Hello;
I am lvl 3 and i've got CRAFT WONDROUS ITEMS; i've got Spellcraft 8 and i want to create an Ioun stone. THe item has those requirements (apart from gold): Requirements Craft Wondrous Item, creator must be 12th level; The question is... Can i increase in a bare +5 the Spellcraft check to avoid the "12th lvl" requirement? Or do i need to wait until lvl 12, not matter how much Spellcraft (and gold) can have...?
Ey, first of all thank you for all the responses; i've got no time just now (today i'm gonna be Master until 21.00 and later i will be a player in Council of Thieves the rest of the night), so i've only read and i only want to thank for your ideas, opinions... I will explain and reply, presumably, tomorrow (that i'll have some time to read carefully averything again).
BTW,i'm playing since 1994; I've played AD&D, D&D 3rd, D&D 3.5 and Pathfinder 1st; i like to roll the stats and my barbarian just had two 18's; one in strenght (+2 human) and the other one in dextrity... yes, dextrity 18+2 from a belt, 20... this is why he has 6 aoo's
Well; actually i'm GMing the Carrion Crown AP. I've got a player with a Human Barbarian that recently has reached lvl 12 and he has chosen this rage power: Come and Get Me (Ex): While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power. He also have 2 feats related with my next questions: Combat Reflexes (Combat)
Pushing Assault (Combat)
Well... He wants to do some things with those feats and the rage power: 1 - One of the things is use the Rage power; if an enemy starts near him, he attacks (and probably hits) the enemy and then he will push back the enemy... In this case, the enemy could use the 5' step and then... A) he continues his attack, because it was declared before? B) he must choose to do (if he can) a second attack, because the first one was out of reach and he lost it?...
And the second thing he says he wants to do: 2 - He wants to get ready with the rage power and the feat to sunder enemies' weapons when the enemies try to attack him:
Is really that way? I mean... As far as i see the results, i see that he is breaking part of the game. Am i wrong? Is there anything that i haven't considered?
**I cannot edit**
James, i don't find any official answer in forums about Leadership in 1st Ed.
(I don't ask about explanations, it's only that i don't want to continue reading threads and threads and more threads buried years ago if i'm not going to find any response).
James Jacobs wrote: 1) Unspeakable Futures is my d20-based Post-Apocalyptic game that I've been tinkering with since 2000 or thereabouts. I've run several games and campaigns with it, but it's not my D&D homebrew; it's different. My D&D homebrew is set on the world of Baria, which is what Androffa turns into after over after many centuries of history. You mean this Androffa?
In Carrion Crown, heroes can find a bottle of Port (Oporto in spanish); this is a wine, whose name comes from the capital city of Portugal. So we stopped (of course... xDDD) the game to discuss about another foods with "Earth" names... We have here a salad we call Ensaladilla Rusa (Russian Salad), that is a potato and mayonnaise saldad;in a search, i've found an article where American professor Dennis Whitehurst recommends using: Spanish potato salad. I don't know if you've eaten that sometime.
Do you have any general pararelism between cultures to set some foods (and of course, "spirit" drinks) in certain countries?
Thanks for your reply!! :D
I wrongly wrote wrote: ; i know you can give answer to rules; I wanted to write that you can't give answers... Sorry!! xD In other way... i must declare i really like your opinions expressed here about gameplay, concepts of different game ideologies, about how to manage rules/questions/problems in the game... i share your opinions about how to handle things and it's really useful to find many answers you give in some situations, because apparently, it serves with my more problematic players, when they tend to look for convoluted points in the rules. Thank you very much!! Maybe passively, but you've helped a lot to make things easier and to guide the games in the right way!Oh! and the pertinent question...
Hello! New here (and from Spain; sorry for my English), but full of gratefulness for your work, creating Pathfinder in first place, and for your answers here (i've read more or less the 40 first pages and some random others, including the lasts xD).
