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Illyan Sobachesky's page
43 posts. Alias of Diego Rossi.
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Quote: [PFS Legal] Dancing
Source Ultimate Equipment pg. 138, PRPG Core Rulebook pg. 469
Aura strong transmutation CL 15th
Slot weapon quality; Price +4 bonus; Weight —
Description
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.
As written, the weapons don't share anything besides abilities that target items.
So an Inquisitor Bane ability or a Magus Arcane pool will work (they target a weapon), but it will not benefit from a rogue Sneak attack or a Fighter weapon specialization.
Barring shenanigans with colossal weapons, it seems extremely weak for the cost (standard action to activate and 4 points of enhancement).
Am I missing something?
Any thought?
I have a doubt about the Alchemist Mutagen:
AeO wrote: An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert.
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an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.)
What happens if an Alchemist above level six under the effect of his own mutagen brews a new dose?
Strictly RAW, the past does become inert, but it has already been used and its effect doesn't stop as he isn't "another alchemist".
RAI seems to be that the Mutagen effect stops.
Someone know if it has been cleared somewhere?
More than a year ago my old credit card was stolen. For security reasons, the new credit card has a completely different number. I have added the new credit card (several times), but the old and now expired credit card is still the default payment method and I haven't found any way to remove it.
There isn't a way to permanently change the default and/or remove the old credit card? change
Some time ago I used the image of a female halfing Tiefling to present an NPC, but I am unable to find it again.
She was an opponent in the book, but in my campaign, she is a recurring friendly NPC, so I would like to find the image to give to the players.
Does someone have an idea in what book it is?
Thanks for any help.

AoN wrote: Surmount Affliction
Source Ultimate Magic pg. 241
School abjuration; Level cleric 2, inquisitor 2, oracle 2, spiritualist 2, warpriest 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range you
Target personal
Duration 1 round/level
Description
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.
Dazed and paralyzed don't allow you to take standard actions, so this spell doesn't allow you to overcome those conditions if you are suffering from them.
It says "overcome", so apparently it was meant to be cast after the condition was applied, but I don't see any rule limitation about casting it before the condition is applied (besides the short duration).
The caster needs to choose what condition he wants to overcome, but with a good knowledge roll, it isn't that difficult to know what conditions a creature can apply (at least the most noteworthy).
So, there is any reason that will prevent casting it before the condition is applied?
Does someone have experience on how it works having someone under the Misfortune hex use an ability that makes you roll twice for an action and keep the best result?
If it is relevant, the abilities to reroll are mythic.
You roll twice two times, select the best result of each couple, then the witch select the worst result of the two?
You roll twice two times, the witch selects the worst result of each couple, then you select the best result of the two?
Do the two abilities cancel each other?
Something different?
Recently I have made several searches and the results didn't display the most recent posts about the argument.
I searced:
- Community / Forums / Pathfinder / Pathfinder First Edition / Rules Question
- https://paizo.com/people/DiegoRossi/posts
As an example, if I search "gingerbread" in my posts I get 0 hits, while I posted at least 2 posts with that keyword in December, the most recent:
https://paizo.com/threads/rzs439qv?Are-you-allowed-to-improve-Gingerbread-W itch#4.
If I search "gingerbread" in the first edition rule questions it shows one thread made in 2020 on the first page when searching for "By Relevance", but when I select Newest first, the first post is dated Dec 7, 2017, 08:02 and the other posts are even older.
In one adventure there is a good outsider under planar binding from evil NPCs. After defeating but not killing it the PCs have realized that it is a good creature. The adventure gives one way to remove the binding, but currently they can't use it.
Planar binding has a duration of "Immediate", so it can't be dispelled.
Someone know any way to remove it?
I am mastering a high-level campaign and the players will move along wast stretch of land with Wind Walk. Generally, that isn't a problem in some areas they will have to maneuver around obstacles and other hazards.
At that point, it become important to know how the poor maneuverability of the high-speed version of Wind Walk and other forms of flight with their maneuverability (most Overland flight) interact.
My personal opinion is that you get the maneuverability of the speed you are using, i.e. if you go at 600'/round you have poor maneuverability if you go 40'/round you have perfect maneuverability (I don't see anything that say you can't use a fly speed that don't depend on your physical form while gaseous), but I am interested in reading other people opinions.
In the last week almost every time I try to post in the forum I get the reply:
Safe connection failed
The connection to the server has been stopped while the page was loading.
* The page you are trying to view can't be show as it is not possible to veryfy the autenticity of the received data.
* Contact the responable of the web site to inform him of the problem
Italian text:
Connessione sicura non riuscita
La connessione al server è stata annullata durante il caricamento della pagina.
La pagina che si sta cercando di visualizzare non può essere mostrata in quanto non è possibile verificare l’autenticità dei dati ricevuti.
Contattare il responsabile del sito web per informarlo del problema.
Ulteriori informazioni…
I am in the habit of editing my posts to:
- correct spelling mistakes
- rephrase things to make them clearer (I am not native English speaker, so that really common for me)
- adding citations of other player post beside the initial one and replies to those (if those citations and replies are about the same argument)
Way too often when I save after modifying a post I get the message "you have backtracked too far" with some further text about backtracking 30 or more times.
All the changes I have typed are lost, sometime several minutes of "work".
Generally it happen if someone has posted after my original post while I was writing, but that isn't always true and it is very annoying.
It is possible to correct that problem?
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Most of this sounds reasonable, but why does Weakness add a fixed amount? Scratch damage shouldn't get magnified so much.
(I'm not complaining about simpler math, but maybe a cap on bonus damage proportional to initial in some cases?)
I would like to change the destination address of my playtest preorder (Order 4814400) as I realized only after making it that it will be shipped during August and so at a different address. But apparently it is not possible to change it.

