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Hulking Hurler wrote:
Paizo won't actually legalize High Magic but will decriminalize it for home game use.

It won't be PFS legal, no. But what do you mean by "decriminalize for home use"? Home use (not PFS) has always been up to you completely what rules to include and change.


Dear Paizo,

I have tried e-mailing you a couple of times, regarding news on my order, but I have not gotten any answers in a couple of weeks, and my order is still "pending".

Could you please let me know why my order isn't sent yet?

Thank you very much and kind regards!


f-word yeah! Paizo, you are the best!


Will we get an opportunity to buy the adventure source material for this one, Oblivion Oath or Knights of Everflame?


Hear

Bless his memory


Hello, I want to craft a Scroll Case, that is watertight, but also has a magical enchantment that protects it from energy (fire, acid, lightning etc.)

How is it possible to craft this item? I can only see rules for crafting items that confer said enchantment to my character (and that way to itself while in my possession), but not as an enchantment affecting only itself.

I would dare say, that such an enchantment would be a bit cheaper than a normal enchantment affecting my whole character and all items.

What do you guys think, and have you found some rules clarifying it?


Hey, I hope you can help me with my question.

Does items with energy resistances existed? Say a gate with fire resistance to help it against magical attackers?

I ask because I want to craft a scroll case with fire resistance, så that my character's scrolls are protected if I get into a burning house or the like. I know I can get fire resistance on my whole character and all items, but can an item eb protected by itself without confering the protection to its wearer?

I reckon that it would be cheaper than a ring of fire resistance.

I would find it odd if items couldn't get enchanted, with for instance, deflection AC or the like or resistances.

Thanks in advance :-)


Thanks mordred. That's a really good way to look at it actually. Sometimes it is better and easier to change the way you understand things than to change the thing in question.


I know I am pretty far out with this one. You all have some good points though. It's not that I want to kill off my PC's at all. I am just a sucker for rules.

I know hit points is an abstraction. You could say that the fly evaded some of the smacking, or was saves by a crack in the table or something like that. I should really use my imagination more. But still, I like the massive damage optional rule. It just doesn't make sense that you have to lose 50 hp minimum, when you are a rat being stomped by an ogre for 1d4+8 or something damage.


It seems strange that if a person polymorphs into a Fine-sized fly, and sits on a table where someone swats him with a hand he doesn't die, because he has his original Hit Points.

The same is when, lets say, a mountain caves in on you while you walk in some caves. What is the rules that stop you from just taking Hit Point damage and just plain dying instead?

I am specifically looking for help to design a House Rule that would make sense if my characters are ever totally squashed by something, and it wouldn't make sense to survive when you have been reduced to 1/50th of your height by the attack.

I am thinking of using the Massive Damage optional rule in some modified way. The save should reflect the chance of some dumb luck, and just taking damage instead of outright dying. Any ideas?


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

As the title says, what happens?

I am pretty sure you would fall, but I can't seem to find the RAW.
I can see that you would normally only fall when you fail a Fly check by 5 or more. But that doesn't make any sense when you are trying to hover and fail by, say, 2. You can't hover, but you don't fall either...


Thank you DrDew. We will try that :-)


But what if he answers: "Yes I have this one" (+3 Longsword)?

It would be a stronger enchantment but how would you talk about the difference in +1/+2/+3 etc.?

And how would the Smith know what enchantment you had on your weapon?


This is a really tough one. How do you talk about your +1 Longsword in character? How can you take your +1 Longsword to a smith and ask for a better one (a +2)?

"Hello, I want to sell this minor enchanted sword, and buy a medium enchanted sword", or what?

This really bugs me.


Hi guys, I am creating new spells for my campaign, because I love the way you can researche and create new spells in addition to those that are already in the books.

But I would really like to know what you think of this spell. All kinds of critics are happily recieved.

LEND DIVINITY
School: Transmutation; Level cleric 6, Inquisitor 6
Casting Time: 1 minute
Components: V, S, DF (diamond worth 2000 GP)
Range: Unlimited as long as caster and target are on the same plane of existence
Target: 1 Cleric, Inquisitor or Paladin of the same deity as the caster
Duration: 24 hours
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)

The caster gives some of his divine power to another person for a brief period of time. The caster must know the target personally for the spell to work. The caster chooses to loose 2 prepared spells or spell slots of a chosen level and chooses one spell from that level that he can cast, and that the target has on his spell list. The caster then pays the material component cost of the chosen spell if any and the material component cost of LEND DIVINITY.
The target then recieves that spell instantly without having to prepare it ahead of time, and he can cast it without having to pay material component costs. He still needs the other components though. The spell's power and effects are still calculated from the target's level and ability modifier when he casts it.
He has 24 hours to use the lended spell before the divine power fades away from the target.


Agreeing with Bruno. Do we have any kind of FAQ on that?


I think it is pretty RAW when the rules state that: "An attacker must be able to see the figments to be fooled". When he spends a whole round having his eyes closed he wouldn't be able to see the figments that round because he was effectively blind and would take the penalties for it as well as not being fooled by the spell.


Even though it isn't the best solution, take the mean stats of the NPC's and roll on that.

Ex. +10 ATT and +20 ATT = +15 ATT


In my game I made it clear when my players found 4 mithril bars in an old dwarven keep that I will be using the kilobar-standard so that all bars weigh 1 kilo, or roughly 2 lbs. Mithril being lighter just made the bars double the size for the same weight. I then told them that 1 lb of mithril is worth 500 GP and that their 4 kgs or 8 lbs would be worth 4000 GP.
Then if you wanna craft a mithril full plate you would need +9000 for being a mithril heavy armor = 10500 GP. But since you only pay 1/3 the price in materials that would be 3500 GP worth of mithril. In the case of these Big mithril bars (same size as 8 iron bars) they would have enough to make a full plate, but not enough to be able to make any mistakes in the crafting and waste materials.

Hope you guys like my ruling.

Glacier


Min-maxing.