Iron Dragon

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Kalindlara wrote:

I believe it can be reactivated multiple times.

Definitely expect table variation on that, though - it's not clear by any means.

It says "at the start of the day" which means once. There's no misinterpreting that.


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There was a template published in a Dragon magazine issue that was called Kaiju, that made super monsters. Combine that with this, and bam, you have Godzilla vs Mecha-Godzilla ;)


_Ozy_ wrote:
You can cut the time in half by increasing the craft DC by +5.

Or not raising it and having 2 people working together on the crafting to half the crafting time. It was that way in 3.5, not sure if it's still that way in pathfinder. I'd think it would be logically, but eh, that's me.


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No DM/GM fiat at all, and no rule that says you can't attack yourself. In fact, logistically, unless you have some palsied problem, hitting yourself would be a free action by reality and RAW. Nothing anywhere stops you from putting your hands on yourself(unless you don't have hands lol). Not even an attack roll as you can't "miss" yourself. So yes, you can attack yourself. Nail in the coffin. Gives new meaning to touching yourself. lol.


D&D had the Green Star Adept that would slowly turn into a construct by eating starmetal as they leveled up. Following the class to just below its zenith, and you'd have all the bonuses of being a construct without being one, i.e. still able to be healed by cure spells, and construct enough to also be healed by repair spells. Might also be a good base for how the race originates.


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I myself never trust using wishes unless the DM you have is honorable. A dishonorable one will corrupt it so your wish either becomes a detriment, or becomes another plot hook that makes more trouble than what it was worth. I've found the best use was as earlier stated, for inherent bonuses, or some ability not normally part of your race. Examples might be, wings, gills, true sight, things of that nature. The interesting part being that due to the nature of the wish making it a part of the character and not a magical bonus, it means all offspring you have will also have said ability. Technically, you could make an entire race based on that premise and still be human with all the bonuses humans get.


LazarX wrote:
Joynt Jezebel wrote:
Entryhazard wrote:
As if Intelligence is related to brain size lol. Why the dragon Whelp has 10 int and still is Small?
In the real world the size of the brain as compared to the size of the animal is very related to intelligence.
Some creatures with very small brains however, like Parrots can make some surprising feats of language, not just in their mimicry, but in their way of relating what they hear to the interaction of the people around them.

Actually to me more concrete, brain size has nothing to do with intelligence. Fact. Here is the link for proof. [url=http://www.smithsonianmag.com/science-nature/why-brain-size-doesnt-correlate-with-intelligence-180947627/?no-ist[/url]

Never tried to link before, not sure if I did it right.


Aydin D'Ampfer wrote:
For the Trip question, this is difficult. A trip attempt uses the weapon, but does not actually "hit". It just succeeds. For me, that means it would not discharge the spell. But expect variation.

Actually, to do a trip, one must connect with the enemy, i.e. touch them, which is all a touch attack needs. So yes, it would indeed discharge the spell. There is no variation in thought on it.


To be completely logical, there is no such thing as good and evil. They are false philosophical human constructs that have no place in the universe other than what mortals conjure from their imagination. The universe does not know good or evil, it only knows existence and non-existence. Logical fact.


James Risner wrote:

Ultimately this is written in a way that you can expect to see table variance. You will need to go over it with your GM and see how he interprets the interaction between these.

Two stances:
"You are protected by armor made of force."

  • It is actual armor, so you can't combine with Monk AC Bonus.

It doesn't list armor ACP/ASF/Max Dex

  • It is not armor, so you can combine with Monk AC Bonus.

I myself have to completely disagree. It's not up to the GM as Force effects don't inhibit a monks AC bonus, fact. So no, there are not 2 stances, there is only one. To the question posed by the OP, it's been answered. It does indeed work with Enduring just as much as having a constant Shield effect, a constant Deflection effect, a constant Insight effect etc. would all combine to give an incredible AC. I once posted it before, but here is the list of bonus types, all of which stack except for a few exception. Not all are for AC obviously, but for the sake of completion I've listed them all.