The only text I have found in the campaign books are variations of this:
Quote: While there are pockets in the Mana Wastes where magic obeys the normal laws or even ceases to function at all, primal magic prevails across most of the region. Apparently "dead magic zone" isn't defined at all (or I have missed the definition).
It can't be simply "like an Antimagic Field" as it has this text:
"Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this." so several magics work within it.
There are a lot of big questions about the dead magic areas:
- it affect only the act of casting spells, using SLA and supernatural abilities?
- or it affect ongoing spells or effects?
- it affect permanent magic items?
- or only the items effects that extend out of the item (so a sword magic enhancement work, but a wand of fireball don't work)?
- animate objects and constructs are affected by the lack of magic?
and so on.
While most of the answer seem straightforward, probably 10 GM will give at least 5 different combinations of replies.

9 people marked this as FAQ candidate.
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Long term lack of sleep can be cured by a single application of Lesser restoration?
Currently, the only official answer is yes. The only effect of lack of sleep is defined in a FAQ, that say:
FAQ wrote: Sleep: What penalties happen if a character stays up all night without sleep?
The character is fatigued.
posted April 2013 | back to top
That can be cured by 8 hours of complete rest (undefined, but probably standing still, eating and reading cover it) or by 1 application of Lesser restoration.
Theoretically, beside a 1 hour stop every day to recover the cleric spells, our character can be active for 24 hours, every day of the week.
There is even some proof in favor of that interpretation as at least two NPCs in different AP do that.
That seem to invalidate thing like:
- "Humanoids breathe, eat, and sleep." There are magical ways to produce food and water and some costly way to prevent it (ring of sustenance, not a lot of money, but an invaluable ring slot) but it is not possible to cure the damage for starvation and thirst until the creature eat and drink. It is strange that the damage from lacking sleep can be cured with magic without problems.
- the Slepless mythic power. Why take a mythical all that you need is a second level spell?
- the limits to the working hours in a day. It don't affect magic item production, but any other thing can be done 23 hours a day.
I would like an extension to that FAQ, stating if LR can cure the lack of sleep even after several days without sleeping or if there some effect after a few days without sleep.

