Even your Corpse is a valid target for Enlarge Person, just because you died does not mean your body isn't a valid target and it stays enlarged.
Remember, Raise Dead says "Target: dead creature touched" your corpse doesn't stop being a creature just because you died.
Now, if you were Reincarnated, or received a True Resurrection because your body had been destroyed, then no, it's gone because it was associated with the old body.
In the Giant Hunter's Handbook, page 33 is the level 3 Sorcerer Wizard Spell Resize Item. Material component is Silver Calipers worth 25gp. The duration however is only 24h. It can be made permanent with permanency for 7500gp.
A potentially cheaper "permanent" solution is the Resizing weapon property for at 4000gp or for armor, Fitting armor property for only 2000gp.
Another option, Ring of Perfect Sizing, 16000gp, lets you resize one weapon or suit of armor to the wearer's size. All of these are on page 33 of the Giant Hunter's Handbook.
So, to those who say you can't do that, I ask this:
What happens in this situation if instead of the Druid using Wildshape to become something bigger instead has Wildshape wear off or get dispelled somehow? There is no longer any magic to keep the Druid the size of a Mouse, it MUST become it's original shape and size again. If that is the same size or bigger then the creature that swallowed it, never mind the size of it's stomach, then they aren't going to be contained anymore.
Might I ask your intentions with the concept so I can file away a neat idea in my collection?
An idea I had that I'd probably never be able to do anyway seeming as I play mostly PFS. The idea spawned with the debates about Racial Heritage Kitsune and Magical Tail Feat and remembering the old debate about Racial Heritage Kobold and Tail Terror. If it worked you could get yourself a tail via Magical Tail then apply Tail Terror to it. (Worse would be taking Magical Tail 8 times, but that one no GM in their right mind would allow to give more then one tail attack with tail terror.)
I just like to think of crazy things.
Ok, I found where it says you CAN even if it doesn't say so in the feat.
CRB says: "If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description."
The question is, would it be considered stacking benefits when the benefits are a little different. They would be giving two different subtypes not the same one twice.
How about a proposal that allows replays, but not exactly unlimited? A lot of the problem comes from people who have been playing for a long time and have run out of scenarios they haven't played. If they have been playing for years, then there are going to be a lot of scenarios that they haven't played for years. Allow replays of scenarios that they have not played for at least 12 months.
By limiting it to waiting a year to replay a scenario it also gives time for them to forget the details within the scenario, thus making it more enjoyable as well.
GM stars can still be used for scenarios that the GM has played within the last 12 months, or another alternate reward can be worked up to replace it.
I've joked with a GM that I should be allowed to take 20 on a climb check because the only penalty I faced for failure was taking more time because of permanent feather fall. He did agree that I would eventually make it up to the top and to save time we let it go at that. If we hadn't, I'd be rolling the dice until I got I think it was 3 successes in a row on a DC I needed 15+ on the dice for.
I have seen far too many FAQs that aren't FAQs but rather Errata at best. FAQ stands for Frequently Asked Questions. It can include clarifications of rules, abilities and items (you know, things that answer questions), but not changes.
One example is the "FAQ" in the Pathfinder Ultimate Equipment for the Courageous weapon enhancement.
To quote the FAQ: "A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata."
The original text: "This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1)."
And crafting requirements: "Craft Magic Arms and Armor, heroism, remove fear"
If the ability was intended to only apply to saves against fear then it could have been worded far better. Additionally, there would be no need for Heroism being a requirement to craft in addition to remove fear.
I'm fine with changes being made when it is found an ability is more powerful then intended or its cost would dictate, just don't lie about it. This is a good way to piss off customers.
Ok, final time repeating myself, I don't know why I bother, but at least you have a better list this time.
Did EVERY ONE OF THOSE have that mechanic at the stage of development PFO is at right now? Heck, did ANY of them have it? No? Then stop comparing PFO to finished games. We have to state our policies now and deal with enforcement as best we can until the mechanics are in.
You sound like a politician, refusing to answer a question by restating your non-answers.
OH, and just because a game isn't active anymore doesn't make it any less of an example. UO and SWG (before NGE) were extremely successful games, more successful then any of the games you listed.
I do love how its mostly if not completely those who are considered Known Enemies are the ones complaining and claiming we KOS non-members. For those who aren't aware, most of these guys claiming we do that kind of thing will in fact do it themselves and not bother declaring borders anywhere, they will kill you if they feel like it anywhere in the game. Some would do it in Marchmont if they thought they could get away with it.
We declare our rules, we inform those breaking them that they need to stop, and we deal with it if they don't. Fairly simple and hardly evil.
In case you missed your math, that is two I've never heard of "for" you, and two obviously you at least have heard of besides me in my favor, and one we disagree on. That doesn't constitute most.
