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Control weather says: Control Weather Level arcanist 7, cleric 7, druid 7, oracle 7, shaman 7, sorcerer 7, witch 7, wizard 7 wrote:
Apparently, you can change the weather to a calm spring or fall rain, or a rainstorm. In AD&D 1st and 2n edition, there was Weather summoning that, while keeping the same extreme examples, allowed weather appropriate to the climate and season and Control weather had way more finesse in controlling what you were capable to get while having clear limits on what you were capable to get, as an example you wouldn't rain unless there were at least some clouds. While the current version has more useful "military" applications, I find the older version of Control Weather way more interesting for narrative purposes. What are your thoughts? A follow-up question:
As an example:
I am running an adventure with an unusual encounter. In a room, there are an Evil Outsider and a Construct. The Construct will constantly try to Sunder the PCs weapons.
My problem is what will be the Hardness of the Inquisitor weapon:
When he uses Greater Bane against the outsider, the situation changes, the weapon is a +3, +7 vs Evil Outsiders. What is its Hardness against the Construct attacks at that point?
Personally, answer 2) seems the correct one to me, but I want to see other opinions with explanations. Thanks.
Quote:
As written, the weapons don't share anything besides abilities that target items. So an Inquisitor Bane ability or a Magus Arcane pool will work (they target a weapon), but it will not benefit from a rogue Sneak attack or a Fighter weapon specialization.Barring shenanigans with colossal weapons, it seems extremely weak for the cost (standard action to activate and 4 points of enhancement). Am I missing something?
I have a doubt about the Alchemist Mutagen:
AeO wrote:
What happens if an Alchemist above level six under the effect of his own mutagen brews a new dose? Strictly RAW, the past does become inert, but it has already been used and its effect doesn't stop as he isn't "another alchemist".RAI seems to be that the Mutagen effect stops. Someone know if it has been cleared somewhere?
More than a year ago my old credit card was stolen. For security reasons, the new credit card has a completely different number. I have added the new credit card (several times), but the old and now expired credit card is still the default payment method and I haven't found any way to remove it. There isn't a way to permanently change the default and/or remove the old credit card? change
Some time ago I used the image of a female halfing Tiefling to present an NPC, but I am unable to find it again.
AoN wrote:
Dazed and paralyzed don't allow you to take standard actions, so this spell doesn't allow you to overcome those conditions if you are suffering from them. It says "overcome", so apparently it was meant to be cast after the condition was applied, but I don't see any rule limitation about casting it before the condition is applied (besides the short duration).The caster needs to choose what condition he wants to overcome, but with a good knowledge roll, it isn't that difficult to know what conditions a creature can apply (at least the most noteworthy). So, there is any reason that will prevent casting it before the condition is applied?
Does someone have experience on how it works having someone under the Misfortune hex use an ability that makes you roll twice for an action and keep the best result? If it is relevant, the abilities to reroll are mythic. You roll twice two times, select the best result of each couple, then the witch select the worst result of the two? You roll twice two times, the witch selects the worst result of each couple, then you select the best result of the two? Do the two abilities cancel each other? Something different?
Recently I have made several searches and the results didn't display the most recent posts about the argument.
As an example, if I search "gingerbread" in my posts I get 0 hits, while I posted at least 2 posts with that keyword in December, the most recent: https://paizo.com/threads/rzs439qv?Are-you-allowed-to-improve-Gingerbread-W itch#4. If I search "gingerbread" in the first edition rule questions it shows one thread made in 2020 on the first page when searching for "By Relevance", but when I select Newest first, the first post is dated Dec 7, 2017, 08:02 and the other posts are even older.
In one adventure there is a good outsider under planar binding from evil NPCs. After defeating but not killing it the PCs have realized that it is a good creature. The adventure gives one way to remove the binding, but currently they can't use it.
I am mastering a high-level campaign and the players will move along wast stretch of land with Wind Walk. Generally, that isn't a problem in some areas they will have to maneuver around obstacles and other hazards. At that point, it become important to know how the poor maneuverability of the high-speed version of Wind Walk and other forms of flight with their maneuverability (most Overland flight) interact. My personal opinion is that you get the maneuverability of the speed you are using, i.e. if you go at 600'/round you have poor maneuverability if you go 40'/round you have perfect maneuverability (I don't see anything that say you can't use a fly speed that don't depend on your physical form while gaseous), but I am interested in reading other people opinions.
In the last week almost every time I try to post in the forum I get the reply:
* The page you are trying to view can't be show as it is not possible to veryfy the autenticity of the received data.
Italian text: Connessione sicura non riuscita La connessione al server è stata annullata durante il caricamento della pagina. La pagina che si sta cercando di visualizzare non può essere mostrata in quanto non è possibile verificare l’autenticità dei dati ricevuti.
