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Saros Palanthios wrote:

For purposes of Crafting items, are "raw materials" interchangeable between items?

If a PC buys a certain amount of raw materials intending to craft a suit of Full Plate, can they later change their mind and use the same raw materials to craft an Oil of Weightlessness instead? Can a PC "disassemble" a Potion of Healing and then and use the disassembled parts as raw materials to craft a mundane Longsword?

Or should the raw materials used to craft an item be specific to that item in some fashion?

If I were the GM, I'd rule that the raw materials are specific to the type/class of the object unless you had the "mad scientist" trait. So your materials for plate armor can only be used for something involving metal or armor, and even then not all of them will be usable on your new project (25-50% loss in useful parts).

People such as McGuyver, Agatha, etc., can make use of anything :-).


UndeadViking wrote:
Glorf Fei-Hung wrote:
Franz Lunzer wrote:
Take a look at the Falling rules.
These Look fun. One Flying Character Vs Army. Flyer has a bag of holding full of bags of caltrops. Flies 1500 ft above army, and starts dumping the bags of caltrops out on top of the troops below. Safely out of bow/spell range hundreds of spiked objects fall to the ground making troops have to perform dozens of reflex saves to avoid 187 dmg on a success, 375 dmg on a fail, and 750 dmg on a crit fail. on the off chance that someone should actually survive, they are now also surrounded by a field of caltrops to cross!
This rule is in need of tweaking, Paizo! ;)

OK, so the idea that "damage is based on distance, with a max" is assuming standard atmospheric pressure/friction, a normal-sized creature's terminal velocity, and a normal-sized creature mass/velocity (momentum/kinetic energy).

Clearly, a caltrop has lower mass and lower terminal velocity, so it won't do as much damage. But spiking the ground around the army preventing movement? At the least, it will disrupt formations, possibly morale.

The other issue? If I were to take 100 points of damage if I hit the hard ground (doing 100 to me, and 100 to the ground, for 200 points total, right?), but instead hit a much softer body of a foe, then shouldn't it be closer to 200 points total damage, but on a good acrobatics roll my opponent takes the majority of the damage, and I only take a smaller amount? (NB: Because of soft hitting soft, instead of soft hitting hard, there will be less total damage. Unless, of course, it's soft hitting soft hitting hard, and I manage to knock them down. Sheesh. Mechwarrior had DFA rules. Champions had DFA rules at one point (too many flying super heroes :-). Why don't more rules realize that if player can fly, "ramming speed!" means flight bashing.)

This still doesn't account for the case of accelerating down for faster speed, or carrying 600+ pounds of mass in magical carrying bags (it's still impact mass even if I don't have to deal with the weight while flying, right?)


Flying characters, and the ground-based prejudice of strength modifier.

I'm playing a Pathfinder game, where I am running a flying character. And I have recently discovered a ground-based assumption of the rules.

First, I am new to the Pathfinder system.

On two separate occasions, my character has attempted to do a death from above maneuver against an opponent. The first time, I just went along with what the game master said I needed to roll, and did not really understand much of the mechanics. By the second time, I had a little more understanding, enough to understand what was being said, and actually started looking up the rule mechanics.

So here's the problem:

1. Charging into an opponent with the intent of using body weight/momentum as a weapon is not covered anywhere in the system.
2. The bullrush maneuver currently represents a ground-based creature using their strength as leverage against the ground to push someone forward. (This is the closest there is, but there are no rules for damage by knocking them into a wall, nor are there any rules for the damage done being based on momentum, which is different from strength).
3. The overrun maneuver currently represents a ground-based creature using their strength as leverage against the ground to move through another creature, possibly knocking the first creature down (although that is not the primary intent).
4. The charge maneuver, even when tied to bullrush/overrun, only gives a +2 to hit; the wording also seems to imply that while the bullrush/overrun is part of the movement, and you can attack afterwards, the GM (as well as another player that knows the system quite well) said that this was not possible, the bullrush or overrun would be the attack. (Something about needing a second standard action to make the second attack).

For a flying creature, neither bullrush nor overrun work as currently written. If you are flying, strength is meaningless in this context; your ability to use muscles to exert force when you have a solid surface (the ground) to work against is not relevant. What would matter is your acceleration ability -- probably a modifier based on your flight skill, or perhaps something else specific to acceleration. Consider two flyers, or two astronauts, crashing into each other; the ability to knock someone out of the way is more based on your flight ability (or thruster strength) then your ability to push a rock on the ground.

Equally, in general in a death from above situation, you are basically trying to use your body as a projectile weapon -- this implies that it should be a DEX modifier inherently, rather than a strength modifier unless you buy the "all combat Maneuvers are based off of Dex instead of strength" feat.

My problem is that the GM wants to use the rules as written. Based on this, he is not willing to permit a flying creature moving at high speed in a charge downward to actually inflict damage when they crash into someone, and wants me to use strength as a modifier (rather than speed, momentum, Dex, or anything reasonable) to determine success in knocking someone prone.

Can you give some sort of ruling on how flying creatures would use these maneuvers against each other in the air, or against a creature below them on the ground?