And again, how many of them had it at the very beginning before there official open release?
On a completely different point, at this stage in the game development, everyone "should" be paying attention to the message boards. This stage is mostly about crowd forging and how can you hope to help crowd forge the game if you aren't paying attention to what is going on.
On, and on a final note. If Ultima Online where still running, I'd still be playing it. (Actually if I wanted I could get on some fan created servers.) It is the #1 BEST Sandbox MMO ever released and GW would do well learning from it's history.
Sounds like you just don't like the idea of him getting Dex to the attack roll and damage. This is what that ability and that feat are for, there isn't any other purpose.
Why would it say it applies the benefits of Weapon Finesse to a weapon that can't normally be finessed but not actually get the benefits?
Let me properly break down Weapon Finesse for you
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
First, a restriction (not a benefit) "With a light weapon, rapier, whip, or spiked chain made for a creature of your size category"
Then the Benefit "you may use your Dexterity modifier instead of your Strength modifier on attack rolls"
Then another restriction "If you carry a shield, its armor check penalty applies to your attack rolls."
RAW, a Swashbuckler doesn't apply the ACP of a buckler to his attack rolls, RAI (IMO) he would. This can easily be solved by getting a Mithril buckler (1005gp ). Or better yet, get a Darkwood Quickdraw Light Wooden Shield (258gp), doesn't matter if you aren't proficient, there is no ACP.
Pharasma cast her own version of Telepathic Bond on everyone she marked. This allows her to keep tabs on us as well as having the side effect of us being able to communicate across great distances with each other.
Incidentally, this is how guards and trainers know who has been a bad boy/girl instantly so they can boot them out of town or refuse them training.
A few questions on the timeline for various things.
Base Camps / Smallholdings: Originally planned for about a month after EE was to start. Is this pushed back by an equal amount of time as EE?
Destiny's Twin: Any way we can have this implemented for the new EE start date? (Even if the method is limiting everyone without DT to 1 character and everyone with DT to 2 characters with xp starting as soon as one character is made.)
Additional characters training: When can we expect to be able to pay to have more characters training at the same time on the same account?
New Player packs, Class Packs, etc.: As these probably won't be of much use, especially the New Player packs, after a week or so.
For reference for others reading this a reminder of what we have been told about the new timeline.
EE = Oct 30th
Actually Jazz, the problem appears to be more along the lines of starting between 11 and 12. Request Timeouts on a TraceRoute are frequently caused by the hardware being told to ignore ping requests to alleviate the possibility of DDoS attacks at those points. This is the more likely case because it dropped all 3 ping attempts on it, but you could get past it on the trace. 18-23 on the other hand suggest a possible disconnect on the GW end unless every router is set to ignore pings.
The reason I say between 11 and 12, look at the time jump between them. 9-10ms for 11, and it jumps up to 93ms+ for 12. (Each of the 3 numbers with each hop is a single ping of that router.)
Now, somewhere between 13 and 15 (so it could be 14, but I don't say so for the same reason you suggest) there is another slowdown as it jumps for around 90ms to almost double that.
I think this sums up part of the problem. Different people with different ideas of what "Leashing" is.
People in the Alpha are calling the act of returning to spawn point "Leashing" not the condition required for the mob to decide to do so.
So, why don't we move the conversation forward with the following in mind.
For PFO: Leashing (Verb): The Action of an NPC returning to it's spawn point regardless of PC actions after it has "decided" to return to it's spawn point, and regardless of the reason the NPC "decided" to return to it's spawn point.
Well, so much for my attacking anything solo while I'm out harvesting. Really wish they excluded Shortbows from that list.
BTW, this won't effect Longbow users as much as you think for soloing large camps. They will still kill one mob, run away until everything leashes, then go back and kill another one. Shortbow users have the little problem of being well within NPC archer attack range, and short running distance of meele's when they fire their shots.
I had built a Tengu Warpriest with two claws and a bite. The free weapon focus went to Claws. That means the claws were doing 1d6 each instead of 1d3 each. Additionally, as a Warpriest of Desna I can use a Starknife and it also does 1d6 instead of 1d4 as my ranged weapon. At higher levels I'd be selecting Weapon Focus on the Bite as well, this gives me 3 natural attacks with scaling damage, full BAB and Strength bonus on damage.
Not everyone selects their Deity based on the Favored Weapon, some people actually like a specific Deity for the flavor of that Deity, regardless of such things.
Fervor is WAY better then Lay on Hands, you can use it to swift action cast self buffs and not provoke AOOs. Also, Warpriests aren't restricted to Lawful Good.
Well, first, here is my current System.