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PRD wrote:
In order to attack, it (a swarm) moves into an opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
PRD wrote: A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. PRD wrote:
Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
1) Trample refer overrun that target a single creature, but it affect every creature along the trampling creature path;
2) It is a Ex ability, not a weapon or natural weapon, but it refer the slam damage of the creature, and that is a natural weapon;
3) It deal the trample damage to a creature only once, and the swarm should count as a creature for that.
From the above point I think that a trample attack would damage a swarm, dealing normal damage one for turn to the swarm and the swarm will always try the reflex save as it can't make attacks of opportunity.
Thoughts?

I just noticed a thing about elemental body 2+. The stat bonuses aren't linked to being a larger elemental.
If we look beast shape, all the modifiers depend on taking a form of a specific size:
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
etc.
But elemental body say:
Elemental body I
When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Elemental body II
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.
and so on.
It allows you to assume, not you assume. And it still work as the previous version, so you can still take a smaller form.
So, apparently, the RAW of the text allow you to take a smaller form, but get the full modifiers for the stats and natural armor modifiers (but the other abilities, like burn, and the basic damage of your slam attack are limited by the form you take).
What do you think, working as intended, or the RAI is that you must be a larger elemental to benefit from the stat increase?

4 people marked this as FAQ candidate.
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Reading the stealth rules for another thread I noticed something strange:
PRD wrote:
Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
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Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Reading the Sniping rules alone I was under the impression that Sniping allowed you to hide as part of the Standard attack action you used to make your ranged attack.
That was the reason for the -20 to the stealth check (with the added benefit of maintaining your location obscured).
That way you can use sniping during a surprise round, BTW.
As I read the rules, if you attack from stealth and move to another concealed position, you can use stealth without penalties. The drawback is that your initial location and your movement in not concealing terrain are revealed, so the enemy has a rough idea of your position.
But the bolded part of the Action section of stealth seem to imply that you need a move action to hide again when making a sniping attack.
That would make sniping impossible in a surprise round (unless you can make a ranged attack as a swift action) and very action intensive.
Any idea if there is some Dev comment about that?
FAQed, for the list"stealth has a lot of problems".

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We had already this discussion a few times in the rule forum, so I will try to make it a clear question, for a possible FAQ.
Extracts are very clear: they last 1 day from creation, then they degrade and the alchemist slots are free. If the extract leave the alchemist possession and he can't drink it or pour it away he only need to wait 24 hours from mixing it and he is free to do it again.
Infusions seem to work differently.
PRD wrote: Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Some people interpret that as "the infusion inherit the extract duration limit and last only 1 day", some as "once made the infusion last forever, until consumed".
Both interpretations can generate problems:
- the infusion last only 1 day: it open the market to 1 day "potions" for a cost equivalent to spellcasting services. In a small city you can find spellcasting services for spells up to 6th level, so, in theory, it is possible to buy some big buff for a relatively small price.
- infusion last forever: here the problem is that the alchemist could lost access to some of his extract slots forever if a infusion is lost or stolen. Or at least until he recover it.
The text of the Infused Curative from the Chirurgeon archetype seem to support the second interpretation, BTW:
PRD wrote: Infused Curative: At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use. As currently the number of classes that can create infusion is increasing (beside the alchemist we have the investigator, and druids with the "druidic herbalism" ability) I think that it is important to clarify how infusion work, as it could make a lot of difference.

In the PRD we have two different version of the Extra hex feat, that confuse the players. I know that both are "right" for the book in which they are printed, but some player check simply the name of the ability, without checking all the information. And that is compounded as the Index point to the APG, so people checking the Index will get the wrong information.
Advanced class guide
Extra Hex
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.
Special: You can take this feat multiple times. Each time you do, you gain another hex.
Advanced player guide and Index
Extra Hex
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.
- * - * -
I am using the right section of the forum?
My CC expired at the end of April. I tried to update the expiration date a few times, but it has never "taken".
Now I have replaced the payment method and it work. Maybe you should check if there is something not working in the "update expiration date" command.
Another thing, I am surprised that I haven't seen a mail informing me that my payment method for the Paizo books has expired. While updating the CC information for the different providers it is easy to miss someone. A warning would be nice.
Thanks.

