The Green Faith

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Are there any published archtypes that would make sense for a dwarven brewmaster?


What is the range of the Hunter's Animal Focus ability when used on his/her animal companion?


PRD>Core Rulebook>Additional Rules>Smashing Aan Object wrote:

Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

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?


Do you add room construction times up when contructing a building? My initial thought was yes, then it occurred to me that if you built all the rooms as separate buildings you could build all the desired rooms much faster. The rules says to add up all the capital costs of rooms, but I can't see where it specifically says how this works.


Does a character has a Leadership score even if they don't have a the Leadership Feat?
The reason for asking the question is the upkeep rules in the Ultimate Campaign that call for a Leadership check if your character is away from a business he or she owns for more than 30 days.


Although I think the answer is no, I'm trying to find out for a good friend, if there is anyway for a cleric to gain another domain. Any ideas?


What rules related questions were asked and answered by the design team/developers during the Q & A?


What Special Abilities and Feats are out there that speed item creation outside of ones that would do it just by giving bonuses in craft skills?
Examples that I am already tracking and I looking for similar abilities to, if there are anymore:
Dwarf Forgemaster Mastersmith special ability.

PRD wrote:
Master Smith (Ex): At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

Alchemist's Swift Alchemy and Instant Alchemy special abilities.

PRD wrote:
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
PRD wrote:
Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Cooperative Crafting and Master Alchemist Feats

PRD wrote:

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

PRD wrote:

Master Alchemist

Your mastery of alchemy is nearly supernatural.

Prerequisite: Craft (alchemy) 5 ranks.

Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.

In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item's gp value as its sp value when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost).


The dates behind the FAQs aren't updating.
There was an FAQ for the Magus, but the Ultimate Magic is still showing February 2012.


How should the additional damage from from the Saboteur's Intelligence modifier be added when using the Complex Bomb Discovery? For example if used with the Frost Bomb and Concussive Bomb discoveries would it deal +X frost damage plus +X sonic damage to target and as splash? That would definitely make splash more dangerous, but then again you are using two bomb uses to do it.

From PRD wrote:
Complex Bomb: When the saboteur creates a bomb, he can choose to have it modified by two different discoveries that modify a bomb's damage (those discoveries marked with an asterisk). Each discovery modifies half the bomb's damage dice, rounding down. For example, a concussive/frost bomb from a 9th-level saboteur deals 2d4 points of sonic damage + 2d6 points of frost damage. Creating a complex bomb counts as 2 daily uses of the bomb ability.


Is there a feat like Weapon Finesse, but for thrown weapons, that lets a character use their dex instead?


1 person marked this as FAQ candidate.

I'm confused by spells like Chill Touch that say "You can use this melee touch attack up to one time per level" because on page 216 of the PRG under "Touch Spells and Holding the Charge" it says "Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such as spell; you must touch all targets of the spell in the same round that you finish casting the spell."
Other thread seem to indicate that touch spells can only be used once a round. But if all attacks must be made in one round then of what use are these extra attacks? Is the paragraph from page 216 referring to a different type of touch spell than Chill Touch?