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2 people marked this as FAQ candidate.

Part of the Ki Pool allows the monk to spend a point to make another attack as part of his flurry of blows.

Master of many styles loses flurry of blows.

Am I correct in ruling that specific ability from the Ki pool is no longer available, since flurry has been sacrificed, or is there something in the rules elsewhere that I have missed?


So, poison. Great at low levels, really terrible at high levels. Problem is, in real life and a lot of fiction novels, poison is a very dangerous threat. So how do we make this a real threat?

The book states:

Page 558:

"For example, a character is bit three times
in the same round by a trio of Medium monstrous spiders,
injecting him with three doses of Medium spider venom.
The unfortunate character must make a DC 18 Fortitude
save for the next 8 rounds. Fortunately, just one successful
save cures the character of all three doses of the poison."

It was clerified here

Jason:

Jason Bulmahn wrote:


This has been brought to my attention..

So.. here is the deal.

Whenever you are exposed to an affliction, you get a save to negate the affliction. If you fail, you must deal with all of its effects.

When it comes to poison, the first save, when exposed, is always at the base DC. If you fail and contract, that is when the duration adds and the DC goes up. There is a bit of poor wording in the poison text for this with the example, because it should mention that he was bitten three times and failed his first saves.

So... it would look like this.

PC A gets hit by poison arrow, fails DC 15 save.
PC A gets hit by second poison arrow, fails DC 15 save.
PC A gets a turn, must now make a DC 17 save once and takes the effect only once (after having taken the effect twice, once each time he was hit).

I think that clears it up? If not, please provide further questions.

Jason Bulmahn
Lead Designer
Paizo Publishing

This being the case, Drow poison still sucks at DC 13 even if my rogue hits the guard with three poisoned darts. DC 17 still isn't great, but it is far more respectable. I have a pc that wants to play a peaceful poisoner...knockout poisons and strength damage poison to debilitate but not kill. Makes it hard when poisons are so weak.

Crafting Poison:

Poisons can be made using Craft (alchemy). The DC to
make a poison is equal to its Fortitude save DC

The following samples represent just some of the
possibilities when creating poisons.

Now, this can be taken several ways. The list only representing the poisons are pre-created poisons, not the ONLY poisons. Creating NEW poisons is problematic when taking frequency, effect, cure conditions, and cost. So, here is what I'm thinking.

Drow Poison:

Type poison, injury; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect
unconsciousness for 2d4 hours; Cure 1 save
Cost: 75 gp

The dc to craft drow poison with a DC of 13 is 13 and costs 25gp per dose(75 gp market value). Why can't a skilled alchemist craft a concentrated "drow poison" with a higher DC? Math out the gp cost per point of DC: in this case 5gp/DC, market value.

A DC 20 drow poison takes a DC 20 Craft Alchemy Check and costs roughly 37gp per dose to create. (7x5=35; 75+35=110; 110/3=36g66s66c)

I know i'm treading on the homebrew line, but since the rules are so vague on poisons, I'm wondering what everyone thinks of this? Is there any better system out there and where can I find it?


1 person marked this as FAQ candidate.

When Using Spellstrike, as written, if the magus criticals with the melee weapon, does the spell critical as well?


The subject line says it all. He is now a halfling. What do I do?

Reincarnate:

...Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores.

The listed changes for a halfling are -2 str; +2 dex; +0 con.

Here is my question: When it says to elimainate the subjects racial adjustments, will my human lose the +2 he put into intelligence? The wording looks like it only applies to the subjects physical abilities.


What is the general rule when it comes to adjusting stats? Does it matter anymore?

I want to adjust a group of elves in a homebrew world. They are similar to the old school wood elves who favor martial training.

I want them to have +2 strength, but i'm unsure how to keep it balanced, but still in line with the pathfinder elves; +2 to two stats and a -2 to another. So what is a good balance? +2 Str, +2 Dex, -2 Con seems too good. So does +2 Str, -2 con, +2 wis. I don't want to return to the days of sub race cheese, but I don't want to tweek into something that is over powered stat wise.