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D20PFSRD - Paths of the Righteous wrote:
Bladed Brush Combat
Note: This is associated with a specific deity.
You know how to balance a polearm perfectly, striking with artful, yet deadly precision.
Prerequisite(s): Weapon Focus (glaive), must be a worshiper of the associated deity.
Benefit(s): You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.
At a rapid count I see at least 8 threads asking how this feat work with:
- a Magus, spell combat, black blade, having a free hand;
- swashbuckler, having a free hand and using it;
- benefiting from it and the benefits of power attack (it is used with one or two hands? It matter? you get -1/+3 or -1/+2?);
I think that it will not supersede RAI for most abilities that require a free hand (like spell combat), with the exception of those specifically cited (duelist’s or swashbuckler’s precise strike) but it is really uncler.
RAW of how it work is simply unclear.
I know it is an uncommon scenario, but between followers, animal companions and mounts it is possible that you want to share a spell between more than 6 creatures.
If your level is high enough, it is possible to touch more than 6 creatures while spending multiple rounds doing so?
The simplest example are communal spells, but there are several other spells with a range of touch that can be shared between several creatures.
AFAIK there aren't clear rules saying yes or not.
EDIT: 6, not 8, I was going from memory.
In a recent feat we had a discussion about a feat saying "Whenever you cast a prepared arcane spell ..." against "You can choose to take a –1 penalty ...".
I think you can always choose not to use a feat it you want (naturally you lose both the benefit and possible drawbacks) while the other poster thought that if it lack the "You can choose" text you are forced to sue it.
Someone know if there is a official ruling?
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As the title say, some people think it is not necessary to maintain a grapple to be able to rake or use other abilities that require you to have a grapple to use them if they are a free action.
There are a few example in that thread.
Who agree with that?
2 days ago I did made a post in in a online campaign thread, it was just after this post.
It was a perception check, the whole text was:
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
and the result was a 22.
I clearly saw the result of the die roll, and even saw the post a few hours later, now it has disappeared.
As I was able to see it after a few hours I hadn't simply made a preview of the result and forgot to submit it. I had no reason to add further text to the check so there was no motive to made a preview before submitting the result.
I am not completely sure, but I am under the impression that a couple of post by other poster I had read in the forum have disappeared too.
If it can be relevant, I am using Firefox 47.0.1 and when I closed the browser after making that post (and a lot of other stuff) the browser closed improperly.

Playing a druid I have noticed a thing:
- you can't stack effects that reduce your size
- you can't stack effects that increase your size.
- nothing seem to stop you from stacking an effect that increase your size with an effect that reduce it.
For a druid that often is useful as Animal growth will probably make your animal companion huge, making difficult for it to navigate most dungeon, but combining reduce animal and animal growth will give it a hefty bonus to strength and constitution while keeping its original size.
I am missing some rule? RAI probably they aren't meant to stack, but apparently there is nothing in the RAW saying that.
Both spells are transmutations but not polymorph.
The text stopping the stacking of similar size change effects:
"Multiple magical effects that increase size do not stack."
"Multiple magical effects that reduce size do not stack."
AFAIK there is nothing saying "Multiple magical effects that change size do not stack."
BTW, Reduce person has this text: " Reduce person counters and dispels enlarge person." and Enlarge person say: "Enlarge person counters and dispels reduce person.", but there isn't a similar text for animal growth.
3 people marked this as FAQ candidate.
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The questions will be in 2 separated posts to get more specific FAQs if possible.
1) Swift or free actions can be taken together with readied actions?
Pro position:
PRD wrote: You can perform one or more free actions while taking another action normally. You are taking an action so you you can take one or more free actions together.
Swift actions are a bit more dicey as you can take them during your turn and the ready action say after your turn.
Against:
PRD wrote: Ready
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.
Your turn has ended, so you can take only the ready action and those actions specifically allowed by a rule or a FAQ.
To make some examples:
If you can reload a crossbow as a swift/free action, can you do that after firing it as a ready action?
If you throw a dagger, you can use quickdraw to draw a new weapon (not necessarily another dagger)?
Drop prone after acting?