Ability Modifier
Alchemical Bonus
Armor Bonus
Circumstance Bonus
Competence Modifier
Deflection Bonus
Dodge Bonus
Divine Bonus
Enhancement Bonus
Epic Bonus
Exalted Bonus
Insight Bonus
Luck Modifier
Morale Modifier
Natural Armor Bonus
Perfection Bonus
Profane Modifier(doesn't stack with sacred)
Racial Bonus
Resistance Bonus
Sacred Modifier(doesn't stack with profane)
Shield Bonus
Size Modifier
Untyped Bonus

Remember, bonuses of the same Type don't stack with each other, i.e. 2 Shield spells won't stack. For your monk, you can boost his AC to the stratosphere. Just don't forget that many attacks don't rely on AC. :)


I generally have always made my cohorts either a creature, like a dragon to ride or some some such, or a opposite gender of the race of my character. The first one so it is easier since dragons tend to have access to their hoards, so you don't have to worry about equipping them(they have their own hoards afterall). The 2nd part is more for a roleplaying aspect. The leader and cohort end up having a romance, marry, and then of course, they become a viable member of the party(you wouldn't abandon your spouse right? Right?). One time I even had a dragon cohort that had alter self, married the dragon, and had half dragon babies, effectively combining both and setting the precedence for a generational storyline. Next campaign the character would be the child of the previous one.


I really hope to see something similar to the build within the D&D 3.x where they had one move just under 3x the speed of light(around 2.93). Seeing as Pathfinder is an updated and stronger system, if one cannot do so within the Pathfinder system, then Paizo still has some work to do.


In a related idea, I've always thought it a humorous scenario where an invisible character that is trying to be silent at the same time walks into a room that has broken glass all over the floor. Sure he gets the +20 from being invisible, but he makes one hell of a racket as he is crunching through broken glass on the floor. Even worse if he slips and falls knocking a bunch of stuff over making a clattering of noise. This is why there must be a rules made for what silence does. After all, if you can't muffle the sounds of your footfalls, who cares how invisible you are. The writers have to make a faq for this because if not, they've failed in a reality check. To hammer the point home, using the rules as is, there's nothing stopping a player from carrying on a conversation while invisible and saying "woohoo, I'm invisible, so no matter what I still have this huge bonus and no negative for not being silent."


LazarX wrote:


Unfortunately your conclusion is based on false premises. Pathfinder is NOT D+D 3.75, 3.5, or any version of D+D altogether. It is it's own system, based partly on mechanics used under the Open Game License, and on mechanics invented from Paizo under the same terms.

Only paizo products count as first party. Products produced by WOTC are as much third party as those from SGG.

Not really, since Paizo was part of TSR during many of the books in 3.5, and indeed even made dragon magazine. This is why pathfinder is so close to 3.5 because it was taken directly from it and altered by Paizo since they had the legal ability to do so(since they were part of it originally anyway). Pathfinder is called 3.75 simply because it is a slight update to 3.5. Obviously it's not the official term, but that's what every old school player calls it that I've ever met. Yes, Pathfinder is it's own system, but as I've said, it's not fleshed out enough as 3.5 was. Since the systems are near mirrored, and both were part of Paizo at one time, they're used interchangeably by most of the players I've seen.

Instead of arguing about that, you might refer to why I was asking for advice in the first place. If a book is used by Paizo that would help me flesh out the character concept I have, please let me know. That's the whole point of why I made this thread.


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I play for I enjoy the creation of epic stories and epic characters. The more books, the more material to fully create a well fleshed out world. I highly encourage Paizo to continually add more.


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Berinor wrote:
If you wanted to put a restriction when they're trapped somewhere that they wouldn't be able to get more stuff that would be a reasonable house rule with a nod toward realism.

I can't agree with this on the sole reason that it would be effectively nerfing the caster badly and indeed breaking the class. EX: The party is in a fairly extensive dungeon. After several days, oh no, he has run out of materials in his pouch, now he can cast no spells that have material components and is therefore equal to a much lower level character since he is basically near powerless. The rest of the party is fine an dandy. End EX. See the problem? A DM that does this to his player is garbage for he has effectively unbalanced the system and broken the casters class. Fact. If said DM made the campaign low magic, then for balance purposes, he'd have to make it so they(the players) have ways around magic.


Captain Zoom wrote:

I don't want to sound ungrateful for your taking the time to put your thoughts here, but I suspect the lack of interest comes from you using 3rd Party stuff. My guess is that most of the people who visit Pathfinder Advice are primarily interested in Paizo-Pathfinder stuff (not to say that there aren't those who like 3rd party).

You could try posting this in Compatible Products From Other Publishers.

Otherwise, give it a few more days and I'm sure someone will provide you with an opinion about your build.

