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graystone wrote:
Why not get an amulet of mighty fists and get an enchantment bonus that actually bypasses DR's?

I may just opt for that instead. Greater Magic Fang would have been the cheaper solution if I didn't have to rely on becoming CL 20 to cast +5 enhancement bonus. As for bypassing DR, any weapon with an enhancement bonus of +3 or more bypasses certain DR anyway. Such as +3 bypasses cold iron/silver, +4 bypasses adamantine, and +5 bypasses alignment-based (as per Damage Reduction).


Snowblind wrote:
You would improve it by casting Greater Magic Fang on each natural attack and applying permanency to each of them.

So then I would have to wait until CL 20 to be able to apply a +5 enhancement bonus to each natural weapon and make them permanent?


Magic Fang, Great wrote:

Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

Greater magic fang can be made permanent with a permanency spell.

Assume that Greater Magic Fang has been cast on a creature to provide a +1 enhancement bonus on all of its natural weapons (for example, a big cat animal companion's bite and claws). In addition, it has been made permanent with the Permanency spell.

Can the enhancement bonus be improved beyond +1?

If so, how would it be improved? Would you have to get the Craft Magic Arms and Armor feat and use the Creating Magic Weapons rules (ie: bonus squared x 2000 gp)?


AntipodeF wrote:
I could make a CL 19 potion of a 1st level spell

I was reading this as being CL 19, crafting a potion containing a 1st level spell. Which is possible, such as Cure Light Wounds, but the maximum bonus you would get is a +5. That same Cure Light Wounds potion can be used to damage an undead creature. If the undead creature used Spell Resistance (which Cure Light Wounds does have to overcome), then that 1st level potion would get to use the CL 19 to overcome the Spell Resistance.


Campfire Wall Spell

The word "blocks" is misspelled as "bocks":

Quote:
The barrier bocks line of sight,


I was looking through Pathfinder Chronicles: Campaign Setting and Pathfinder Campaign Setting: The Inner Sea World Guide and noticed that each has conflicting information about Leaf Armor.

From Pathfinder Chronicles: Campaign Setting
Cost: 500 gp
Armor Bonus: +3
Maximum Dex Bonus: +8
Armor Check Penalty: 0
Arcane Spell Failure Chance: 10%
Speed (30 ft.): 30 ft.
Speed (20 ft.): 20 ft.
Weight: 10 lbs.

From Pathfinder Campaign Setting: The Inner Sea World Guide
Cost: 500 gp
Armor Bonus: +3
Maximum Dex Bonus: +5
Armor Check Penalty: 0
Arcane Spell Failure Chance: 15%
Speed (30 ft.): 30 ft.
Speed (20 ft.): 20 ft.
Weight: 20 lbs.

I boldfaced the stats that are conflicting. I have seen a few threads claiming that Leaf Armor has the same stats as Studded Leather, but I can't see how that is correct, when Leaf Armor was made by "secret alchemical compounds to treat special leaves", compared to Studded Leather being made up of leather and metal studs. More specifically, leaves weigh less than leather with metal studs.

So which one is correct?


Theconiel wrote:
Your mental stats (INT, WIS, CHA) are unchanged. You lose your +2 bonus to CON, and gain +2 DEX.

Are you saying I would not lose the +2 racial bonus to WIS and the -4 racial penalty to CHA when my character was a duergar?


My 10th level duergar cleric has been reincarnated as a half-elf via the Reincarnate spell.

I understand most of the rules of the spell, except the part about gaining all abilities of the new form:

PRD wrote:
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.

Does this mean that the +2 to any one ability score a half-elf character receives, I can apply to any ability, or it is already set to the +2 to Dexterity via the Reincarnate spell?

Would my half-elf gain the Adaptability racial trait (Skill focus feat for free)?

Would my half-elf gain the Multitalented racial trait?

Thanks for any clarification.


Okay so activating and using the ability is a move action, but also provokes an attack of opportunity. Got it. Thanks.


Quote:
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

My first question is does this power require a standard action to activate and then the teleportation/movement uses a move action?

Second, the ability states that movement does not provoke attacks of opportunity, but does activating the ability provoke since it is a spell-like ability?


Claxon wrote:

Technically, I guess. But since you wrote it yourself I assume you would understand the stuff you write instrinsically. Even if you somehow didn't, I would also assume a character would use read magic to comprehend the scroll as soon as it was finished.

