It's strange that I didn't find any other thread about this, and also that this doubt didn't take me till now, but anyway...
You have a level 8 Paladin. She then adds +8 on all her Smithe Evil damage rolls. Is this bonus damage multiplied on a critical hit, or is it added in the end, after any doubling/tripling/whatever? (RAW, it would appear that it is multiplied.)
And if it is multiplied, what then when the critical is in a first attack against an evil Outsider, Dragon or Undead (or in all attacks against one kind of creatures, as for the Smithe Evil of the Undead Scourge archetype)? As it is written, in such cases the Smithe Evil adds 2 points of damage per Paladin level (it's not written that it is multiplied x2, but that it is 2 per level). Would it also be multiplied? (Again, as it appear to me, yes. But I'd like thougths.)
A Tiefling Rogue (PC) in response to an order to surrender pronounced by intelligent Skeletons; followed half a round later by a crying supplication of mercy.
"I'm going back to take my gear!"
A Human Rogue (PC, same player as above), after being freed from a Drow prison, and before meeting a Drow High Priestess face to face while being unarmed, wounded and alone.
I don't like much vampirism, zombification or other things when induced by viruses and the like. I prefer when those things are due to dark powers and whoever fights them is not just at the risk of losing life. Also, from the opening description I was expecting something obscure like Nosgoth's Vampires.
Couldn't see anything about these in faqs or in specific threads, so...
Eidolon Skills wrote:
The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Should I assume the correct wording was meant to be something like: "even if they lose their fly speed at a later level"? Because if an Eidolon receives Fly due to its fly speed, then obviously it already has a fly speed...
Unless otherwise noted, each evolution can only be selected once.
Should I assume (again) that this evolution can be taken up to two times?
An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.
Although I would say yes, I'll ask anyway: does the Eidolon also acquire the +8 bonus to Climb skill checks and the ability to always take 10 and so on? The main thing that instills the doubt in me is that things like the differencies between primary and secondary attacks are explained in the Eidolon's entry (and it's good, since many players may just read the Core Book and APG and not know rules like these that are detailed in the Bestiary), while this other thing is not. This question also applies to the Swim evolution.
This poison can be used no more than once per round.
Provided the Eidolon has both poisonous bite and one or more stings and makes a full attack, does this mean that it must declare to which of its attacks he will apply the poison for that round, before making the attack rolls, or that it can go freely and if at least one of its attacks hits he can apply poison to it independently?
5) About the Web evolution, regarding its use for climbing, is it to be treated as a rope? And how long? 50 ft.? How long does it last before becoming unusable?
James, could you provide a link of any sort to which are the limits not to be trepassed (other than the OGL) if someone not beneath Paizo's wings wants to publish a Pathfinder-compatible series of books? Provided it can be done in the first place, of course; or better, what one should do to enter those wings and then do it.
Then I'll add some more.
I have so many more in my favourite list... too bad I can't go searching for them all.
Evil Lincoln wrote:
The original Legacy of Kain was great in its time, but trying to play it even 2 years later I was just astonished by the loading times. The art and voice acting are great, but... I am just too impatient.
I too didn't like the loadings of Blood Omen, but I think they're worth the trouble. What's more, Jake Pawloski is (or was) working on a 3D version of Blood Omen which, beyond the little magnificence of its own, shouldn't probably have those load times. Check it here: http://www.youtube.com/watch?v=6g4m9BADrqQ
By speaking by strict rules, the shield bonus from Two-Weapons Defense should not be lost when flat-footed (as long as the character is wielding the two weapons), since shield bonuses are not lost when flat-footed; but I was wondering if this should be treated differently for two main reasons:
James Jacobs wrote:
Then I must absolutely recommend it to you. It's a series about vampires (with an overall dark and gothic feeling like Ustalav's) that started back on the old Playstation/PC and was concluded on Playstation 2. It has an extremely good plot and some of the most charismatic characters ever, starting from the vampire (but not just that) main characters, Kain and Raziel, to the necromancer Mortanius, the chronomancer Moebius and more. And it features some of the best voice acting and quotes ever too. Simply put, it is a must.
Opening news wrote:
Jackson has threatened to move the filming to Eastern Europe, which would seem to lack the breathtaking vistas that made the "Lord of the Rings" films look like they really did take place in a fantasy world.
Then someone should make him take a look to western Europe, namely Basilicata, Italy
Reducing to one only is extremely limitating, but I think at present it should be I Am The Wooden Doors.
When all is withered and torn
And all has perished and fallen
These great wooden doors shall remain closed
When the heart is a grave filled with blood
It is this grandeur that protects the spirit within
I've always loved sad songs.
I was wondering what is the purpose of a class ability like Slayer at 17th level:
...since it'll only add +1, or in a best case scenario +2, to the Judgement selected and will be totally useless at 20th level, since the bonuses will all already be maxed out. Same goes with the part of True Judgement that involves Slayer.
I've read people say something about the bounuses increasing over rounds (like Spahrep in this thread: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/judgements&page=1&source=search#0 ) but can't see anything like that on Judgement's text.