Actually, none of it is 3rd party. Since pathfinder is technically d&d 3.75, most of what I use is 3.5 since 3.5 is more flushed out than pathfinder is insofar. Paizo used to be part of the 3.5 system so it is still technically part of paizo i.e. pathfinder canon. Now if paizo does eventually get enough material in new books to include enough for me to make characters with only pathfinder stuff, then I'd leave 3.5 behind. As is, I use both since both are canon.

Just curious though, do you yourself have any suggestions on changes or whatnot to make the cyborg build better? I don't want him to be an android, since that is a total construct. That's why I built it as a human that slowly incorporates more and more cybernetics until he becomes a cyborg. Human with cybernetic parts.


No one has any suggestions?


I started a thread about the Technology Guide here http://paizo.com/threads/rzs2rl0i?Technology-guide-question#28

I said on it I'd post the build.

artificer8/renegade mastermaker2/artificer1/green star adept9

1 feat: exotic weapon proficiency(firearms)
human bonus feat: extraordinary artisan -25% cost
flaw: feat: gunsmithing
flaw: feat: exceptional artisan -25% time
trait: awakened from stasis, only needs 2 hours of sleep a night/day
trait: deft dodger +1 reflex
2 bonus feat: scribe scroll
3 feat: skill focus(UMD)
bonus feat: brew potion trade out feat: weapon focus(gun)
bonus feat: improved critical
4 bonus feat: craft wondrous item
5 bonus feat: craft technological(magic/trade) arms and armor
feat: point blank shot
trait: hedge magician, -5% cost to crafting
7 bonus feat: craft wand
feat: technologist
8 bonus feat: craft cybertech
9 feat: precise shot
11 bonus feat: craft rod
feat: craft technological item
13 feat: weapon specialization(gun)
15 feat: improved toughness
17 feat: insightful reflexes or lightning reflexes
19 feat:

How does it look so far? If you have any questions and/or suggestions, let me know. As an artificer, he is adept at creating mechanical things which fits the flavor of a ironman/cyborg character. With reneage mastermaker, he starts the process of augmenting his body with cybernetic implants. This build makes it so he gains all of the benefits of being a construct without the weaknesses.


blackbloodtroll wrote:

I would start a new thread in the Advice Forum.

That's where you can get advice on your build.

Good idea, I'll just link this thread in it so it is known how the idea started.


That Crazy Alchemist wrote:


I consider "houserule" and "homebrew" two different things. Houserule is a ruling that consistently stands for as long as that GM is playing. There is nothing wrong with those you are right. "Homebrew" is something totally made up by the GM. I don't like these. In small amounts they are ok, say, a new monster we've never seen. But I hate it when GM's make up most of the stuff we see: new classes, feats, new rules systems, ALL new monsters. It's basically just playing make-believe at that point rather than an actual game with a published ruleset.

That's exactly what I was dealing with. Even the way skills worked was getting flip flopped constantly. If too many houserules are brought in, it starts altering the fundamental rulesets, and you're no longer playing the game. You're playing an amorphic frankenstein where no one understands the world anymore. Normal small scale houserules I can handle, houserules that turn into homebrew I can't.


thorin001 wrote:


There is nothing wrong with a few house rules. Hell, Pathfinder cannot exist without them because sometimes there are different legitimate interpretations of a rule, so for consistency your house rule is that it will be one of them. But house rules should be stable.

Exactly. A DM/GM that can't stay consistent with their own house rules is not a good DM/GM. I'm a big believer in honor, and one that can't be consistent and honest, is one without any honor. My mantra is a human without honor is no better than a talking monkey. I live in Louisville Ky, so if one wants a player that is logical and actually follows the rules consistently, I'm free :)


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LazarX wrote:


Meilken. There is nothing "ironclad" to beat your DM with. Ultimately after everything is said and done, his ruling is the one that stands. The message board forums aren't a board of appeals for a DM's decision you don't agree with, or even a decision I might not agree with.

Not sure if pathfinder has the same clause that the 3.5 D&D DMG pg 6 has, but on it, it states "A DM must follow the rules in the publications unless he has a good logical reason to go against them." In other words, someone stating "rule zero, I can do whatever I want because I'm the DM" is false. It's also the same for one who wishes to be a true leader. One must have a good logical reasoning for changing something against the rules. If they do not, than their stance is by definition illogical and bad. That is ironclad as you say for it is pure logic going by the stated rules of the system. This is why I enjoy going to these forums, for it allows others to give their own insights and interpretations. That is what makes a good player, and a good DM/GM. One that can give a rational, logical, good reasoning for their stance. So with what I said my previous DM/GM did, it shows that he was in fact, a bad DM/GM. One must be consistent, honest, follow the rules, and make logical, rational, unbiased decisions, in order to be a true leader.