Or should I even care?

A little help would be appriciated.


I know that lvl 20 isn't a great way to test a class since most will never see that level, but a bout of insomnia hit me.

Lvl 20 GS, starts with a 17 dex,+2 racial, +4 ability for level, +5 wishing tome, +6 belt equals a 34 dexterity.

Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Rapid Shot, Deadly Aim, Improved Critical

BAB 20 + 12 dex mod + 5 Weapon + 1 Weapon Focus = +38/+33/+28/+23

Two +5 Speed Revolvers (I like Advanced Weapons and at 20th level, sure)

Rapid Shot
Main Hand: +32/+32/+32/+27/+22/+17
Off Hand : +32/+32/+31/+26
1d8+17 damage; 10% critical Chance; Primary hand hits Touch AC 19 95% of the time, off hand hits Touch AC 28 95% of the time. (odds that one attack will critical for 4d8+68, or average of 86)

If all attacks hit, average damage is 279

Rapid Shot+Deadly Aim
Main Hand: +26/+26/+26/+21/+16/+11
Off Hand : +26/+26/+25/+20
1d8+29 damage; 10% critical chance; Primary hand hits touch AC 13 95% of the time, off hand hits Touch AC 22 95% of time.(odds that one attack will critical for 4d8+116, or average of 134)

if all attacks hit, average damage is 435

A fighter with a 34 strength and focused on using a falchion using power attack will have:

(+5 speed Falchion)15-20x3
+43/+37/+32/+27/+22 for 2d4+49 (avg 57/hit)(1 crit/full attack for 156)
Fighter has 55% chance to hit AC 32.
All hitting 384 damage.

However, the GS is out of ammo in one gun and down to two shots. No matter what, the GS has to holster, or drop, a weapon as a move action to reload, most likely a free action, then holster his main hand and draw his off as a free, take a five foot step. Reload his off hand as a free action, draw his main hand and make his full attacks.

GS:
Round 1: full attack 435 damage
Round 2: Reload Main
Round 3: Reload Off and full attack 435 damage
Total: 870 damage

Fighter:
Round 1: Full attack 384 damage
Round 2: Full attack 384 damage
Round 3: Full attack 384 damage
Total: 1152 damage

Quick math, and I'm very tired. So If I'm wrong somewhere, please correct. I also used a basic fighter and not a two handed weapon master, no book atm.

I also figure that the GS has to invest over 256k in his guns, where the fighter only drops 200k and wil probably be running a +5 speed elemental burst weapon. (I'm a fan of +5 speed, defending, bane, weapon myself) Fighter will also have more money for armor and spiffy magic items since the GS has to spend 10g/shot.

If my math is correct, GS has a bigger burst DPS using advanced weapons but will come in behind in the sustained DPS.


Elemental (air) bloodline sorcerers get to treat their charisma as if it were 2 points higher for "all sorcerer class abilities."

What, exactly, does this apply to? Obviously any 3+cha mod abilities are affected, however, does this bonus apply to bonus spells for high charisma and saves?

I'm prone to say yes to both, but I'm more liberal on intrepretations. How it reads sounds like a yes to bonus spells per day, since spells per day would count as class abilities, but not nescessarily to saves.

What is correct?


I'm not sure if this is the right forum for this, but I wanted peoples opinions.

Specifically reguarding Spellcraft, I'm thinking of allowing casters to use their casting stat instead of int. For wizards, the current rules are great, because everthing for a wizard is generated off int.

Spellcraft is knowledge and skill in casting magic. I understand why it is by RAW based on int, but it seems like everyone except wizards are getting shafted.

It makes sense to have the skill that represents a casters skill with magic be based off their primary casting stat.

What say everyone?


6 people marked this as FAQ candidate.

Ok, here are my quandries. I looked, but was unable to find the answers.

