abilities to it.

Artifacts are unusual magical items, and they are very difficult to destroy. A bonded item loses all its properties if the owner bonds a different item (even those it had before being bonded), so allowing them to be bonded would be an easy and low cost way to destroy artifacts. I would strongly suggest your GM not to allow that (theoretically, the rules allow it).
That said, some minor artifact, like the Staff of the Magi is a borderline high powered magical item and can exist in multiple exemplars, so allowing them to be bonded isn't that problematic.

P.S: "A bonded item loses all its properties if the owner bonds a different item (even those it had before being bonded),". From what I recall, what happens to a bonded item when the owner dies was discussed in several threads, and there was an official ruling, either in one of SKR's comments or in a FAQ, but in a fast check of the CRB FAQs, I haven't found it.
The Wizard ability says that the item reverts to a masterwork item, but there is wiggle room to argue that it reverts to its former abilities. It is a GM call. I would almost certainly do that if I allowed someone to bond a major artifact.

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Joynt Jezebel wrote:

Well, either I am missing something or everyone else is.

A necklace takes up a slot, where a rod does not.

To use a Rod, you need to have it in a hand, and you need a move action to draw it (you can draw them as part of your movement only if they double as weapons, stands Metamagic Rods are improvised weapons and don't count). Depending on the character equipment and playstile that can be irrelevant or important.

As SKR said, you price the item based on the best user, so, for someone that want the free hand.

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AoN wrote:
When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner.

AFAIk, taking an Ioun Stone from a character requires a Combat Maneuver, Steal. Weather that equate that would do a constant Bull Rush on you, and the Ioun Stone will still constantly try to return to its position. I don't think it will be a problem unless the GM wants to do a scenario about extreme weather conditions.

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I was convinced the sorcerer's natural armor was a "natural armor increase", like it is for the Dracon disciple, but it says that the sorcerer's "natural armor bonus increases to +2" (etc.).
It effectively gives a fixed value.

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