The only good thing my previous DM/GM did well was story telling. His story was good, but everything else he did was bad. That's not an opinion. The texts of the rule books agree. Ironclad.

Incidentally, I hate homebrew ;) That's why I like consistency in following structured rules.


Last update. The campaign failed for me. Can't say about the other players. Probably not for them since they were all new players so eh. Over the course of 10 levels, the DM/GM changed the house rules 4 times, was never consistent, made lots of mistakes with the fundamental rules of the system, and called me a cheater. I finally gave up when he told me I'd have to re-roll my stats and hps. Even though both stats and hps were rolled in front of him using his own dice, he said I must have cheated. So not only would I have had to re-roll my stats/hps, he also said I'd not be the one to do so, but that the other players would be the ones to do the re-rolls for me. That's when I quit. Thanks anyway guys. Now I'm looking for a new group, but haven't really seen any. So have been spending my time as I always do in creating different characters. My latest ones were Iceman from Marvel, and Cyborg from DC. Is always fun to make characters, but loads more to get to use them. Hope you all the best, thanks again.


Bandw2 wrote:
Meiliken wrote:
Ravingdork wrote:
graystone wrote:
Bandw2 wrote:
recharging batteries, regardless of the source, have a 20% chance of making them explode.
That's why you ignore the battery and recharge the item itself. No explosion chance then.
Yeah, that's one of my favorite tricks.
I think that's the route I'm going to take. Craft solar panels to extend during the day, similar to how a caster prepares spells, only I'll require a light source. At least until the PC encounters a robot for pillage lol

or this

(a engine that runs on heat, even as little as human heat, that can be used to create electricity, like any motor that creates torque)

Or a machine that generates energy simply due to the body that moves. Lots of tech today that does so(which was part of my original idea of the human body producing it). I think you just gave me the best idea, thanks a million :) Looking at the generators in the books, a human generating energy would probably be far less than the ones presented in the book but still enough to work for what I'm aiming for. Just need to figure out a mechanic for how much. Turning him into a lightning rod is another idea that would make him absorb lightning. Once I have it all compiled, I'll post the build for others to look at for tweaks. Hoping to make him into a combination of Tony Stark(Iron Man) and Cyborg(DC comics).


Ravingdork wrote:
graystone wrote:
Bandw2 wrote:
recharging batteries, regardless of the source, have a 20% chance of making them explode.
That's why you ignore the battery and recharge the item itself. No explosion chance then.
Yeah, that's one of my favorite tricks.

I think that's the route I'm going to take. Craft solar panels to extend during the day, similar to how a caster prepares spells, only I'll require a light source. At least until the PC encounters a robot for pillage lol


Bob Bob Bob wrote:

So, in case you didn't notice from the Tech Guide, all generators are listed in the "artifacts" section. They're meant to be super rare so that outside of Numeria and the Technic League nobody has infinite power. You also can't move them. So we're breaking significant design choices by doing this.

"This" is at-will command word activated Recharge spell. It's 14,400 for the spell (bard list) and somewhere between 25,000 and 125,000 for the material component. I can't tell whether you're supposed to add the material component cost for each daily use, or just once if it's a daily use item. This will let you generate 4 charges for a battery (with a 20% chance of exploding the battery, same as generators) or 2 charges to any tech item (no chance of explosion unless it's timeworn).

I suppose I could always have the character craft solar panels to attach to his body reminiscent of Wall-E lol. Or craft an item that has a continuous recharge spell on it, since it does say one can craft items with a spell as a mechanical term instead of being an actual spell. In any event, generators are also inside robot bodies, so could always find a robot, break it open and take the generator lol.


Diekssus wrote:
If your definition of logical scientific reasoning involves considering fantasy science, then yes. For one most of the bodies "electrical pulses" are electro-chemical, which is nowhere near the same as the power you would need for a device. secondly, I did say, efficient battery, so even if there are "electric" pulses in our bodies, that does not mean that we make any sort of usefull excess energy. And those are just the problems with what your saying I'm hopefully assuming are not going over your head.