Page 548-549 "The DC to create a magic item is 5 + the caster level for the item...The DC to create a magic item increases by +5 for each prerequisite the caster does not meet."

Belt of Giant Strength; CL 8 (DC 13)
Requires Craft Wonderous Item, Bull's Strength.

I don't have Bull's Strength as a spell. The DC to create increases by +5 to 18. Fairly simple. A fourth level wizard could make the check with good reliability.

My concerns revolve around special prerequisites. Boots of Elvenkind require the creator must be an elf. Is that another +5 for not meeting the prerequisite or does not being an elf stop the crafting?

What about weapons and armor? Page 550 states "Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor." Weapons are the same.

Can a crafter ignore meeting this special prerequisite by simply adding a +5 to the craft DC?

I don't know. By RAW, it looks that way. I dont' know if I'd allow it to be that simple. Maybe adding a +5 per 3 cls behind would be closer. CL 10 can make a +3 sword; caster wants to make a +5 sword, the DC increases by +10.

Also, I'm unsure about the "If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met." line. A + 2 speed sword has a CL requirement of CL 6 for the +2 and Cl 9 for speed because speed is a +3 bonus. The caster would need to be CL 9 to create, correct?


I must be missing something. For CRs higher than 20, where can I find the approproate treasure table?


Sword of Subtlety is a +1 short sword that grants a "+4 bonus on its wielder's attack and damage rolls when he is making a sneak attack"

Cost is 22,310gp.

Adding an additional +4 to the weapon costs 48,000gp. Total price for a +5 short sword of subtlety would be 80,310gp. This weapon would get a +9 to attack and damage rolls if used to make a sneak attack.

One of my players...the rogue...has figured this out and wants to do this. I'm not sure if I should ok it.

The bonus granted is unnamed and by RAW should stack with the enhancement bonus of the weapon. The cost is significant and the benefit is useless against anything immune to crits or SA. A +6 weapon costs 72,000g. A +3 Keen flaming burst scimitar costs less and has fewer restrictions.

I just wanted opinions. Something about it bothers me.


I have a question that I need a little clarification on. The availability to higher level spell casting in my current world is limited, but in the biggest cities, it is possible to find a spellcaster with access to 8-9th level spells.

This being said, my party defeated an enemy that was using a +2 adamantine shocking flail. The party fighter is focused in using a longsword and was wondering if he could contract a wizard to change the flail into a longsword.

Do I allow this. The party would have to travel, which they have to do anyway, and track down the wizard, not a terribly hard task.

Spellcasting services are caster level x spell level x 10gp

15x8x10gp= 1200gp

I would say changing weapon types would easily be over 9. What does everyone say?

Would all the magic be the same?


I'm wondering how to do the math on this.

Example: Celestial Armor costs 22,400gp, is +3 armor with a few special abilities. A +3 armor bonus costs 9000gp, so we can assume that the difference of 13,400gp covers the cost of masterwork and magic armor.

By this logic, one could assume that to make the armor a +4 enhancement bonus, the cost would be an additional 7000gp; the difference between a +3 and +4.

OR

Would I use the rule in building an item with multiple abilities?


I just need a clairification. We apply race specific stat mods after we generate our stats using point buy, correct?

Example: 20 point buy.

16 14 13 12 10 10

Elf Wizard: +2 dex +2 int -2 con

Str: 10
Dex: 14 (16)
Con: 13 (11)
Int: 16 (18)
Wis: 12
Cha: 10


Background: Party all have super amazing stats to play with. I didn't realize the difference between PF and 3.5 when I started, so everyone was given 18 16 15 14 13 12. I like Heroic characters. They are all highly geared. The party consists of an elf Bard/fighter/arcane archer, half elf Silver Dragon Sorceress, human Healer Cleric, and a human Rogue 10/druid 4.

Ninja is built with the same stats and was hired by an angry drug lord who the party ruined.

Drow ninja 14 with 14/26/14/12/14/24 stats.