MB ASUS M4A78T-E AM3 790GX/SB750 RT
This is directly off my invoice from when I built my current system back in 2009. Tom's lists my CPU as a 3rd tier gaming CPU on their Gaming CPU Hierarchy Chart with nothing from AMD in their first Tier.
Should I upgrade just my Graphics Card and perhaps system memory?
I was looking at getting something that can handle the newer FM2/FM2+ CPUs but if they aren't on the list (from last month) I'm guessing they aren't intended for gaming.
This is my biggest problem with building systems only every 5 years or so, I don't keep up with the current tech and don't know what to get!
Gol Tigari wrote:
I'm sorry, I don't normally correct grammar like this, but that was extremely painful to read.
Your = possessive (Is that your house?)
Their = possessive (That is their car.)
A note about Cleric Expendables. They require you to equip a Holy Symbol, however a Holy Symbol is an Off Hand item, so if you are wielding a 1 handed axe you should be able to put the Holy Symbol in your Off Hand and make use of the Cleric Expendables. This does mean you can't stick a shield in that hand though.
From what I'm seeing, a lot of your Tier 1 equipment requires components that are extremely rare, especially Bows. First, there is the problem of Hemp, you can't harvest it anywhere as far as I can tell. I haven't heard of anyone actually harvesting Hemp, you have to use the Salvage Replacements, and those seem to be rare. This affects more then just bows, but when the first think you want to do is get a weapon you notice it fast. Additionally, Bloodflower Gum seems to be incredibly rare, I heard of one person getting one of them this weekend. To make matter's worse with the Bloodflower Gum (Weak Adhesive) it's Salvage replacements are also rare.
Another problem a lot of people were having was with Cotton, the only nodes I ever found Cotton in were Trash nodes, though once I had enough scavenger skill I was finding it just about everywhere in Trash nodes.
Over all, most of the basic T1 equipment seems to require at least one "rare" ingredient that will seriously impact the speed people can get equipped with minimal basic gear.
On another note, people complaining about Bows being OP, in this Alpha there is one thing that makes this totally true. There is no Stamina cost for Running. Once it costs Stamina to run, kiting will be a lot harder because the mobs can catch up to you a lot easier. This will mean you will want a "Tank" to hold the attention of the enemy while you stand still shooting.
The way I understand it, as long as it has all 6 of the required tricks it is Combat Trained and can be ridden as a mount if it is of a suitable type and size.
Another thing you may wish to look at is the Undersized Mount feat that could let you ride your Tiger before level 7.
I created a Human Hunter with a Giant Wasp that she is able to ride at level 1.
First, I have the Human Alternate Racial Trait "Eye for Talent" which replaces the human bonus feat with a +2 sense motive and most importantly +2 to the stat of my choice on my Animal Companion. I chose Intelligence, making it a 2 Int Giant Wasp and able to learn 6 tricks + 1 bonus trick.
Next, I designate Vermin Focus (I'm a Verminous Hunter) Ant for the Wasp at all times for a +2 Strength (a normal hunter can select Bull as the Animal Focus for Strength.) I can change it, but not while I'm riding it.
I also have the Undersized Mount feat allowing me to ride Medium Sized creatures.
At this point the saddle, my gear and my character weight count as a Heavy Load and I can fly on the Wasp at a 40' move speed.
I can also cast Ant Haul on the Wasp making it a Light Load to carry me and I can fly at the full 60' move speed.
To make things more fun, I trained the Wasp with the Chameleon Step Skirmisher trick as the seventh trick effectively doubling it's speed.
With this feat you get access to one of your deities 1st level domain powers.
It Says "Once Per Day"
So, on domain powers like Liberties Blessing (Liberation: Freedom Subdomain) I'm assuming you can only use it once, no matter your Wisdom Modifier.
What about continuous effect ones like "Eyes of the Hawk" (Animal: Feather Subdomain) or "Guarded Mind" (Void Domain)? How long do they last, or does it stay continuous?
In Animal Archive there is a level 1 spell (for EVERY casting class that gets an AC.) called Shield Companion, which behaves exactly like Shield Other except it can only be cast on your Animal Companion.
In the Advanced Class Guide there is a NEW spell with the same name and a slightly different effect and it is level 2. Not every class that can get an AC has access to it. (For example, Clerics with the Animal domain don't get it.)
So, are both just different spells with the same name and anyone with access to both of them treats them as different spells?
Does the new spell replace the old one? (Which would suck because the old one is a level 1 spell.)
It really looks like they forget they already had a spell by that name when they made this one as the effects, while similar, are different.
While I only played for a few hours.. it could be more then that I may have lost track of time :P I tested a few features.