Exactly why I figured that when a body has cybernetic arms/legs, the body can only power the natural functions of said items, and nothing above that. Basically a body simply doesn't produce a strong enough charge, so I'd need another way to keep something charged, like a sonic blaster or some such. That's why I'm wondering if getting shot by a lightning bolt would charge his systems. Seems logical, and indeed could have the adverse effect of an overcharge. Either that or building a generator into his body. So far I've not seen any write ups in the book on how to determine the installations of generators. Unless others have seen the Iron Gods Path books(which I've not), wondering if those have more information on generators.


Bob Bob Bob wrote:
If you're asking for help adjudicating how much "charge" the body provides, the answer is none. Period. The cybernetic parts don't use a charge, therefore they aren't provided one. How they move and work is fluff we're rationalizing after the fact. All a cybernetic arm provides is a +5 CMD against disarm for a weapon held in that hand, it doesn't even let you punch without penalty (like the steampunk arm). The precedent on using inbuilt power sources is presumably taken from the bestiary part, where it also says that all of the robots have a generator inside of them. So unless your character implants a generator, the body doesn't provide power. Even if the body does provide some form of power to cybertech it doesn't provide enough power to be counted as one "charge".

That's exactly what I'm looking for. The part about a generator implanted in the body sounds interesting, but since that means a robot would have to be destroyed first to get one, it leads one to wonder about their construction in the first place as the books don't have a DC for it.

Bob Bob Bob wrote:


If you want help rationalizing why, I seem to recall something about peak charge batteries (or something similar) which let you store a lot of power and release it all at once, but then required a lot of recharging to get back to that level. They were for lasers, so you could fire a strong laser blast but then had to wait for it to slowly charge. So everything that uses a charge uses that, but all the other stuff just uses normal, long-term batteries.

I like that idea since it would be like power attack of an energy blast only used during an emergency.

Bob Bob Bob wrote:


Now, so I'm not just raining on your parade, there may be an alternative (provided you can get the DM to agree to it). Treat the human body as a generator, one with zero charges. That would let you use the "exceed yield" option to draw power from your body, with a small chance of shutting down or exploding.

A good question as a corollary, if a cyborg has a battery built in, and charges are electricity, could a lightning strike recharge the battery?

Incidentally, I think in regards to the body creating an electric charge for implants like arms and legs and such, it only has enough to power those items as it would normal arms or legs. Anything outside of its normal functions would need more power than what the body makes on its own. So yes, probably a built in generator. Maybe solar panels or something. Basically looking for ways a cyborg can power himself and anything attached to him, without the need of finding the rare generator. I tried looking at the android template, and it doesn't even have a generator, which makes one think it should power down without one. I dunno.


Bob Bob Bob wrote:

I'm not sure what cybertech you're looking at, the only weapon one I could find was Implanted Weaponry and says "A single light melee weapon or one-handed firearm can be implanted in an arm or cybernetic arm." It's not a cybernetic weapon, it's a weapon you put inside of you. It even explicitly says that doing it to a cybernetic arm doesn't count against your implantation limit. That seems to imply that Implanted Weaponry is mostly just hollowing out a space, less so providing power. I mean, it can only "draw" light weapons or open a little hole for a ranged weapon to shoot out of. It can't handle one-handed weapons, it doesn't make bullets (or powder, or anything about a firearm). "Melee weapons extend or retract as a swift action. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. " Really makes a point that they otherwise work normally, just jammed in your forearm.

Wasn't planning on using something as archaic as bullets and gunpowder. Technology, and energy weapons are the way to go which fits for a futuristic cyborg character. Once a cybernetic arm is implanted, the arm itself becomes the pc's arm. The arm itself is powered by the humans body, which sets the precedence of an electrically powered weapon working off of the implanted human. Just really looking for ideas really on adjudicating how much of a charge the body provides for weapons.


Diekssus wrote:


Also they whole matrix thing of humans are effective batteries is complete b+#@&+*s. And the idea of a human body being able to power a energy blaster is hilarious at best.

Hmm, not really. The human body in fact runs on electrical impulses called synapses. Even muscle contractions run off of impulses. So yes, the body does indeed run on and produce electrical impulses. This is why when one gets electrocuted, their body goes rigid, every muscle in the body gets activated at the same time. With that in mind, it goes to reason that connecting the electrical items to the humans body, they do indeed get power from the body. That's logical and scientific reasoning. Now the book may not say the body does so, but it does say that a weapon connected to a power source uses that instead of its own. And since the body is a power source, that means by RAW, the body can power a weapon. The only thing is getting the interface for it. Hence, creating a cyborg as is my original question as well as how much of a charge it might create for said weapons. As for a human body generating power for an energy blast being hilarious? You do realize this is a fantasy game right?