Feats:Improved Initative, Weapon Finesse, Point blank shot, Rapid Shot, Extra Ki x2, and Stealthy.

Ninja Tricks: Vanishing Trick, Flurry of Stars, Forgotten Talent, Pressure Points, Smoke Bomb, Invisible Blade, and Shadow Clone.

Traits: Reactionary and Forlorn.

Ki Pool of 17 ki points.

Ninja purchased bracers of armor +4, 50 +1 bane shurikens (25 Human, 25 Elves) an Elixer of Hiding, Vision, and Tumbling, a Clamor Box, and wand of knock with 10 charges.

Using the amazing skills and +29 to stealth the ninja is able to sneak into the party's headquarters. He waits until late when most of the party is sleeping. The Clamor box is set to give the ninja 1 minute to prepare. He hides in a shadowed corner and waits. Box wakes the party and they run out to investigate, ninja went invisible right before party opens door and activates Shadow Clones.

Surprise round goes to the ninja and he attacks the Sorceress. Her Flat footed AC is 20. He hits her for 36 damage. Ninja wins initiative (rolled a 13+14). He spends a ki point for Flurry of Stars and uses the Rapid shot feat to throw five stars: Elf Bane Shurikens +18/+18/+18/+18/+13 all at the sorceress and all hitting. Each attack deals 9d6+5 totaling around 150 damage and killing the sorceress outright. Nobody else has see invisibility, so they begin hunting. The cleric casts true seeing on himself (no purge). The next round the ninja goes after the archer in the same way, hitting with 4 attacks for 130 damage and reducing the archers dexterity by 4.

It goes downhill from there. Archer is finished off next round and the ninja hides. His elixer makes his stealth +39 and he lays low until he can isolate the party rogue. Same deal and since the ninja is four levels higher, the rogue is not protected by Uncanny Dodge.

The Cleric was the hardest, but after killing all the party's mook guards it was just a matter of time and patience...and not allowing the cleric to regain spells.

They got what they deserved...told me that they didn't fear a ninja.


Page 586 under poison states that "multiple doses of the same poison stack. Contact and injury poison cannot inflict more than one dose at a time."

It goes on to list that a three spiders bite the character in the same round, which increases the DC by 4.

This leads me to believe that three poisoned arrows fired with Drow Poison, a DC 13, would increase the DC of the fortitude save by 4...making the save a DC 17 or fall unconscious for a minute.

If that is correct, my halfling poisoner is disgusting. Two attacks normally, rapid shot, and haste gives him four thrown darts. If he hits with all four he delivers 8 doses of drow poison since he has deadly cocktail. That means that the fortitude save is increased by 14, making the save a DC 27.

Also, I may have missed it, but when does one apply the secondary effect of the poison?


I would like to use firearms in my game, but I would like to make them more realistic and dangerous. I have two options that I'm entertaining.

Revolver: medium weapon, 1d10 damage 19-20/x3 attacks rolled against target touch armor class.

Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.

In both cases, the firearm has six shots before needing to be reloaded and reloads as a full round action. Range increment of 100 feet.

I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game. Guns are not going to be readily available to my players, so I doubt they will be used at all, by the players.


I searched the archives but wasn't able to find what I was looking for, so if there is a link I would find it interesting.

My thoughts are that Deadly Aim, as written, is broken and needs fixing if not being thrown out entirely. It gives an archer too much power, and I favor the archery builds.

For the sake of making this fairly easy, let us set the examples as two ninth level fighters, both with a 16 in strength and dexterity, using a +2 weapon. Both have Armor Training 2 and Weapon Training 2 in their respective weapons. One fighter is using a composite longbow with a strength rating of +3 and the other fighter is using a falchion.

Given: each fighter has weapon focus, greater focus, weapon training 2, a +2 weapon, and a +3 stat bonus to attack.

Each fighter also has Weapon Specialization, Power Attack/Deadly Aim, improved critical. The archer has manyshot, rapid shot, point blank shot, and precise shot. The two handed fighter has furious focus.

