Lady Asharah wrote:
Okay I think I understand now. So with your description plus the way the rules read it seems like this would be the way each day would add up.Assume the Business as a whole can make 130gp 20goods 30influence 20 labor 20 magic in modifiers and we take 10 on all checks. I choose to take the "Running a business" downtime activity and make a skilled earning capital check for magic. My skill modifier is 20, I take a 10 on the roll and get +10 for Running the business. Each day would result in 14gp, 3goods, 4influence, 3labor, 3magic + 4magic (from my check) So if the GM does approve letting more than one of us "Run the business" we're only getting +1 capital net per person anyway which would not be game-breaking for a day of downtime spent.
My playgroup has one large building adventuring guild with many many rooms.
There is a downtime activity "Run a business" can more than one person take that action for the same building assuming it has multiple owners. Mechanically,
What is the point of Elemental Annihilator (Archetype)?
Maybe I don't understand how this works but it looks like Elemental Annihilator (Archetype) damage never scales and they cannot use any other Form or Substance infusions if they use Flurry of Devastation which looks like it would be the only reason to play an EA in the 1st place. Can anyone explain the benefit to me? Is it just flavor and the concept of being able to RP the character? Mechanically I don't get it.
Quintain wrote:
Haha, awesome, thanks. Would this work though since you can only get one AOO from a single trigger? How would this loop?
Johnny_Devo wrote:
Doesn't a composite blast scale to 2d6+2 / 2 levels for normal kinetecists? So at Kinetecist 6) shouldn't it be 6d6+6 + bonuses and infusions? which would be a lot more than the EA since they always do 1d8 per attack even if using composite blasts?
Texas Snyper wrote: Outside of combat reflexes or other things to give you more, you have one AoO per turn. Provoking an AoO and having an AoO available to swing are two different things. Just because an opponent provoked doesn't give you more AoOs. Good Catch. I'll edit this to assume all have combat reflexes too.
Setup: 3 characters
Outflank:
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Paired Opportunist:
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Gang Up:
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. [--][A1][--] Let's assume this positioning and that the two flanking
What happens if Ally 1 gets a crit and then A2 and A3 crit on their AOOs? How many attacks would trigger and from whom? Could you infinitely chain if you continuously scored critical hits?
I'm new to PFS and have a couple of questions about the rules.
EDIT: I think I might have found my answer for 1-3 below. I reread the new player guide and saw this little bit... Quote:
I assume for number 1 the answer is yes since a +1 magic weapon is greater than a masterwork weapon. 1) Do I need fame to purchase things like a masterwork weapon?
2) Can I purchase items off my chronicle sheets at any time regardless of my fame? 3) Can I purchase items from the always available list regardless of my fame? So that leaves this question.
Can someone please explain how this special weapon works? Here is the description from the PRD online.
Spoiler:
The blade of this +2 wounding dagger is brightly polished. Even when drenched in a victim's blood, it appears clean and dry moments later, as though it has been newly cleaned.
A bloodthirst dagger rewards its wielder most when used relentlessly against a single target. When attacking a creature that is still bleeding from the bloodthirst dagger's wounding property, the dagger deals an additional +1 point of damage against the target for each bleeding wound the creature possesses (maximum +10). Whenever the wielder of bloodthirst confirms a critical hit with the weapon, she can choose to deal 1d6 points of additional damage for each still-bleeding wound the target possesses (maximum +5d6 damage). This additional damage is not multiplied by the critical hit, but is in addition to the damage normally added for bleeding wounds. Dealing this damage immediately heals all bleeding wounds possessed by the wielder. Then the wounding property says this in the PRD.
Spoiler:
This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Q1) Does the 2nd hit of a wounding weapon...
I'm trying to figure out what makes this good versus just getting something with a couple of extra 1d6 bonuses like Flaming and Frost.
Which of these abilities can I combine?
(1) Fighting Defensively -4 atk, +3 AC (dodge)
If I am adjacent to an enemy can I Feint as a Move action to drop the enemies AC by removing the dex bonus to AC and making it flat-footed and then attempt to fight defensively because I'm an expert in combat and try to dodge the enemies blows and land a powerful attack as a vital strike on my target. -14 atk, +8 AC (dodge), +10 dmg, 4x dice roll
Does the bonus from Furious and Bane stack with each other and with the natural enhancement bonus of the weapon? I know that a +5 (Dragon) Bane works as a +7 weapon against dragons.