Malwing wrote:
I presumed that cybertech used the character that it's attached to as a power source.

That's what I'm thinking. Kinda along the same lines as the Matrix said about using humans as a power source. I'm looking to make the cyborg have inbuilt weapons, and since those have a limit on number of shots before being recharged, I'm thinking of using the rules in the system that say an inbuilt weapon doesn't use its own charge, but the energy of the host. I may adjudicate it as using the charge of the weapon, and the body slowly recharges the weapon, perhaps 1 charge per hour or some such. As the Technology Guide is still somewhat new, I'm hoping there will be some follow-up rules for it soon.

Oh and Eltacolibre, the cybertech doesn't use power cells, but weapons and some of the other items do. This is why my quandary of if they use the humans bio-energy. I'm working on making an artificer that slowly transforms his own body into a cyborg effectively making him immortal where he'll be part man, part machine, still human, without the weaknesses of being a construct.


I recently picked up the Technology Guide, and one thing I'm looking to do is to create a cyborg pc. Now since everything in it seems to need to use power cells to function, is there anything that makes it so the cyborg powers it with his own bodily system, like eating, heartbeats, cerebral synapses, etc.? Thanks ahead of time.


Meiliken wrote:
DrakeRoberts wrote:

Well, more to the point, where does he draw the line on levitate keeping you from moving? Clearly you can move your arms as you can attack. Clearly you can jostle and bob as subsequent attacks cause you increasing attack penalties from exactly that. Also clearly you can move yourself horizontally by pulling yourself along walls or whatnot (also stated in the spell). Is he basically saying that the levitatee can move freely on their own accord (at least given something to push off of?) but that others can't move the levitatee? Or is his point something else entirely?

I'd love to drag physics into this, but I normally am horribly against dragging physics into Pathfinder magic, and it's not a good policy to do something like that when it's only to your benefit. :)

He says that the line "You can't move the target except by pushing along a wall" meaning one can't move the object unless they have something to push against. That's when I said to him "so you're saying you can levitate something, and even hurricane force winds couldn't move it because it's not pushing against something else?" I told him it doesn't make any sense. But he refused to budge, so eh, guess I'll just use it myself to break the system. My character is a warlock with flight. Guess that means nothing(except myself) can move me once I'm in the air, including something doing a bull rush type of action in the air. I guess if we go into extremes with physics, if the object is really stuck there, the natural rotation and orbit of the planet around the sun would make the object fly super fast away since it is, ya know, stuck in position unless of course the caster of levitate wills it up and down.

lol, even worse, not just the rotation/orbit of the planet, the orbit/rotation of the solar system, the orbit/rotation of the galaxy. The moment one would cast levitate, their speed of thought wouldn't be fast enough to send the synapse to tell the target to move for they'd speed away so fast off the planet, out of the solar system, out of the galaxy before they'd even be able to make the decision hahahaha.


DrakeRoberts wrote:

Well, more to the point, where does he draw the line on levitate keeping you from moving? Clearly you can move your arms as you can attack. Clearly you can jostle and bob as subsequent attacks cause you increasing attack penalties from exactly that. Also clearly you can move yourself horizontally by pulling yourself along walls or whatnot (also stated in the spell). Is he basically saying that the levitatee can move freely on their own accord (at least given something to push off of?) but that others can't move the levitatee? Or is his point something else entirely?

I'd love to drag physics into this, but I normally am horribly against dragging physics into Pathfinder magic, and it's not a good policy to do something like that when it's only to your benefit. :)

He says that the line "You can't move the target except by pushing along a wall" meaning one can't move the object unless they have something to push against. That's when I said to him "so you're saying you can levitate something, and even hurricane force winds couldn't move it because it's not pushing against something else?" I told him it doesn't make any sense. But he refused to budge, so eh, guess I'll just use it myself to break the system. My character is a warlock with flight. Guess that means nothing(except myself) can move me once I'm in the air, including something doing a bull rush type of action in the air. I guess if we go into extremes with physics, if the object is really stuck there, the natural rotation and orbit of the planet around the sun would make the object fly super fast away since it is, ya know, stuck in position unless of course the caster of levitate wills it up and down.