Sorry if i didn't explain correctly; mi english is bad as hell xD
Okay; i have an open thread about this:
Diego Rossi wrote:
Sorry if i don't see things like you see. If you, in your turn, choose to use your AC, let's say, "at full", using all the bonuses, but an enemy paralyzes you, you loose everything. If later, a friend of you tries to use a spell on you, you have no bonus; the AC has changed. And if he removes your paralysis, your AC changes again. If you fall below 0 hp, you are inmediately unconscious and if anyone heals you and raises your hit points above 0, it makes you fully functional again.If you want to drop prone, as a free action, after move for a threatened area and after receive some AOOs, for any reason, you change the modifiers you have vs different attacks. There are many things that affect and alter constantly your AC; in fact, there are options you can choose that affect your AC, due to your choices.So, i don't see that explanation about that bonuses stay unalterable until next turn factible. If you have unalterable your armor, then you have unalterable your Saves... but in the game mechanincs, there are multiple spells that need cover to that situation (when you need something from a friend's spell) and therefore, they created rules for that: Saving throws "harmless": your friend can "alter" her will and fail, if he wants, to get the benefits. But, in fact, you can choose to save or not to save of the effects. Pathfinder combat can be turn-based; but it's "alive"; it changes during the turns, in the turns and you can change it, by spells, by feats... or by decisions.
Belafon wrote: It doesn't automatically hit, and all modifiers apply. Yep. I said "Everything would be easier if,"; i dodn't said it were the case. xD But, "all modifers apply" is the problem. Because...Belafon wrote: If I fire an arrow at a stationary bulls-eye target butt, I still have to make an attack roll. The bulls-eye has an armor too. Base AC 10 + Dex 0 (mod.-5); for a total of AC5, applying modifiers (range and size modifier, i.e.). In this case it's easy... When you try to "hit" a friend, you apply all the pertinent modifiers. Ok... What are those? Agénor explanation is true; you cannot apply the same bonuses, since there are some actions that require different ACs; in the very same round, if there is someone invisible and you don't know where he is, you apply different bonuses. So, if you're aware about your friends, you'll apply different bonuses. Then, using that basis, you aren't gonna apply the dodge bonus of your friend... are you?? And there are much more bonuses that you must see if they should be, or not, applied.Diego Rossi wrote: Ranged attacks are way more limited when making "automatic" hits. Yes; they are in fact. It's clear in the cases you used as an example; but in the Helpless defenders explanation (a bit earlier of the part you pasted), we can read this: CRB wrote: A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a Dexterity of 0, giving him a –5 penalty to AC against both melee and ranged attacks (for a total of –9 against melee and –5 against ranged). The Dex Modifier of -5 is not one of those differences that make ranged attacks more limited. I know it's not the same. And that's why i'm asking... which modifiers should be applied in such "attacks"?
Agénor wrote:
I knos it's heavenly i particular, in standard rules (but hence, they should explain everything in Heavenly Fire). So yes; it's normal it's not explained in Core Rulebook; but since we have Advance Player's Guide with this feat: Reach Spell (Metamagic)
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat. It would be a good idea to add any explanation, in internet, in the APG, in the feat... Well... anywhere. But something. ----- About the rest; I am with Azothath in the part he says it's not a great, but only a helpful ability. But i actually have a Celestial sorceress in Harrowstone and asking a lot of things. And this is the only one that cannot be fairly explained using manuals/official rules. If you don't use house rules, it feels obvious you must declare a ranged touch attack, use X modifiers and roll with your attack bonus; it's not considered an attack that deals damage, so it doesn't multiply the roll with a crit, but it's affected by proximity of enemies. Ok.
In this case, I tend to put AC10 base + Modifier negative of Dex (-5, i mean): everybody is aware of everything in a combat; if you want to be more fussy, you can ask for a Perception roll to be aware of the ray. I consider that unnecessary.
