Most of it is still relevant, at least the more fleshed out descriptions and stats of locations and NPCs. Of course some things are changed as you alude to, a few NPCs that died or locations that are no longer the same. It does seem a lot of the extra encounter material is post ROtRL. But unless you are feel a lot more encounter material that shouldn't be a problem.
I'm on my phone or I would give more specific answers. I'll try to come back.
RSX Raver wrote:
Exactly, that is the source of this dilemma. RSX Raver wrote: Since there is no range defined, then the range is limitless per RAW. Where in the rules does it say that when a special ability has an undefined range, you default it to limitless? Please provide that bit of text, it would be useful to the discussion and would clear things up. RSX Raver wrote: The problem with these types of cases, is that it leaves it to GM discretion to make a ruling, as it is not clearly defined. No disagreement from me there. RSX Raver wrote: But Nox is correct in the assertion that RAW has no range limit.Just above it was established that RAW is undefined in regards to range RSX Raver wrote: RAW includes the omitting of information, like range in this case. What do you mean by this?
Sundakan wrote:
No Supernatural abilities are not spells. But other than where stated otherwise or contradicted by the rules, special abilities and magic follow the rules in the magic chapter, see my previous post. Wild Shape is used by characters on themselves, bad example. Almost every ability that affects another creature has some range listed, even regarding ACs and familiars.Sundakan wrote: IIRC there IS a general rule somewhere that abilities don't work across Planes unless they're explicitly stated to, but other than that there is no limitation listed or implied.You may thinking this: Core Rules, Magic Chaper, Spell Descriptions wrote: Unlimited: The spell reaches anywhere on the same plane of existence.This is relevant too. Core Rules, Magic Chaper, Spell Descriptions wrote: Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. Either just touch or unlimited, but with line of sight, seem the most logical interpretations.
Nox Aeterna, your conclusion doesn't follow from the prior statements.
Nox Aeterna wrote:
No range listed doesn't necessarily mean no range limit, it could mean you can't use it at any range at all and must be able to in contact - "touch". As always, there is one crowd that takes the "if the rules don't say you can't do it, you can" approach and another that goes with "if the rules don't say you can do it, you can't".While there is nothing explicit, The Range and Aiming a Spell sections under magic would indicate touch and possibly line of sight, but definitely not on another plane of existence. I was hoping someone could point to something from another rule, such as another similar supernatural ability that would point in the right direction. Right now this is speculation.
You are very welcome.
No
Advanced Player's Guide wrote:
As you pointed out the Promethean Alchemist takes away the mutagen ability from the alchemist. The Beastmorph archtype obviously adds to the mutagen abilities and specifically calls out that it replaces persistent mutagen with Grand Beastform Mutagen. Getting the mutagen ability from a different class wouldn't change how these archtypes aren't allowed together. Also the Unstable Mutagen doesn't grant a character the Mutagen ability, it allows a character who already has Mutagens to make one Unstable Mutagen a day.
It says holding in regards to what can get a save, not what gets targeted. Anything "exposed" gets targeted. What is "exposed" though in regards to this? In a pocket or pouch safe? Ugh..saying that the glass vials are just safe is very unrealistic and inconsistent, but having them all be destroyed is pretty terrible to an alchemist.
@Numarak
Note the language about only being able to take 1 swift action is during your turn, not the next round. Compare to the language immediate actions has that specifies what happens when an immediate action is after the turn. Realizing this, I think this might be legit rulewise even if it seems like a shenanigan.
I basically agree with what Claxon just said. And I would point to the FAQ ruling on extracts of spells that require a choice to make when casting as evidence that extracts being like potions language doesn't go too far.
DM_Blake when I read the post from Jason B you linked to, I take away the opposite message. He says that it could have been clearer, but nothing about stealth denying dex being an incorrect interpretation of the rules. I remember this post from back when he first made it and made a note in my hard copy rules that this includes stealth. I went back now and reread it again a couple times.
In the Combat chapter/Combat Statistics/Armor Class: "Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC."
As far as stealthing after combat begins, why not hold your action until some distracting event happens (like a fire ball). "If your your observers are temporarily distracted (such as by Bluff check) you can attempt to use Stealth." Note Bluff is just one example, doesn't say that's the only thing that can be used. Anything as distracting as "hey look, trolls" should be considered. Untimately this would be a GM call on what is and isn't distracting enough.
I would say no because this is a specific magic effect that is designed to counter things like invisibility and says it "cannot be removed and continues to sparkle until it fades". And otherwise a creature that can cast Invisibility at will could just recast it the next round.