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I am in the habit of editing my posts to:
Way too often when I save after modifying a post I get the message "you have backtracked too far" with some further text about backtracking 30 or more times.
Generally it happen if someone has posted after my original post while I was writing, but that isn't always true and it is very annoying.
The only text I have found in the campaign books are variations of this: Quote: While there are pockets in the Mana Wastes where magic obeys the normal laws or even ceases to function at all, primal magic prevails across most of the region. Apparently "dead magic zone" isn't defined at all (or I have missed the definition). It can't be simply "like an Antimagic Field" as it has this text:"Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this." so several magics work within it. There are a lot of big questions about the dead magic areas:
While most of the answer seem straightforward, probably 10 GM will give at least 5 different combinations of replies.
Long term lack of sleep can be cured by a single application of Lesser restoration? Currently, the only official answer is yes. The only effect of lack of sleep is defined in a FAQ, that say: FAQ wrote:
That can be cured by 8 hours of complete rest (undefined, but probably standing still, eating and reading cover it) or by 1 application of Lesser restoration. Theoretically, beside a 1 hour stop every day to recover the cleric spells, our character can be active for 24 hours, every day of the week. There is even some proof in favor of that interpretation as at least two NPCs in different AP do that. That seem to invalidate thing like:
I would like an extension to that FAQ, stating if LR can cure the lack of sleep even after several days without sleeping or if there some effect after a few days without sleep.
PRD wrote:
PRD wrote: A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. PRD wrote:
1) Trample refer overrun that target a single creature, but it affect every creature along the trampling creature path; 2) It is a Ex ability, not a weapon or natural weapon, but it refer the slam damage of the creature, and that is a natural weapon; 3) It deal the trample damage to a creature only once, and the swarm should count as a creature for that. From the above point I think that a trample attack would damage a swarm, dealing normal damage one for turn to the swarm and the swarm will always try the reflex save as it can't make attacks of opportunity. Thoughts?
I just noticed a thing about elemental body 2+. The stat bonuses aren't linked to being a larger elemental. If we look beast shape, all the modifiers depend on taking a form of a specific size: Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. etc. But elemental body say: Elemental body I
Elemental body II
and so on. It allows you to assume, not you assume. And it still work as the previous version, so you can still take a smaller form. So, apparently, the RAW of the text allow you to take a smaller form, but get the full modifiers for the stats and natural armor modifiers (but the other abilities, like burn, and the basic damage of your slam attack are limited by the form you take). What do you think, working as intended, or the RAI is that you must be a larger elemental to benefit from the stat increase?
Reading the stealth rules for another thread I noticed something strange: PRD wrote:
Reading the Sniping rules alone I was under the impression that Sniping allowed you to hide as part of the Standard attack action you used to make your ranged attack. That was the reason for the -20 to the stealth check (with the added benefit of maintaining your location obscured).That way you can use sniping during a surprise round, BTW. As I read the rules, if you attack from stealth and move to another concealed position, you can use stealth without penalties. The drawback is that your initial location and your movement in not concealing terrain are revealed, so the enemy has a rough idea of your position. But the bolded part of the Action section of stealth seem to imply that you need a move action to hide again when making a sniping attack.
Any idea if there is some Dev comment about that? FAQed, for the list"stealth has a lot of problems".
We had already this discussion a few times in the rule forum, so I will try to make it a clear question, for a possible FAQ. Extracts are very clear: they last 1 day from creation, then they degrade and the alchemist slots are free. If the extract leave the alchemist possession and he can't drink it or pour it away he only need to wait 24 hours from mixing it and he is free to do it again. Infusions seem to work differently. PRD wrote: 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. Some people interpret that as "the infusion inherit the extract duration limit and last only 1 day", some as "once made the infusion last forever, until consumed". Both interpretations can generate problems: - the infusion last only 1 day: it open the market to 1 day "potions" for a cost equivalent to spellcasting services. In a small city you can find spellcasting services for spells up to 6th level, so, in theory, it is possible to buy some big buff for a relatively small price. - infusion last forever: here the problem is that the alchemist could lost access to some of his extract slots forever if a infusion is lost or stolen. Or at least until he recover it. The text of the Infused Curative from the Chirurgeon archetype seem to support the second interpretation, BTW: PRD wrote: Infused Curative: At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use. As currently the number of classes that can create infusion is increasing (beside the alchemist we have the investigator, and druids with the "druidic herbalism" ability) I think that it is important to clarify how infusion work, as it could make a lot of difference.
In the PRD we have two different version of the Extra hex feat, that confuse the players. I know that both are "right" for the book in which they are printed, but some player check simply the name of the ability, without checking all the information. And that is compounded as the Index point to the APG, so people checking the Index will get the wrong information. Extra Hex You have learned the secrets of a new hex. Prerequisite: Hex class feature. Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit. Special: You can take this feat multiple times. Each time you do, you gain another hex. Advanced player guide and Index Extra Hex You have learned the secrets of a new hex. Prerequisite: Hex class feature. Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex. Special: You can gain Extra Hex multiple times. - * - * - I am using the right section of the forum?