PRD wrote: The constrictor snake presented here is a relatively small one. You can create stats for a larger maneater like an anaconda by applying the advanced and giant simple templates, or by advancing the stats above to a 7 HD Large snake (CR 5), or even a 14 HD Huge snake (CR 10).
....
Venomous snakes are generally far more aggressive than constrictor snakes, and even larger variants do exist: you can create stats for a king cobra, for example, by applying the advanced and giant simple templates to the stats given above.(Those are the stats of a medium sized snake)
RAW you can't wildshape or use beast shapes to turn into a templated version of a creature.
On the other hand the description of the snakes say clearly that in nature larger versions that those depicted in the bestiary exist. Those versions aren't printed in the rules simply to save space.
So how do you think it should work:
- a druid or someone using beastshape II and above can't turn into a large snake unless he can find a printed description somewhere;
- a druid or someone using beastshape II can turn into a large snake as they exist in nature.
For the RL argument:
Wikipedia wrote: The king cobra (Ophiophagus hannah) is an elapid found predominantly in forests from India through Southeast Asia. This species is the world's longest venomous snake, with a length up to 18.5 to 18.8 ft (5.6 to 5.7 m).
As for the title, I recall seeing a mythic ability that allow access to classes and prestige classes even if you don't have the prerequisites. I think it was a trickster ability, but now I can't find it.
Any idea if it really exist and where it is?

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PRD wrote: Temporary Hit Points
Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.
When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.
From the above, temporary hit point work against non lethal damage.
Occult Classes wrote: Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage
from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she
can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
The non lethal damage from burn isn't reduced, redirected or healed. It is simply absorbed by a hit point buffer.
I think that the RAI is that the non lethal damage should be applied against your normal hit point and not against the temporary hit points, but I can see some argument in favor of the opposite interpretation too.
There is some piece of the rules that can clarify what interpretation is right?
Making a telekineticist character with Herolab I noticed this:
Telekinetic Blast Crit: N/A.
I don't see any reason why it shouldn't get a critical on a 20 like all the other ranged attacks, but I am not an expert of the Occult rules.
There is a rule saying that?

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This thread is born from a post about the use of a Ring of animal Friendship.
What is needed to communicate to a creature with animal or lower intelligence that it should not resist against a spell or that he should willingly accept it?
The concept is really difficult to convey even if you can speak with the creature thanks to Speak with animals. Even less if you have to use handle animal.
I think it will be part of the training of creatures like animal companions or similar, probably it should count as a trick, but for untrained animals it can be a problem.
A partially related example:
Air walk wrote:
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
That give us a precedent to how we can train a animal to get it to do something unnatural.
Examples of things where this can be important:
- teleport: it require willing targets;
- animal growth: it has fortitude negates and no harmless tag
The Harmless tag say: "(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires." so I think that a animal companion, summoned or charmed creature will not attempt to save if the one casting it is the person that charmed, summoned or is bonded to them.
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There are a few abilities that increase the HD of creature summoned with Planar Binding and Planar Ally, like Darkfire Pact and Augment Calling.
Some people feel that the added HD increase both the limit to the HD of the strongest creature summoned and the total HD, while other feel that those are different limits and only abilities that specifically say that they increase the maximum HD of the summoned creature increase that value, while abilities that increase the total number of HD summoned don't touch the HD limit of the strongest creature.
So, the question that I hope people will FAQ:
For the planar Ally and Planar Binding spells the limit of the HD of the strongest creature summoned and the total number of HD summoned are the same limit and raising one automatically raise the other or they are 2 different limits and raising one don't change the other?

