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Hi everyone, I just read the whole beta and I am still perplexed about some (if not at all) mythic abilities, and before I jump to add this material to my currents campaigns (as player and as GM) I have some few questions:

1.- Lets say im able to pick 2 times the Component Caster path abilitie (normally at 4th tier), choosing to ignore the verbal and somatic components, so, do all of my spells count like as being cast through Still and Silent metamagic feats? No mythic power expended? No daily limit?

2.- Does getting Endless Power allows a character to disregard 1st to 3rd lvl slots? It would render useless rings of wizardry-like items. I guess the spells to be infinitely used should be prepared or known as normal, but again, no limit, no mythic power usage at all? It would be very exploitable even with 1st level spells.

3.- In general, the Mythic Power, the one everyone gets, say that it can be used in any D20 roll, this also includes Dispel checks right?

4.-What is the extention of the Competent Caster abilitie, it is just for ignore casting defensively, or also applies to initiate a spell while being grappled, taking continous damage, taking readied damage, while in violent motion or weather etc. etc.?

5.-Suppose I got Competent Caster and Component Caster (twice)(again), Can I cast normally by virtue of avoiding material and somatic components? While restrainend by a grapple or pin by the local evil count that abhors spellcasters, or while being swallowed by the Tarrasque?

thanks in advance. Should be honed, but also congratulations for such great ideas that keeps my favorite RPG thriving.


Hi there! I have the next problem figuring the price of a magic item:

Lets say I am a ranger wanting to craft a pair of magic boots with the continous effect of the Surefoot spell from Spell Compendium (pag. 216). The spell entry says:

Abjuration
Level: ranger 1
Components: V,S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 min/ level

Your steps are sure and true, even on the narrowest ledges. You gain +10 competence bonus on Balance, Climb, Jump, and Tumble checks. In addition, you do not lose your Dexterity bonus to AC while balancing or climbing.

So how I calculate the final value of the item?

1.- Should I use the formula for pricing a continous spell based item
(spell level x caster level x 2000) x 1.5 (for the duration being 10min/lvl) giving it a final price of 3000gp. Me, like you, feel that something is wrong but it is somehow done by the rules (1st lvl spell x 1 x 2000... all times 1.5) or

2.- calculate the value by the competence bonus formula, this way is more complex. Considarate that right now Balance, Jump and Tumble are under the same skill (Acrobatics), Climb is on his own, so if I am gaining +10 competence bonus on each it should go in this way: Bonus squared x 100 gp (100 x 100) for each bonus, totalling 20,000 gp plus.

Done in this manner is just the price of the bonuses, how I considerate the price of letting a magic item granting me the rest of the spell's benefit (dex bonus while climbinb and balancing)...

so what option would you pick? Do yo have another idea? WWJD?


Hi everyone, here is a rapid easy question...

Lets say that Im using Power Attack or Combat Expertise, does the penalty to attack roll applies to CMB and CMD?


Hi everyone. As more as I play or DM a session of Pathfinder, all the guys ask if there exists conversions for some of the feats of the 3e or 3.5e . It is stated that Pathfinder is compatible with every other material released before.

But certain feats simply dont translate too well, particularly those concerning bullrush, trip, disarm and everything it has to do with CMB. Sometimes the bonuses granted are to high and this feats change significantly the numeric parameters making them cheap acquisitions to raise hit, CMB or saves. On top of that, add that now every character gains more feats.

My question is if there is somewhere a detailed, official list of revisited feats from 3e and 3.5 supplements?

By the moment my solution is to convert personally every feat a player asks, at times some feats got almost arbitrarily nerfed and others simply remain unchanged. For feats that provide bonus to manuevers such overrun, or grapple, I usually reduce the bonus gained from those feats according to a self made table:

Original Bonus New Bonus Example
+1 or +2 same Phalanx Fighting(cw)combat tactician (phbII)
+3,+4,+5 +2 Robilar's gambit, combat stability
+6,+7,+8 +4 Clever Wrestling situation
+9,+10... +6... Close-quarters Fighting situation

Ok, the later it is not written in stone but helps to disambiguate some bonuses, and make the players to avoid exploiting certain situatons.


Hi there

Im playing a lvl 16 Half ELf Paladin with all related shield feats (Improved Shield Bash, Two weapon Fighting etc.) and I have various questions concerning shield combat

First, a heavy shield is a one handed weapon, so it gets its penalty increased for not being a light weapon in the off hand? From -2 -2 to -4 -4?

Second, the Shield Master feat says that you add your shields shield bonus to attacks and damage as an enhancement bonus, so if I also have the Shield Focus feat that increases the shields value to AC by 1 then I add this bonus too to attack and damage done?

Third, The shield Master feat also says that you no longer suffer any penalty to attacks made with your shield while you have a weapon. So could I hold the shield as the primary weapon and have another weapon in the off hand and still get the feat effect? So to fight with a +0 -2 two-handed.

Fourth, the Shield Slam feat says that you use your shields attack bonus instead your CMB for the free bull rush attempt, If I have Improved Bull Rush and Greater Bull Rush may I add +4 to the attack result while comparing it to the targets CMD?