As Darksol says, the vampire keeps the Undead type, and it still doesn't have a Con score either. Ability scores only change when polymorph effect specifically say they in do, this case, Change Shape, not at all.
PRD>Core Rulebook>Additional Rules>Smashing Aan Object wrote:
A literal reading of above two paragraphs, would mean any splash weapons that do energy damage, which includes most bombs, would only do one quarter damage to objects, unless considered "similar" to "siege engine". I don't think a bomb doing only one quarter damage while something like an arrow or javelin doing half makes sense. Am I missing something?
Majuba wrote: If the purchaser drinks it right away, I would consider it the same as spell-casting services. If they want to take it away (which keeps the alchemist's extract slot locked up until it is used) - that would require very individual negotiations. Potion price would be the bare minimum (don't forget the caster level on that by the way). Has it been officially clarified if infusions last more than a day?
Chaotic Fighter wrote:
I would like to add my support in respectfully asking the design team to consider some other non magical/supernatual mechanic to replace Brawler's Strike (to clarify just calling Brawler's Extraordinary as I think was suggested upthread would for me be more immersion defeating than this). Other mundane classes such as fighter and rogue don't have built in mechanics for overcoming damage reduction.
An interesting way to implement this, that would let alleviate having to stop the game for a bunch of saves, be very suspenseful and realistic, would be to hold off on having the save made until the alchemist goes to use the extract, mutagen (or bombs if your GMgoes that way or it's a blue dragon). Afterall I don't see why the alchemist would know what things were wrecked until having a chance to pause for a bit and examine everything, heck it's debatable it he/she would even know if they were hit with the effect in the first place.
Bomb catalyst vials are a mix of "various volatile chemicals", it's a big ? as to whether that would include water and ultimately a GM call. Water by itself is not volatile (but I know can be if mixed with other things). I would recommend ruling that catalyst vials are not affected, avoiding much of the above hubub (less saves) and extra benefit of not being as punitive on the alchemist. Rolling saves on just extracts and the mutagen seems more manageable.
Not-so-invisible quote #2
PRD wrote:
Similar to the last one. Once again ALL magic weapons.
Back to the original post. Not-so-invisible quote #1
PRD wrote: All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic. It says all magic weapons. Not just permanent, not just manufactured, ALL.
I second Diego from above and no Shisumo, he is not making up rules.
Zark wrote:
+2 Does anyone seriously consider think that SKR or one of the other developers would come on here and agree with the idea of stacking on top of the masterwork bonus as opposed to above?
Other than the mace, the rules are fairly silent on how it works with weapons that are normally wooden hafted to have a metal haft instead (talking non-special material here). My feeling is these should be custom (different prices & weights) but that's just my opinion and it would add more complexity.
About Sterx the III.Quirks and Flaws:
Flaw: crapulence - does want to taste the flavors of this world
Quirk: Annoying - Comments and judges others in a sarcastical or cynical way Quirk: Persistent - keeps to repeat his opinion/decision when others have opposite opinions GOAL: wants to defend his territory on his elemental plane. Mephit:
XP 800
N Small outsider (varies) Init +6; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size) hp 19 (3d10+3); fast healing 2 Fort +2, Ref +5, Will +3 DR 5/magic OFFENSE Speed 30 ft., fly 40 ft. (average) Melee 2 claws +5 (1d3+1) Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half) Spell-Like Abilities (CL 6th) 1/day—summon (level 2, 1 mephit of the same type 25%), additional abilities based on mephit type STATISTICS Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14 Base Atk +3; CMB +3; CMD 15 Feats Dodge, Improved Initiative Skills Bluff +8, Fly +10, Perception +6, Stealth +12 Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran) ECOLOGY Environment any (elemental planes) Organization solitary, pair, gang (3–6), mob (7–12) Treasure standard SPECIAL ABILITIES Breath Weapon (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities. The mephit types are listed below. Dust Mephit (Air)
Fast Healing: Works only in dusty environments.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. --------------------------------------
"Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature's racial HD + breathing creature's Con modifier; the exact DC is given in the creature's descriptive text)" "breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)" Wizard: Familiar
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, Swim as class skills Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Outsider:
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following features.
d10 Hit Dice.
Darkvision 60 feet.
Familiars:
Familiars
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level. If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. Familiar Special Ability
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher. Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind. Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves. Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative. Master Class Level Natural Armor Adj. Int Special
Int: The familiar's Intelligence score. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance. Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Feat Improved Familiar:
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). Equipment:
15 Smokesticks
Light Crossbow 15 Tanglefoot bags 15 Alchemist’s Fire 20 Marbles 20 Caltrops |