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Preparing a high level adventure I noticed this the potential interation of those 2 spells.
PRD wrote: Dimensional Anchor
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A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
PRD wrote:
Freedom of Movement
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This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
It has been show several times that the bolded part of Freedom of movement work against all kinds of powers that impede movement.
So what you think, it work even against dimensional anchor, that explicitly state that it block extra dimensional forms of movement or not?
The spell say:
PRD wrote:
Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5/magic. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.
It don't say "you can't speak", but the no breathing part seem to imply that.
So the question is:
You can speak?
The implications of the answer are very important for spellcasters.
As written I would say that the subject of the spell can't speak, use breath weapons and so on, but it is a implied thing.
I have just found a smallholding in our alliance territory. There is no player around and I don't have any information on who is the owner nor any way, beside asking on several different companies forums, to discover that.
Even if none in the different companies forums to which I have access were to say "it is mine" I wouldn't have any way to be sure if it is owned by some friend, foe or neutral character.
To me that seem problematic and it will become even more problematic the day we get the ability to damage or destroy one.
A placed smallholding will reduce my ability to place another, so it is interesting to know if it is allowed to be there or not and depending from a out of game source to know that seem wrong.
In my area (SE) the beast pelts are rare when compared with the needed quantities. Even in hexes with the best chance of finding them (30% of the trash nodes T1 yields) after 3 hours of gathering I get maybe 30 beast pelts.
While doing that I get about 40 animals pelts that are way less used for my recipes (tanner 8).
To me it seem that there is a problem with the relative quantities. they should be proportionated with the quantity used in the recipes for the final products.
In my experience there is a minimal request for tannery products that require animal pelts while there is a big request for products that require beast pelts.
When we compare it with the quantity needed for production it is easier to get the needed T2 pelts than the T1 beast pelts.
I think that the title say it.
It seem a bit long as a cool down period after you take down voluntarily your camp.
Especially if it is true that a smallholding can be reused after 1 hour.
15 days if the camp is destroyed seem acceptable, but after taking it down voluntary and without any damage?
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I would like to discuss this in the Goblinwork forum, but none of the different sections of the forum seem appropriate, any suggestion?

