Gorbacz wrote: Yeah, it's called "common sense". Well obviously. I just find common sense isn't that common. Also, I am used to playing, or with folk who play, pathfinder society, where you are not allowed to deviate from or creatively interpret the rules. I was hoping there was something/anything I could point at.
Under the CRB rules for animals: "Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as they’re frightened." The only exceptions called out explicitly are the warhorse and warpony. For everything else it just refers to the bestiary. If true, this seems to make all animals in the bestiary rather pointless as threats (e.g. T-Rex, Azure Worm). Is there a rule somewhere that says otherwise? A scan of the bestiary turned up nothing obvious.
Continuous armor and saving throw increases should look at the cost for those capabilities and existing magic items first. Just as a continuous mage armor item has to use the +4 armor cost rather than the item formula. Something like:
So the cost for just those 2 is 8000gp (though probably with a small deduction for being alignment limited -10%?) Then you need to work out what the others parts cost. A wayfinder slotted clear spindle ioun stone is another 4500 for the mental effect part. Then there's the cost for the cannot touch/natural attack ability. Not sure what item that most closely resembles. I would say 12500gp with a 10% alignment limitation saving = 11250gp plus whatever the cannot touch ability costs.
Polymorph general rules: "You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."
Stabilize them on negative HP (not dead) or make them undead.
PFSRD: If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever.
1) You pay half the scribing cost to access a spell from an NPC spellcaster in a suitable settlement.
You can take 10 on the learning/understanding part which is usually auto success. You can copy a spell of higher level than you can cast, assuming you can make the spellcraft roll. You always have to pay the scribing cost - on top of any access or scroll purchase costs.
The spell says the target detects as an evil creature for the duration of the spell. Nothing in the spell says it affects the level of the aura. Detect Evil only detects evil creatures of level 5 or above; or evil spells of caster level 6 or above. Therefore a Paladin's Detect Evil ability will not ping on low level recipients of the spell. As there is no obvious benefit of casting this spell at a high caster level, and a potential downside, then this spell will almost always be cast at minimum caster level (level 1), regardless of the casters actual level. It is usually from a wand in any case. Cool. I found a second use for the rule that "You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level." :-)
The See alignment spell doesn't have any level restriction. Though you do have to pick one alignment combo only.
Jeffrey Stop wrote:
This is one case where you really need to reference the PRD, or the latest core PDF, as there has been stealth errata. It is 4HD or less. PRD detect evil
Note that auditing is a duty of a GM at a store or convention game. Quote page 31:
You can confuse them about power levels with clerics auras and neutrals and outsiders - any of which may not be obviously different to look at. [It only detects auras of level 5 and above for normal folk (level 1 for auras of clerics, paladins and outsiders) and neutral folk are a stealth alignment.]
hgsolo wrote: Kind of annoying that this is a 2nd level spell, but it will protect your spell book well enough. And despite its title Book Ward protects any object from liquids, fire and acid for days at a time. Which may be very useful in an underwater campaign.
Note that uses your standard action from _both_ rounds, not a standard and a move. Almost 1 in 5 spells have a casting time longer than a standard action, so its not a short list, and even very experienced folk make mistakes here - and especially when the spell is from a non-core source book. Though the player should absolutely know these things for their spells, especially after first level. It should also be a primary consideration when picking spells to use. GMs tend to know the common first level combat spells so they can guide newbies. But there is no way they can remember the list of 270+ spells. Common spells include: All summons, Sleep, Enlarge Person, Infernal Healing, Hypnotism, Silence.
Alexander_Damocles wrote: Right, but as far as I know, you can split it between two rounds. Use your standard this round, and your move the next, and then it pops. Gets you a bit of extra mobility off of it. No. That would effectively remove the limitation of the 1 round cast. "A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action" "A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed."
Jiggy wrote:
It's the same list that is used for favored enemy. Can you have a favored enemy that includes Aasimars or Tieflings?
Unholy water burns good aligned outsiders. An anti-magic field appears to suppress outsiders spell-like and supernatural abilities. (Though the wording and context is vague.) A couple of magic weapons do extra damage against outsiders: Mace of smiting, sword of the planes. And of course you can get an outsider (good) slaying arrow. Some cleric domain spells do extra damage against specific alignment outsiders eg Unholy Blight.
PRD says "The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified." (see magic item rules) You can use a DC30 Knowledge (arcana) or Knowledge (history) check to identify a command word. (see magic item rules) A DC25 Appraise will tell you that an item has magical properties, though nothing more. A Perception check can tell you the properties of a potion (DC15 + caster level).
Todd Morgan wrote: Is it 6th level or 4th level? The PRD sais 4th level and lower don't have an aura Hmm, stealth errata? Finally clarity. For a long time it overlapped and you had to guess. It used to say:
(the d20PFSRD still says this) With the stealth errata it is now 5th level for normal folk before you can detect an aura
nosig wrote:
Particularly as Share Spells is touch range only. Deliberately putting yourself inside a Black Tentacles area as a caster is hard core.
From my reading of the blurb it looks like its 7 scenarios in total, 25% of the season, though different tiers:
Spoiler:
Wonders in the Weave 1/2 Icebound Outpost Rats of Round Mountain 1/2 Storming the Diamond Gate Portal of the Sacred Rune You have to wonder how much it cost to create when you see how little one casting of the expensive spell makes compared to its size.
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