My CC expired at the end of April. I tried to update the expiration date a few times, but it has never "taken".
Another thing, I am surprised that I haven't seen a mail informing me that my payment method for the Paizo books has expired. While updating the CC information for the different providers it is easy to miss someone. A warning would be nice. Thanks.
D20PFSRD - Paths of the Righteous wrote:
At a rapid count I see at least 8 threads asking how this feat work with: - a Magus, spell combat, black blade, having a free hand;- swashbuckler, having a free hand and using it; - benefiting from it and the benefits of power attack (it is used with one or two hands? It matter? you get -1/+3 or -1/+2?); I think that it will not supersede RAI for most abilities that require a free hand (like spell combat), with the exception of those specifically cited (duelist’s or swashbuckler’s precise strike) but it is really uncler. RAW of how it work is simply unclear.
I know it is an uncommon scenario, but between followers, animal companions and mounts it is possible that you want to share a spell between more than 6 creatures.
The simplest example are communal spells, but there are several other spells with a range of touch that can be shared between several creatures. AFAIK there aren't clear rules saying yes or not. EDIT: 6, not 8, I was going from memory.
In a recent feat we had a discussion about a feat saying "Whenever you cast a prepared arcane spell ..." against "You can choose to take a –1 penalty ...". I think you can always choose not to use a feat it you want (naturally you lose both the benefit and possible drawbacks) while the other poster thought that if it lack the "You can choose" text you are forced to sue it. Someone know if there is a official ruling?
As the title say, some people think it is not necessary to maintain a grapple to be able to rake or use other abilities that require you to have a grapple to use them if they are a free action. There are a few example in that thread. Who agree with that?
2 days ago I did made a post in in a online campaign thread, it was just after this post.
As I was able to see it after a few hours I hadn't simply made a preview of the result and forgot to submit it. I had no reason to add further text to the check so there was no motive to made a preview before submitting the result. I am not completely sure, but I am under the impression that a couple of post by other poster I had read in the forum have disappeared too. If it can be relevant, I am using Firefox 47.0.1 and when I closed the browser after making that post (and a lot of other stuff) the browser closed improperly.
Playing a druid I have noticed a thing:
For a druid that often is useful as Animal growth will probably make your animal companion huge, making difficult for it to navigate most dungeon, but combining reduce animal and animal growth will give it a hefty bonus to strength and constitution while keeping its original size. I am missing some rule? RAI probably they aren't meant to stack, but apparently there is nothing in the RAW saying that. Both spells are transmutations but not polymorph. The text stopping the stacking of similar size change effects: "Multiple magical effects that increase size do not stack."
AFAIK there is nothing saying "Multiple magical effects that change size do not stack." BTW, Reduce person has this text: " Reduce person counters and dispels enlarge person." and Enlarge person say: "Enlarge person counters and dispels reduce person.", but there isn't a similar text for animal growth.
The questions will be in 2 separated posts to get more specific FAQs if possible. 1) Swift or free actions can be taken together with readied actions? Pro position:
PRD wrote: You can perform one or more free actions while taking another action normally. You are taking an action so you you can take one or more free actions together. Swift actions are a bit more dicey as you can take them during your turn and the ready action say after your turn. Against:
PRD wrote:
Your turn has ended, so you can take only the ready action and those actions specifically allowed by a rule or a FAQ. To make some examples:
PRD wrote:
RAW you can't wildshape or use beast shapes to turn into a templated version of a creature. On the other hand the description of the snakes say clearly that in nature larger versions that those depicted in the bestiary exist. Those versions aren't printed in the rules simply to save space.So how do you think it should work:
For the RL argument:
Wikipedia wrote: The king cobra (Ophiophagus hannah) is an elapid found predominantly in forests from India through Southeast Asia. This species is the world's longest venomous snake, with a length up to 18.5 to 18.8 ft (5.6 to 5.7 m).
PRD wrote:
From the above, temporary hit point work against non lethal damage. Occult Classes wrote:
The non lethal damage from burn isn't reduced, redirected or healed. It is simply absorbed by a hit point buffer. I think that the RAI is that the non lethal damage should be applied against your normal hit point and not against the temporary hit points, but I can see some argument in favor of the opposite interpretation too. There is some piece of the rules that can clarify what interpretation is right?