So... what am I missing?
I haven't read all, since there's a ton of things said, but my opinion with the Magus as presented is simple. Said that I didn't have that many great expectations from it because I'm aware of how hard it is to balance a double-role class:
Of course I know that if you have both (combat and spellcasting) you can't be as good in either of the two as a class that focuses in one of them, but that is exactly the problem in making a class like this: it's ridiculously hard to make it balanced, you always end up having either a God or an almost worthless character. If you make it good at melee and add the spellcasting (or vice-versa) you'll have something too good. And if you make it not so good at both (as the Magus is now) it's not good at anything.
In a view of balance I honestly think that classes like these would best never be created, unless some really, really enlightened idea is at their core.
As for now, the only thing I can think to help making the Magus more balanced would be increasing the selection, effects and duration of its Spellstrike abilities, but that would be a mere mending.
Well, ideas that one likes or not are another matter.
But don't read too much into the bit that says it "interrupts" the action - this seems to imply that an AoO can prevent the action that provokes it, but this is not the case. AoOs never prevent the provoking action. If you move out of a threatened space, provoking an AoO, after you take your damage you keep moving.
The attack itself doesn't interrupt the action which provoked it, true, but since it has a tripping effect (assuming the trip is successful) which is the opposite of the action (going prone vs. standing up), the prone character should lose that single action and stay prone.
Also, if we stick to the rules too stricly we'll have that the PC says: "I try to stand up"; the GM goes for an AoO in an istant when the PC still hasn't really acted, so should not have provoked the AoO, thus entering in a pointless loop.
Say I have a Wolf (its attack is bite plus trip) which tripped a PC.
My guess is the answers are:
Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.
Doest this apply to class abilities that work with touch too, like Cleric's Bleeding Touch and the like, or does it regard only spells/spell-like abilities?
Sorry for the double post, I couldn't edit the previous one, if by chance a moderator is reading, please, add together the two posts.
Hairy Dude wrote:
The Spectre has 16 Dex, so the modifier is +3 and the final +10 to attack is correct.
Hairy Dude wrote:
If it was written as if the serpent was using Power Attack, the +23 attack bonus would be wrong too.I suppose the +22 to damage was actually a typo meant to be the old +12; they just wanted to add the critical range of 19-20 after the damage and made that +22 mistake.
As per the higher dice damage of the bite, I note that tail slap's dice damage too is higher than normal (3d6 rather than 2d8).
I'm up for dinosaurs, clarify to me if I'm making a mistake or is it the errata:
Brachiosaurus has 18 HD, so it makes 18 Perception ranks.
The normal entry said 27, and with errata it even goes to 28? What am I missing?
Similar to the above, except this time the normal entry seems correct to me:
Errata says 24. Again 3 more points.
Seems like I'm the only one interested in this, since no discussion jumped out the search.
One more issue;
So, what about the weapon's enhancement bonus, feats such as Weapon Specialization and other things? Are they to be multiplied?
I know a lot of threads exist about Vital Strike, but they're full of scattered and sometimes contradictory answers, so I'm opening this one hopening to gather all the answers in one place. And official answers, possibly. If something like this already exists, please link it, I was unable to find.
I already know some of the answers for sure, but I'll throw the questions in anyway for anyone wondering them in the future.
So... are the following cases possible or not?
The answers, as far as I know, would be:
But, please, correct me if anything is wrong and add any cases you can figure out.
A quick question.
Now, seems like there's no way to reduce reload time to a free action (as per bows and arrows), since the Quick Reload feat can only be applied to crossbows.
So, is there an errata or the like stating that Quick Reload could be applied to slings too (or some other way to reduce the reload time) or did the designers really intended slings to inconditionately suffer a perennial reload time of a move action?
One thing I think should be totally, absolutely and utterly avoided if a Pathfinder game ever comes out, is giving it the feeling "it's D&D, and it's full of millions different mosters and items behind every corner, so we should show the greatest number possible in the game". The reason is simple: even if D&D is effectively full of countless different monsters and stuff, putting too much things into the cauldron will only make a smelly and insignificant blob. You want to cook meat? Then you don't need sugar, soup and watermelon.
I'd like to see all the creatures mentioned in The Great Beyond (other than Archdevils, Archdemons, Archdaemons and Archangels), such as:
That would count anyway as someone in the party who always needs to save a Restoration for the sake of granting the use of a class ability.But the biggest problem is that no Restoration is in the extract list.
Only Heal, but an Alchemist gets it no sooner than 16th level.
70 (average) points of damage per attack and considering that even the fourth attack always hits? What archer is it?
It's healed at normal rate (with rest, or Restoration-series spells), since it's ability damage.
What bothers me is that it does 1d4 damage per use; it means that for just a little bonus (until you apply Discoveries to it) you won't be able to use it every day. If you do, your Cha may go down faster than it recovers, unless someone in the party always save a Restoration-series spell just for you, which is quite bothering.
I need a clarification.