DM_Blake thanks again for the detailed response. Your 1st reply makes a lot more sense to me now. So this is what I understand now from the responses. 1) So the CL at the top of a Special Ability is an arbitrary CL and doesn't count towards the special crafting rule for weapons since the Special Ability doesn't list the CL as part of the requirements line at the bottom.
Ex. +1 Rapier of Wounding, set to CL7 - DC 12 to craft it if my CL is 7 or more. Upgrade the +1 Rapier of Wounding CL7 to +3 Keen Rapier of Wounding Speed CL20 and the DC would be 25 if my CL is 20 or DC 30 if my CL is lower than 20. All that sound right as a recap?
From the FAQ:
Quote:
Can someone explain this specifically in the example of a bane weapon? #1 How does a +5 Flaming Dragon-Bane Dagger of Speed work? This should be a +10 bonus-equivalent (+5 enhancement, +1 from Flaming, +1 from Dragon-bane, +3 from speed)? When I'm fighting a Dragon does this break the +10 bonus-equivalent maximum and become a +11 (+7 enhancement, +1 from Flaming, +3 from speed)? If so is it allowed?
Thank you for your response DM_Blake Okay so on this page of the PRD. http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html Under the heading "Creating Magic Weapons" about half way down the page where it says Quote: Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities. That does not add +5 DC even though it's a special added prerequisite for creating weapons and armor? Just found this on the FAQ here. http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qbz Quote:
Chemlak wrote:
Chemlak, thank you for the great responses. I don't know how to personal message on these forums so I'll post a follow-up question here. #1
Quote: Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities. #4 From the FAQ it looks like maybe I could apply this information they used for the Pearl of Power to a weapon in the same way to alter the CL of the weapon which is normally the higher special ability bonus CL. Does this seem reasonable or no?Like in my example of setting a +1 Wounding Rapier to CL7 by casting bleed into it at CL7?
Quote:
Setup - I am taking Master Craftsman feat at level 5 and Craft Magical Arms and Armor at level 7. I want to make a +1 Wounding Rapier at level 7 with 7 Ranks in Craft (weapons). Question 1 - what is the DC for +1 Wounding Rapier at CL7? How should I read the information on the crafting weapon special abilities?
Ex. +1 Wounding Rapier? Does it have to be a CL 10 item or can I cast the bleed spell into the +1 Rapier at say CL 7 since bleed is a 0 level spell which clerics get at CL1?
Question 2 - When deciding which CL to use when determining the DC do I take the highest between the highest single special ability CL or do I add all the special ability CL's together? Ex. +1 Flaming and Frost weapon? Caster Level 10 or Caster Level 18? Question 3 - If I upgrade an item in stages do I need all version of the spell for the upgrades or only the relevant versions? Ex.1 If I make a +2 Wounding Rapier from a +1 Wounding Rapier do I still need to cast the bleed spell into the item when upgrading the enhancement bonus? Ex.2 If I make a Bloodthirsty Rapier (Which is a +2 Wounding Rapier with a special effect and requires the spell bleed and inflict serious wounds) do I need both bleed and inflict serious wounds to be cast each day during the upgrade process going from a +2 Wounding Rapier or is just adding the inflict serious wounds spell okay?
Thank you guys so much for responding. I appreciate all of the comments. Master of Shadows I appreciate your comments and insight as well. I'm going to go with the majority of the posts here with the follow up info that was posted by Jason but I really appreciate your thoughts on this subject. Thank you everyone for the great information and links.
I just spent an hour reading 3 different posts about stealth. I have one question that I still don't know the answer to. Q1: Can I as a rogue make a stealth check when hiding behind something that gives cover like a wall or a large barrel etc. and then on the next turn leave that cover and go attack an enemy that is standing in bright light with line of sight to me and still get a bonus as if he did not know I am there? Follow ups depending on the answer above.
None of the DnD, L5R, Shadowrun, Pathfinder. any tabletop campaign I have ever played seems to have an option where stealth is ever possible because of this 360 degree observance rule in combat so I don't understand what the point of stealth is if you cannot hide to make them lose their focus on you and then get a surprise when you return to combat.
PRD wrote:
Lets say I hit for 20 Damage on one attack against a DR/15 Epic enemy. Does my second attack do full damage ignoring DR/15 Epic since my Enhancement bonus is +6 now?