*Note, you can use read magic or spellcraft in order to understand any scroll in advance of its use. It doesn't have to be done at the time the scroll is activated. It is generally presumed that if you purchase a scroll you probably take the time to understand it as soon as it's purchased.

I did not find anything under Creating Magic Items, nor for activating a scroll that would suggest a spellcaster could or could not just easily activate his/her own scroll without the need for Read Magic or Spellcraft check. But I did miss the part for Read Magic that once you use it to decipher the writing, it does not need to be recast when actually activating the scroll. This is a good action to perform outside of combat.

Thanks for the input.


Does a spellcaster that scribed their own scroll still have to decipher the writing, meaning either cast Read Magic or make a Spellcraft check, in order to activate the said scroll?


Looking for clarification. While Sanctuary is in effect, can a cleric cast Bestow Curse on a target without ending Sanctuary or is that considered an attack spell?


Thanks all for the quick response and clarification.


A cleric that chooses the Travel domain receives an increase to base speed by 10 feet. It does not mention this is an enhancement, supernatural ability, or anything else, therefore it just changes it.

Quote:
Slow and Steady: Dwarf/Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Would a Dwarf/Duergar's Slow and Steady racial trait also be affected by the Travel domain speed increase?


Would the Liberation ability found under the Liberation domain allow a cleric to overcome difficult terrain?


Very good. Thanks for the clarification.


PRD wrote:
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Just to clarify, a Monk's spell resistance improves with each level after 13th level or does it remain a static value even after 13th level?


So the monk's move action distance, in this scenario, is limited by what Spider Step (half of Slow Fall distance) dictates, not the monk's land Speed?


Isn't an Acrobatics check to jump normally part of a move action?


For the following questions, assume the character is a 12th level Human monk, with 60 foot Slow Fall, land speed of 70 feet, and meets the requirements for Spider Step.

PRD wrote:

Spider Step

Your physical mastery grants you an impossible stride.
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: As a move action, you can move up to half your slow fall distance across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.

1. If the monk attempts to walk up a 40 foot wall, having Spider Step feat and Slow Fall of 60 feet means the monk only moves 30 feet up the wall, can the monk be allowed an Acrobatics check to jump the remaining 10 feet to surmount the wall?

2. If the action asked in question 1 is allowed, is that jump still considered a vertical jump, or could it be horizontal jump since the monk was walking up the wall as if it was a horizontally flat surface?

Thanks for any input.


I think I answered my own question. Dragon Style states that only the first unarmed strike receives a x1.5 Strength bonus to damage rolls, while Dragon Ferocity mentions a bonus of half (x0.5) of Strength to damage rolls.

This infers that they do stack, because successful attacks after the first unarmed strike are basically x1.5, but the first one gets a x2 (x1.5 from Dragon Style + x0.5 from Dragon Ferocity).


The Keen special ability does not stack with any other effect that expands the threat range. So you have to choose one.

As for the math, if I am correct, the threat range for a Rapier with either the Keen special ability or Improved Critical feat, turns it into a 15-20. Because 18-20 is three steps (18, 19, and 20). Doubling that would be another three steps (15, 16, 17, 18, 19, 20).


Dragon Style allows the first unarmed strike to add x1.5 Strength bonus on damage rolls, while Dragon Ferocity allows any unarmed strike. Does Dragon Ferocity stack with Dragon Style for just the first unarmed strike, making it a x2 Strength bonus?


Very good, thanks for the confirmation.


PRD wrote:
Dragon Ferocity: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Since Dragon Ferocity offers the 1.5x Strength bonus to damage rolls for successful unarmed strikes, would this mean that it also applies to Flurry of Blows as well, since for each successful attack with Flurry of Blows, a monk applies full Strength bonus for the damage rolls?


Thanks all for the clarification.


Monk's Fast Movement wrote:
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

I know that swimming speed being affected by Fast Movement might be a stretch since it does say that only land speed is affected, but what about climbing?


Thanks for confirmation.


I noticed that Rapid Grappler has one of the prerequisites to be Monk level 9. I also noticed that Greater Grapple does not have a Monk level prerequisite, unless I missed it somewhere, maybe an errata or FAQ. I just want to confirm that this is true for Greater Grapple.


Just to be sure, can a character with Craft Wondrous Items feat and the necessary skill (such as Spellcraft) enhance a wondrous item?