Break down:

+9 bab, +3 str/dex, +2 focus, +2 weapon, +2 weapon training. This gives both fighters a +18/+13.

Falchion Fighter: +18/+13 for 2d4+8(15-20/x2)(avg: 13; 26 crit)
Power Attack: +18/+10 for 2d4+17 (avg 23; 46 crit)

Archer Fighter: +18/+13 for 1d8+7 (19-20/x3)(avg 11; 34 crit)
PBS: +19/+14 for 1d8+8 (19-20/x3)(avg 12; 37 crit)
Deadly Aim: +15/+10 for 1d8+13(19-20/x3)(avg 17; 52 crit)
PBS: +16/+11 for 1d8+14(19-20/x3)(avg 18; 55 crit)

Quick comparison: within 30 feet, the archer has a better chance to hit, will do slightly less damage, crits less often but harder. Factor in that Manyshot gives the archer's first arrow counts as two arrow, that gives us:

PBS+Many+Deadly= +16/+11 for 2d8+28/1d8+14.

What if both fighters hit with both attacks but don't critical.

Falchion average damage is 46.
Archer average damage is 54.

*Adding Rapid Shot will reduce the archers attack bonus to +14/+14/+9 that deals 4d8+56 if all the shots hit. That is an average damage of 74 on a full attack with all attacks hitting.

The two handed fighter will almost always do more damage per attack, but with Manyshot and rapid shot, the archer gets one more attack and an extra attacks worth of damage per full attack.

One would argue that the archer takes more penalties and will usually have a lower armor class, which is true, but the archer can do all of this from a range of 110 feet (220 with far shot) and the two handed fighter has to be in the thick of it.

I think that deadly aim needs to be fixed. Make using the feat a standard action, or only giving a -1/+1 per 4 points of BAB, or only working on the first attack of the round and doesn't apply to manyshot.

I could probably have written this better, but I don't usually do comparisons like this. Any other thoughts or breakdowns would be appreciated. Thanks.


I think my skill at creating a villian surpasses my party's ability to play. The party, a cold sorcerous, rogue, Fighter/bard/arcane archer, and Healer Cleric is going after their arch nemesis, a tenth level Antipaladin Vampire.

All things being equal, I don't think my party can win. They have given him enough time to dig in and build a network of allies and underlings. He holds two of the party member's mother hostage. He has given enough clues and blatently targeted information to throw the party into out and out tunnel vision to kill him.

I have warned the party that tenth level the kid gloves came off, they have been playing since 3rd level and know their characters enough that they shouldn't need me to hold back. I also warned them that this nemesis was built like them and was going to be played like the evil mastermind he is.

So, what do I do. Build the encounter/encounters and let the party face likely destruction, or tone down what is supposed to be the major villian they have been after since lvl 6?


5 people marked this as FAQ candidate. Staff response: no reply required.

The Sorcerer of my group has learned Phantom Steed as her third level spell upon attaining 11th level. Teleportation is very limited in my game and one must have actually visited the location to teleport there, so this spell made sense for overland travel.

So, the question is, just how far and fast can she travel? There is nothing in the spell that states that the horse can become fatigued or can't run at x4 speed for an entire day. She has a maxed out movement of 100ft.

Running = 400ft/round.
4000ft/minute.
240000/hour.
45.5 miles/hour
364 miles/8 hour day.

This seems a little rediculous and would need the reasoning that no rider could survive eight hours at that speed without either making an amazing ride check or being completely numb from the waste down.

I think the most fair ruling would be keeping them to a hustle, x2 movement; 182 miles in a day is nothing to scoff at. I am wondering what everyone here thinks. Any ideas are greatly appriciated.


Huh...don't know what happened there. I made a thread and I see nothing here.

Anyway, what is the ruling on using this spell on creatures? The text of the spell says objects, which leads me to believe that a creature on the cloth would cause the spell to fizzle. What does everyone else think?