Aye, I know I'm correct. The circumstances are this. We have a ship that has been enchanted with a permanent levitation ability. I told him, yes, the spell can only move it up and down, but any other force can move it forwards/backwards/side-to-side, like the wind or some such. He kept saying the text "You cannot move the target foward" as if it was literally stuck in position. I said to him, "so if you levitated the ship, you actually think that hurricane force winds would have no effect on it huh?" Which of course he thinks it wouldn't. Basically, the ship is a folding boat, and we were trying to go silently by a sleeping dragon, so we came up with the idea of using the ship(in dinghy form) to silently glide by levitating it, and my character(that can fly) to push it. That's where the argument came up.


Got a new one for you all. I have a DM who thinks that when using the Levitate spell, one can't do a physical push on the target to move it forwards/backwards/side-to-side. I told him that where the spell specifically says "You cannot move the recipient horizontally" means that the caster can't, but another force, like someone pushing or the wind could push the target. He refused to accept that. So here I am again asking the Paizo community to rectify this.


I'd go with X-man Nate Grey, for the limitless psi power to create anything out of psi energy or destroy an entire universe by thinking it lol.


Eigengrau wrote:
Meiliken I apologize and have edited my post accordingly.

It's all good. No worry. That's why I like discussing things. I consider myself a logical thinker, but I fail my spot/perception checks sometimes lol.


Eigengrau wrote:


You sir, are either Trolling or completely operating a version of DnD where there is no regard to rules from any of the books.

Explosive Spell, as you most likely know already, does not or has it ever qualified to work on Magic Missile.

Explosive Spell
( Complete Arcane, p. 79)

[Metamagic]

You can cast spells that blast creatures off their feet.
Prerequisite

Benefit

On a failed Refl ex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defi ned by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the...

No need to be insulting nor make snarky assumptions. I'm not trolling in the least. I actually did miss that line about it needing to be a spell that already has an explosive effect. I assumed it meant the feat made the spell it was put on explosive. I originally thought it meant they would be pushed to the limit of the range of MM, but thinking about it in the wording, I can see the point. The DM I played under used the interpretation I stated, but I can see how it can go the other way.


Scott Wilhelm wrote:


I don' think Magic Missile is a ray, that's part of what makes it awesome: rays require an attack roll, and MMs don't.

But you get multiple Missiles as you gain levels, and you always use them to strike any number of targets you want, 1 target/missile. You should be able to get around the 5 missile limit with the Heighten Spell Feat.

Heh, you've been ninja'd by others already, aye, it's not a ray.

Another good idea I used once with MM was putting Explosive Spell on it, so each missile knocks an opponent backward, and could knock them prone. With 5 missiles, you can possibly work as crowd control with a simple MM lol. Twin Spell and Explosive Spell, and you can be attempting to knock down 10 opponents every round ;) Add another called Doublecast, and now you're firing off 20 MM a round, divide that up among 5 enemies and they have to each make 4 reflex saves to remain standing. and of course, falling prone causes AoO lol.


Imbicatus wrote:


Not, it was based on Hank The Ranger from the D&D cartoon. Taulmaril was based on it.

Heh, I never watched the cartoon myself so eh. I didn't know which came first no biggie. Good to know.


Lastoth wrote:


If they need to clarify further on that for you, then they would need a six inch thick additional errata to assure you frogs don't count as dragons, and bows are not two handed swords.

Doesn't take that much to simply make a type attached to something so fluff doesn't have to be created. Kazaan said what was on my mind, it doesn't reference anything, doesn't even really need aiming. It simply finds the target even if you turned around and closed your eyes, can even go around corners. With how it moves, it really doesn't behave like a missile despite the name. More like a flying snake lol. I only wish a type attached for the reason I stated originally. So it can't be called a ray, and those feats I originally suggested being used. I agree with all of what everyone has said about it not being a ray, but with no type it's up to fluff, which is why I think it needs errated.


Imbicatus wrote:

Pathfinder is not D&D. It's not 3.5, it's not 2nd Edition, and it certainly is not the mashup of Basic and 1st Edition with Unearthed Arcana that the cartoon was based on.

Relying on a description of how a magic item from a cartoon in 1983 used Magic Missile to call Magic Missile a ray in Pathfinder 20 years later gobsmacks me.