Maybe it has been discussed in the other forum, but, if I get exactly how the resources are replenished I think that rare resources in a hex will never have a chance to recover after they are depleted.
I remember a note in one of the Goblinwork blogs (but I can't find it) say something like "automatic replenishment of the resources at DT will be removed in one of the future iteration of the game". Actually I am not even sure if there is now a automatic replenishment of the resources at DT.
Let's hypothesize a hex with 1000 iron and 100 coal.
It is harvested to the point at which both resources are partially depleted, to 500 and 50.
The chance to recover is the same 50% for each resource and both resource recover the same % of the original value, so it seem that both resources will maintain the same ratio 10:1.
Enter my gatherer. I get from 2 to 8 of 1 or 2 resource in one go (miner 6). I suppose the chance to get coal instead of iron are 1 to 10.
Again it seem that the ratio is maintained.
But what happen in reality?
I get 2 units of iron, the chance of iron re-spawning is now 49.8%.
I get 1 iron and 1 coal. The chance of the iron re-spawning is now 49.9% and that of the coal is now 49%.
I get 2 units of coal, the chance of coal re-spawning is now 48%.
A few lucky rolls (and sooner or alter they will happen) and the two resources will go out of sync, with the coal quantity becoming less and less as its chance of recovering decrease way faster than the chance of the iron recovering.
As people will come to the hex to harvest all mineral resources, people hunting for iron will keep the coal in the depleted state, with little or no chance to rise above the minimum value.
Maybe someone with better mathematical skills than me can put that in mathematical terms.
It is possible that the assumption that you get materials from a node based on the starting ratio for the hex and not with the current values is wrong but it seem simpler to have it work that way.
As the title say, I want to contact other Italian and European players.
The ideal result would be to have them join the group of which I am part, the Seventh Veil.
Alternatively, if they have already founded a group that I like I could join them, but I would greatly prefer to have them join my group.
The reasons for this are the usual:
- US players generally have a different playtime, so it is hard to collaborate with them;
- following English speaking people on Teamspeak isn't always easy.
Who teach the 2+ rank of the basic longbow strike and exploit?
Same thing for all the other basic attacks.
In the foreseeable future our weapons will start to require ammunitions.
So it seem that the resources cost needed to make those ammunitions will set the basic prices of several items.
If you can't sell a unit of ammunition for less than 1 cp either all character using ranged weapons will learn to make their ammunitions or the price of the ammunitions will set the minimum price for coal, iron, yew and whatever is used for the other charges.
And those prices, as they will set the expectations of what you will get for an hour of gathering will set the minimum price for all other materials.
Someone with the right recipes want to try to calculate those prices?
About 50% of the times, after I leave the game or are ejected by some bug, I am unable to relog.
It happen when I want to trade items between my characters with the help of other players, when I want to switch players or even after I have stopped playing for several hours.
The first problem is already serious, as it stop me from exchanging items between character and leave the helper with my stuff.
The second is extremely annoying. Being unable to log in after turning on your PC after you have left the game for several hours cut heavily in the available gaming time.
I don't know if it is a problem with an excessive number of people logged in and the server trotting out access, but, as I am an European playing when most US players are asleep it seem improbable.
Playing times in this week has been varied enough that it is not a problem linked to the server downtime.
While gathering materials far from my home base I had this thought:
"It would be nice to have someone in the nearest settlement that would compact my coal and iron in a nice iron, less weighty iron bar. Or my copper (especially when I have gathered fine and not solid copper) and other materials for ease of transportation."
So:
- how much would you pay for that kind of service?
- how much would you ask for it?
- it would create problems with excessive gathering?
The idea is that another player will do the gathering and a local player will do the refining-
As the title say every time I get killed I lose the icon that show my position on the in game map and about 2 out of 43 times I lose my destination pin too.
If I try to set a new destination he pin don't appear on the minimap but I see it in the radar, giving me the direction of the hex where I have set it.
Another thing. I often see other players pins in the radar, I think it happen when they set it while we are in close proximity. It is an intended feature (Note: we aren't in a party).
My rewards profile say I have a Kickstarter credit of 15 $.
What is the procedure to apply it to a purchase?

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I think that the title say all.
Currently to trade between the two characters in my account I have to pass through a 3rd character owned by some other player.
That require:
1) to have a trusted player logged in at the right time
2) in the right location
3) to be able to log with the two character in a reasonably fast sequence (and more often than not when I re-log I get the message "log in failed")
Essentially you shackle 3 characters to the same location for a fairly long period.
I have just gathered some stuff in the Nothrern Craghorns with my adventuring character. My crafter is in Hammerfelll.
The best option would be to have him come to Golgotha, take the stuff, craft whatever he can locally to reduce his load and them move south with a full load of semi crafter items to finish them in Hammerfell or trade them to other settlement members.
Instead I am forced to have my fighter leave his heavy armor in Golgotha and run to Hammerfell, hoping to find the right player to trade his stuff to him, so that he, in turn can trade the interesting items to my crafting character.
Very inefficient as my crafting character will have the freeholder or expert armor skill to benefit for the increased carrying capacity and will have strong back slotted, while my fighter character will have the normal fighter feats slotted.
This way I am forced to train 2 different set of armor skills on my fighter and reconfigure him for traveling/transportation. Fairly annoying.
As the title say, I don't know where I can see (in game) what are the benefits of increasing a cantip level.
I see that they seem to be more efficient, but I can't see what is that make the difference. The numbers and keywords seem the same.
Probably I am missing something basic, but it is hard to know if I am actually becoming stronger, I will become stronger only I get matching gear or if the increase in power is linked to increasing some other skill to a level that matches the cantrip level.
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