For example, take a Bracers of Armor +1 and enhance it further, to +2 and beyond?


Not sure if this the appropriate thread, but my Google-fu has failed me. What is the proper way to pronounce the monk weapon "siangham"?


Thanks for the clarification.

I know the Endure Elements spell protects the target of the spell from -50 to 140 degrees Fahrenheit. What if the character has cold-weather outfit, along with the Endure Elements spell, and the temperature is -51 degrees. Does that mean the character suffers the 1d6 lethal damage per minute of exposure, with no saves for the lethal damage?


Was wondering if the +5 circumstance bonus to Fortitude saving throws against exposure to cold weather stacks with, the Endurance feat's +4 bonus to saves made to avoid nonlethal damage from hot or cold environments?


Yes I understand that, but the feat would better serve its purpose if the skills were class skills. I'm just wondering if anyone else finds this odd.


Not sure if I am missing something, but what is the point of a wizard's familiar granting the Alertness Feat (+2 to Perception and Sense Motive checks) when those skills are not even class skills for a wizard?


You know, when I read Grove of Respite's 20-foot radius, for some reason I interpreted it as 20-ft diameter. Oh well. Thanks for the input anyway.


Was wondering if a the Hide Campsite spell can be used on the Grove of Respite spell. I figure it can be since you can just set up a campsite inside the grove, but looking for some opinions on the matter.


ryric wrote:
Major Doom wrote:
What's an example of a spell-completion magic item?
A scroll.

I thought scrolls are spell-triggered, since after reading them, they trigger the spell stored in them. Yes, no?


What's an example of a spell-completion magic item?


Weirdo wrote:

You are required to have the Craft Wondrous Items feat, which means you must have caster level 3 to qualify for the feat.

The headband is a CL 8 item. That does not mean that you have to be CL 8. Instead, it determines the Spellcraft check you need to make. DC = 5 + CL + 5 per prerequisite you don't have. The only prerequisite is Eagle's Splendor.

If you have that spell or have a friend who can cast it, you make a spellcraft check DC = 5 + 8 = 13.

If you don't have Eagle's Splendor, your check is DC 5 + 8 + 5 = 18.

Either way, you only have to be caster level 3 (to qualify for the craft feat).

Some items such as magic weapons have a caster level as a prerequisite. There is some debate regarding whether these caster level requirements are absolute or whether you can skip them by adding 5 to the DC.

Hold up. So what you are saying that a divine spellcaster (Cleric/Druid) wanted to make a Bag of Holding, that has Craft Wonderous Item feat, but not the arcane spell Secret Chest, the divine spellcaster can just slap a +5 DC for not having the prequisite (the arcane spell), and craft a Bag of Holding to keep his/her divine porn stash somewhere?


Indivar wrote:
To further the question, is the grab only on the bite attack? And, when you look up animals with grab (lion, giant mantis, ect) they typically have a higher cmb for grapple. How is this figured?

This topic was discussed a bit more here:

Animal Companion Pounce Ability Question


Thanks.


For a Large animal companion, such as Big Cat at 7th level, the Rake special attack does 1d6 damage. If the animal companion takes the Improved Natural Attack Feat for claws, increasing the damage the claws do to 1d8. Would the Feat also affect the Rake special attack?


Very good, thanks for the clarification.


Another thing, how does the time required for imbuing magical properties work out concerning the Craft/Spellcraft roll? For example, giving a +3 to armor, which is [(3x3)x1000 gp) = 9000 gp, which would be 9 days of work. Does the check have to be made each day for 9 days or is it you are working 9 days and then you make just one check to beat the DC?


Thanks for the confirmation.


Okay Silverhair. Can I safely assume from your copy & paste of the rules, which I have read before hand, means I can apply the enhancement bonus later down the road when I acquire the funds?

The part about "The DC to create a magic item is 5 + the caster level for the item", if a character wishes to apply a +3 enhancement bonus to the armor, and the requisite that the creator's caster level must be three times the enhancement bonus of the armor, means the caster level is 9, so the DC would be 14?

Also which skill would be used to apply the enhancement bonus? Craft or Spellcraft?


I was wondering if a 9th caster level character had crafted masterwork armor, for example studded leather, but did not have the funds (gold) at the moment to imbue it with any enhancement bonus at all. Is it possible to imbue it with the enhancement bonus at a later time? If so, what would be the Craft/Spellcraft DCs?


Thanks for the information.