There it's when everybody has its own opinion. And it's not a house rule. It's simply that there is no explanation about what to do with those bonuses when a friend choose you as a target. Because they wrote that "you hit automatically" only thinking in melee situations and didn't think about the ranged option. So, everything depends of the perception of the many different bonuses and how should be applied. The target of the ability is not flat footed; he is not unaware; he is aware of everything he can perceive in the combat ground. So, all the rules for that concrete situation (awareness) are out of this theme. But he wants to be "touched", even if he isn't near you. Everything would be easier if, in Paizo had declared "it automatically hits too", or at least they they should explain which modifiers should be applyied and which ones don't.
THanks for the replies; i understood the things like Diego Rossi at first, but if it were the case, we shouldn't need to "houserule" to complete any action.
Hi;
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. I've read (i don't remember where, to be honest xD) you can target friends and not only foes, that it was a typo. So, starting from that base, i went to Touch spells and Ranged touch spells, to determine how should it work... And here start the problem.
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll. Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn. As we can see, there are two main explanations in bold and, two minor explanation of the first main one, both in italic.
But Ranged Touch Spells in Combat doesn't give any factible explanation about if you can automatically touch one friend or use the spell on yourself, or not. There is no explanation for them. Then, if the sorcerer wants to use the Heavenly Fire (Sp) in an injured friend, can she actually touch her friend, if it's in range automatically? Or must the sorcerer do an attack roll Vs its friend AC? And what Armor Class should be in that case? I find it really messy... SO, that's the question: in the rules doesn't clarify nothing about Ranged touch spells Vs friends, at least directly, what should i do? is there any FAQ answering that? Why isn't that point clarified, given that it has been inherited from 3.5 (2003?)? As i said at first, maybe i don't see something basic; maybe i'm missing a simple rule that clarifies that. But, in first instance, the only explanation about friends (you can automatically touch one friend or use the spell on yourself) has been written only in the first paragraph in bold; not in the second (the one that concerns to us).
Makhno wrote:
Schadenfreude wrote:
Great! Thank you, very much!! Both replies are helpful and answer perfectly the question. Now, there is no longer any doubt. :)
Well.. thank you! Thanks to you all ^^ Here in Spain, CAMbion sounds a little worst than CAMBION, due to another word, cambio (change in spanish), could be (bad) written in superlative as cambión (great change; but that word doesn't exist! xD); so, let's say... inherently, our mind tends to imgine the word with the strong accent in the -ON syllable.
I'd appreciate if any "Sage" wrote any official answer about what they had in mind with that creature's name (I know this creature is previous to Paizo, but they will know what they want). But apart from this, I really appreciate your quick posts. Thank you, very much.^^
Sorry for this... "peculiar" question, but this is a question i didn't know how to answer.
Sorry if the question seems a bit simple; I was reading this card and suddenly i saw 2 possible interpretations. The card says so: Quote: Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck. Then, if the location deck has, i.e. 10 cards, I banish the Chief Sull, I shuffle, then I take the top 9 cards and I examine them; the tenth one (the bottom one) remains downside. But now comes my mess; how should I interpret the last part of the card?A) I shuffle the 10 cards again, because they don't write anything about any distinction between the 9 cards in my hand and the bottom one.
I find very inconsistent the 2nd option, so i guess it's the 1st one (A) the true interpretation, but i prefer to ask and confirm, if it's possible. Taking into account that in te rulebook always say that you must do what the cards say they do, it seems the correct answer, but... What do you think?
Vic Wertz wrote:
Thank you very much, Vic Wertz, for this clear clarification and for the FAQ's adding. I'm happy this had served for something :) Again, thank you, very much.
Vic Wertz wrote:
Sorry if I write one year after the last post here, and sorry for my english (I'm from Spain). But I have been searching for an answer and this is the post that I've found about this card, Family Tomb. The whole thread goes about how "At this location" works and finally all is clear. But my doubt goes a bit farter; the line "At this location in the reverse is driving me crazy!I mean, there is a single, minor difference between those two texts, but it exists and I don't know why. The texts are: Front: AT THIS LOCATION When a character dies, all characters at this location die. Rear: AT THIS LOCATION When a character dies, all other characters at this location die. What is the difference? What does "other" mean in that text? I would appreciate any kind of help. Thank you. |