COMBAT (I only did PvE, no PvP)
Powerful, especially in that you can kill things at range and if you are shooting at a Melee fighter you can frequently kill them before they reach you. I've heard from the Devs that Magic Staves are actually more effective at ranged attacks. (Right now anyway, always subject to change.)
Bugs: The Monster AI is still a little stupid, you can take a large group of melee monsters easily by moving to max range with your bow (This also works with any long ranged attacks.) and concentrating fire on one monster. All of them will come, but have no fear, once the first one is dead all the others loose interest and return to their positions. You can then heal up and target the next one. Repeat till they are all dead.
Melee: I've used a Mace and a Greatsword during my time testing.
I was effective, but not as effective as I could have been, there are some features that aren't in yet that I'm sure will improve Melee fighting.
Bugs: Facing doesn't matter, as long as you are next to your target you can be facing away from them and still hit them. Cleave does not work as intended, they said they are working on it.
Other Bugs, all combat:
You can equip two weapons... any two weapons it seems. I successfully equipped combinations such as a Bow with wands, maces and shields. I even managed to equip the bow in my Offhand with the Mace in my main hand. Now I wish I tried to equip a Greatsword with the bow using the same bug :P
How to duplicate the Bow in Offhand bug (because it really tries to not let you and I'm sure the Devs want to know how to stop it.) First, equip the bow in your main hand. Next equip an offhand weapon in your offhand. Now drag the offhand Weapon to your Main Hand, they swap places, you are now wielding the Bow in your offhand.
In order to use combat "spells" you have to equip the right kind of "weapon" such as a Wand. You then select which abilities to have on your hot bar, you do the same with regular weapon abilities. I didn't extensively test these but one thing I know is the bug about Power not regenerating... ever. Fortunately power is only used for a few things, unfortunately one of those things is the Heal Spell. And yes, they are working on that bug too.
It takes a LONG time to gather from a node, though I'm told training the appropriate skill decreases the time I wasn't able to train my skill very high during my testing to see it for myself. There is currently no Animation or Progress Bar for gathering, I think they said that is a high priority to add considering I think it takes 15 seconds at base skill to harvest a node. Harvesting is very much like WoW in regards to clicking the node, but there are no tool requirements and you don't know what you are going to get. All "ore" nodes are "Shiny Rocks" or something like that. You don't know if it is going to give you Coal, Cinnabar, Iron or Gems just by looking at it.
I managed to collect enough Iron Ore and Coal to craft some Steel Ingots, this is the extent of crafting that I managed to do because of a lack of XP, if I just had another 3-4h worth of xp I was told I'd have enough for the training in Weapon smithing to have some recipes. It took a little over 7 minutes to refine the ore into ingots with the skill level I had. I stuck around and waited but you don't have to.
One last bug, though I know they know about it considering I heard coming from behind me a "Is he hovering?" and I got to explain that it was a trick of the lighting and shadows because my Hair was fully visible to at least me while stealthed, don't know if others could see it, and it cast a shadow while the rest of the character didn't cast a shadow while stealthed.
That is pretty much the extent of my testing in that short of time. Graphics looked fairly good and I can't wait to play some more.
Let me help out here, the part you are missing is "This action occurs just before the action that triggers it."
You have to ready an action in response to an Action, not to some pre-existing condition.
You cannot ready an action for something that has already occurred because you can't go back in time to hit them before they got there. Even with PFS immediate action physics.
If you want to ready an action for when the Orc moves into your threatened square then it won't go off unless the Orc actually Moves into a new threatened square.
I don't know what shenanigans you are trying to pull, but the rules are against it. Even if you could count said Orc being in the threatened square as a trigger, you can't "hold" it till whenever you want to go because even if you could, it still goes off BEFORE the "action."
My guess is you are trying to ready an action for some unknown event that you want to go before. If this is the case, stop trying to cheat the system, because this would be cheating the system. Just Hold Action, you will have to settle for acting AFTER whatever is going to happen.
Mark, I have a Cleric of Desna with one level of Sorcerer and the Blood Money spell. I was going to be handing out Continual Flames for free, but now I think I'll charge... one story of a far off place the PC has traveled to that my cleric has not.
Me: You want one of my Eternal Flames? Tell me a story of a far off place, if I like it, you can have one.
Of course this is also my "Blond" Cleric, who once almost drown a Halfling who's head was "On Fire" (continual flame on his hat.) by casting create water over his head.
Pax Keovar wrote:
The ability to establish settlements isn't supposed to be available until closer to the time of open enrollment.
The Land Rush as I understand it will be for groups who have a good number of people (top 30 represented) and they will be given pre-built starter settlements before the ability to place settlements elsewhere is available.
I honestly like the locations of some of the non Land Rush settlement better then some of the Land Rush ones.