This entire posting didn't make sense. I referenced Hanks Bow. Hanks Bow was created by WoTC as an approximation of Cattie Brie's bow Taulmaril, not from UA, or a cartoon but from a series of books set during the Time of Troubles that pushed 2nd into 3rd. Fans asked for it, and they made it. Additionally, Pathfinder is indeed a mashup of all previous editions as Paizo was once part of WoTC and wrote for those editions before Pathfinder came out of which it is based. Paizo basically improved on the previous editions and created Pathfinder which is why most refer to it as 3.75. Just FYI ;)


RAW may say it must be a box or a ring/amulet or similar item, but as I said, an amulet is simply a small rounded piece of metal with a chain attached to it. An example of this is Pirates of the Caribbean and the coin that was turned into a medallion(amulet). So as a point of fact, a coin is a valid target as the writings are simply inscribed onto the coin. Then surround it with worthless metal like electrum, and line of effect is blocked so no one can detect it. To make it more confusing, enchant the "electrum" coin to give a luck bonus, then Harden/Nystul's Magic Aura it so if one tries to detect it and does punch through the aura, they will think "awesome, I got a luck coin!"

There is another type of phylactery in Sandstorm where you split it 7 times, probably where that talentless hack of a writer got her idea from.

As for attaching it to people, that's easy, implants. Just under the skin. The person is "unnaturally" lucky lol.


Bob of Westgate wrote:


They aren't rays. They have never been rays. The answer is in the name itself. Magic MISSILE. as opposed to something like Scorching RAY. I've always pictured them like the Proton Torpedos luke launches from his X-wing. Spheres of pure force energy that streak forth and change trajectory to strike their target

Aye, I suppose that means they turn into literal arrows of energy since Hanks Bow uses magic missile to create it's arrows of force. Still, it does need to be specified in the description of it. That's why I was saying it could be a ray or not since there is no Type attributed to it. It flat out needs a type attached to it for simplicity sake so one doesn't have to make up a fluff for it. An errata is needed.


I ask for Xvarts, the evil smurfs. They were printed in Dragon when it was being written by Paizo so it is well within your power to bring it over. Good job overall. Pathfinder is becoming my fav system to date.


Eigengrau wrote:
Meiliken wrote:
Gregory Connolly wrote:

Human Tattooed Sorcerer (Orc) 1/ Admixture Evoker X is probably the strongest. You want both Magical Lineage and Wayang Spellhunter. You are going to want Toppling Spell, Disruptive Spell, Dazing Spell, Heighten Spell and Quicken Spell by level 6. You will want other spells too of course. Flaming Sphere and Snapdragon Fireworks are good once you have all the metamagic and Dispel Magic is going to become mandatory to clear Shield spells.

Magic Missile is not the strongest spell, you have to optimize pretty hard to stay effective in moderately optimized groups.

That's where metemagics are awesome. Since magic missile is technically a ray, you can Split Ray, and Twin Spell, and Recast, to become a machine gun with magic missile. Then grab a feat to add your casting stat on damage for each missile, and you're golden. Or be a Warmage ;)

I do miss the Warmage class and I'd like to see Pathfinder make a conversion.

Magic Missile never ever was considered a RAY even in DnD in all of its versions. Rays require attack rolls.

It may not say it's a ray, but it's a dart that requires you point your finger at the target, so what would you consider it's type to be? Oddly, it doesn't seem to even give it a type, but the explanation of it seems like a ray. Just because something is Seeking doesn't mean it can't be a ray without an attack roll. I wonder if there is a ruling by a designer or an errata for it. It really does need a type so it can be classified officially.

On a related note, I miss the warmage too, which is why most games I play in combine 3.5 and pathfinder.


Just wanted to put a little science into this. For Glitterdust to sparkle, there must be light of some kind for the light waves to bounce off. In darkness, glitterdust is useless even with darkvision. Darkvision does not create light for the sparkles to reflect light. Further darkvision is only in black and white. Darkvision would negate the shadows, the target is invisible with dust on him but the dust gives no sparkles since there is no light to reflect it. Science wins, he's still invisible.


Gregory Connolly wrote:

Human Tattooed Sorcerer (Orc) 1/ Admixture Evoker X is probably the strongest. You want both Magical Lineage and Wayang Spellhunter. You are going to want Toppling Spell, Disruptive Spell, Dazing Spell, Heighten Spell and Quicken Spell by level 6. You will want other spells too of course. Flaming Sphere and Snapdragon Fireworks are good once you have all the metamagic and Dispel Magic is going to become mandatory to clear Shield spells.

Magic Missile is not the strongest spell, you have to optimize pretty hard to stay effective in moderately optimized groups.

That's where metemagics are awesome. Since magic missile is technically a ray, you can Split Ray, and Twin Spell, and Recast, to become a machine gun with magic missile. Then grab a feat to add your casting stat on damage for each missile, and you're golden. Or be a Warmage ;)

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