Okay great. Thanks for the tips guys. What I was hoping to do is is Sneak Attack with my rapier and roll the 2d6 for (Bleeding Attack)to see how many "bleeds" the enemy "would take on their next turn. Then I would attack with my off-hand bloodthirsty dagger. If it crit I would immediately remove the "bleeds" from the (Bleeding Attack) bonus of my sneak attack to do extra (d6's) on the crit because of the dagger's effect. So I'd lose out on the flat bonus damage for non-crits because the 2d6 bleed would be greater than the "Wounding" and the dagger only triggers the flat damage on bleeds from the "Wounding" property. But it doesn't say anything about where the bleed has to come from for the (Max 5d6 bonus). Maybe RAI would say that the "bleeds" for the 5d6 have to be from the "wounding" property and not other sources like (Bleeding Attack).
Referring to Pathfinder RPG rules and the examples on this page.
Q1: Is adding an effect to a magical +1 weapon considered adding differing abilities for the x1.5 purpose? Do weapons only use the (Bonus^2)*2000 rule? Q1a: How does the math work?
Example: Going from a +2 Magic Dagger to a +2 Wounding Dagger
3 example scenarios:
(Scenario 1)Bonus^2 rule Wounding = 2, +2 Magic = 2, End result is Bonus 4 Bonus 4 cost) - (Bonus 2 cost), (4^2)*2000 - (2^2)*2000,
(Scenario 2)x1.5 rule
(Bonus 2 cost)*1.5 + (Bonus 2 cost), ((2^2)*2000) + (2^2)*2000,
(Scenario 3) x1.5 rule on the "upgrade bonus"
(Bonus (2*1.5) cost)+ (Bonus 2 cost),((3^2)*2000) + (2^2)*2000,
Q2: How about if we add another different bonus like Speed (Bonus 3)?
Q3: What about for upgrading a special weapon like Bloodthirsty Dagger? (I know this is not allowed for PFS play, but I'm more wondering for just the RPG rules if the GM does allow for upgrading special weapons how you guys normally would do it in your campaigns as DMs) (2 example scenarios]
Example:
That would be +2 flaming dagger of wounding + bloodthirsty effect cost. Calculate Cost of Bloodthirsty Effect: 28,500 Bloodthirsty Effect
Assuming Bonus^2 rule is the right way to do magic weapons... 60,802 (Cost of a bloodthirsty dagger) - 32000 (Cost of a weapon with +4 bonus total) - 300 for Masterwork - 2 for dagger = Calculate Final Cost: 18000 Final Cost
Which is cost of a (+5 bonus weapon) + Bloodthirsty Effect Cost. 50000 + 28500 + 302 = 78802 Total cost Then 78802 - 60802 = (Scenario 2)
Example:
Find the Equivalent Bonus Tier of the Special Weapon:
60,802gp is more than a +5 Bonus @ 50000gp, but less than a +6 bonus @72,000gp So we round up to a +6 Bonus. Bloodthirsty Dagger (normal) = +6 Bonus Weapon Flaming Bloodthirsty Dagger = +7 Bonus Weapon (Because Flaming adds +1 Bonus) Calculate Final Cost: 38000gp Final Cost End Result Cost - Special Weapon Cost, 7^2*2000 - 60,802, 98802 - 60802 =
Quote: So to answer: No, as written the item does not remove bleeds from your enemy, it removes bleeds from you. Pretty sure that's not what was intended, I think it's a typo. In either event the bleed damage from bleeding attack does not get converted into the xd6 damage; Bleeding Attack simply allows the wounding property of the weapon to activate, and it is the "number of wounds," i.e. points of additional bleed caused by the weapon's wounding property which determines the amount of the critical effect. Bleeding attack does not apply a 2d6 bleed in this case? I have to use bleeding attack to make the weapons wounding property activate, I can't just hit them with the weapon? As far the healing of wounds I think it was also intended to heal the bleeds on the victim not on the weirder but who knows. It is a named weapon and a +4 bonus weapon is 32,000gp so the benefit cost is valued at 28,000
How does this weapon work? I have many questions. pathfinder PRD paizo wrote:
1) Does the +1 to +10 bonus damage dealt get multiplied on crit? 2) If I 1st attack with my main hand weapon and add 2d6 bleed from (Bleeding Attack) with a rogue sneak attack then I attack with this dagger in the offhand and score a critical can I use to remove the 2d6 bleed from (Bleeding Attack) for Xd6 damage (max 5d6). 2b) If yes then would I roll the 2d6 for Bleeding Attack to see how much the target would take on it's next turn so I know if it's over 5 points? 3) Can I use Magical Crafting to upgrade this items at a later time to a +3 version or add another effect such as speed to the weapon so long as the weapons total cost stays below 200,000? (This is with regards to pathfinder RPG rules but not pathfinder society as I understand it the tournament play you cannot do this. I'm more talking about for pathfinder rules in general? |