This thread is born from a post about the use of a Ring of animal Friendship. What is needed to communicate to a creature with animal or lower intelligence that it should not resist against a spell or that he should willingly accept it? The concept is really difficult to convey even if you can speak with the creature thanks to Speak with animals. Even less if you have to use handle animal. I think it will be part of the training of creatures like animal companions or similar, probably it should count as a trick, but for untrained animals it can be a problem. A partially related example:
Air walk wrote:
That give us a precedent to how we can train a animal to get it to do something unnatural. Examples of things where this can be important:
The Harmless tag say: "(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires." so I think that a animal companion, summoned or charmed creature will not attempt to save if the one casting it is the person that charmed, summoned or is bonded to them.
There are a few abilities that increase the HD of creature summoned with Planar Binding and Planar Ally, like Darkfire Pact and Augment Calling. Some people feel that the added HD increase both the limit to the HD of the strongest creature summoned and the total HD, while other feel that those are different limits and only abilities that specifically say that they increase the maximum HD of the summoned creature increase that value, while abilities that increase the total number of HD summoned don't touch the HD limit of the strongest creature. So, the question that I hope people will FAQ: For the planar Ally and Planar Binding spells the limit of the HD of the strongest creature summoned and the total number of HD summoned are the same limit and raising one automatically raise the other or they are 2 different limits and raising one don't change the other?
Preparing a high level adventure I noticed this the potential interation of those 2 spells. PRD wrote:
PRD wrote:
It has been show several times that the bolded part of Freedom of movement work against all kinds of powers that impede movement. So what you think, it work even against dimensional anchor, that explicitly state that it block extra dimensional forms of movement or not?
The spell say:
PRD wrote:
It don't say "you can't speak", but the no breathing part seem to imply that. So the question is:
The implications of the answer are very important for spellcasters. As written I would say that the subject of the spell can't speak, use breath weapons and so on, but it is a implied thing.
I have just found a smallholding in our alliance territory. There is no player around and I don't have any information on who is the owner nor any way, beside asking on several different companies forums, to discover that.
A placed smallholding will reduce my ability to place another, so it is interesting to know if it is allowed to be there or not and depending from a out of game source to know that seem wrong.
In my area (SE) the beast pelts are rare when compared with the needed quantities. Even in hexes with the best chance of finding them (30% of the trash nodes T1 yields) after 3 hours of gathering I get maybe 30 beast pelts.
I think that the title say it.
15 days if the camp is destroyed seem acceptable, but after taking it down voluntary and without any damage? - * - I would like to discuss this in the Goblinwork forum, but none of the different sections of the forum seem appropriate, any suggestion?
Maybe it has been discussed in the other forum, but, if I get exactly how the resources are replenished I think that rare resources in a hex will never have a chance to recover after they are depleted. I remember a note in one of the Goblinwork blogs (but I can't find it) say something like "automatic replenishment of the resources at DT will be removed in one of the future iteration of the game". Actually I am not even sure if there is now a automatic replenishment of the resources at DT. Let's hypothesize a hex with 1000 iron and 100 coal.
Enter my gatherer. I get from 2 to 8 of 1 or 2 resource in one go (miner 6). I suppose the chance to get coal instead of iron are 1 to 10.
But what happen in reality? I get 2 units of iron, the chance of iron re-spawning is now 49.8%.
A few lucky rolls (and sooner or alter they will happen) and the two resources will go out of sync, with the coal quantity becoming less and less as its chance of recovering decrease way faster than the chance of the iron recovering.
Maybe someone with better mathematical skills than me can put that in mathematical terms. It is possible that the assumption that you get materials from a node based on the starting ratio for the hex and not with the current values is wrong but it seem simpler to have it work that way.
As the title say, I want to contact other Italian and European players.
The reasons for this are the usual:
In the foreseeable future our weapons will start to require ammunitions.
If you can't sell a unit of ammunition for less than 1 cp either all character using ranged weapons will learn to make their ammunitions or the price of the ammunitions will set the minimum price for coal, iron, yew and whatever is used for the other charges. And those prices, as they will set the expectations of what you will get for an hour of gathering will set the minimum price for all other materials. Someone with the right recipes want to try to calculate those prices?
About 50% of the times, after I leave the game or are ejected by some bug, I am unable to relog. It happen when I want to trade items between my characters with the help of other players, when I want to switch players or even after I have stopped playing for several hours. The first problem is already serious, as it stop me from exchanging items between character and leave the helper with my stuff. The second is extremely annoying. Being unable to log in after turning on your PC after you have left the game for several hours cut heavily in the available gaming time. I don't know if it is a problem with an excessive number of people logged in and the server trotting out access, but, as I am an European playing when most US players are asleep it seem improbable. Playing times in this week has been varied enough that it is not a problem linked to the server downtime.
While gathering materials far from my home base I had this thought:
So:
The idea is that another player will do the gathering and a local player will do the refining-
As the title say every time I get killed I lose the icon that show my position on the in game map and about 2 out of 43 times I lose my destination pin too.
Another thing. I often see other players pins in the radar, I think it happen when they set it while we are in close proximity. It is an intended feature (Note: we aren't in a party).
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