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Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.




I downloaded the Community Use Package so I could have a PDF character sheet but when I try to make it a fillable form it says it's locked with a security password and won't let me modify the file.

Is the an official pdf character sheet from Paizo that's form fillable I can download from the Paizo site somewhere?


My playgroup has one large building adventuring guild with many many rooms.
It belongs to all of us collectively.

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,
1) Can I make a skilled income check with +10 for "Running a business" and my guild mate also make his own skilled income check with +10 for "Running a business"?
2) I assume we'd designate one player to make an income check vs all forms of income for the building with skilled income check + 10 applied to all the checks as described in the book. (gp, goods, influence, labor, magic) Then the other person would just make a single check vs one type of income that the building can produce but that person also would get +10 because they are taking the "Run a business" action as well?


Every Ninja Trick that mimics a spell says in the description that you use your Ninja level as your caster level, but this trick does not say that. So do you treat the greater invisibility as though your CL is equal to your Ninja level? Was this an oversight in the writing or intended?


Setup: 3 characters
15-20 crit range

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
[A3][E1][--] Allies have outflank and paired opportunist and the
[--][A2][--] other ally(A3) has all three feats.

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.
I read over the quick upgrading gear sticky and didn't see this mentioned.

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:

Beyond the gear noted above, your character is

restricted to purchasing additional items from his
accumulated Chronicle sheets, or by capitalizing on his
fame. Weapons, armor, equipment, magic items and so
on that are outside of these lists are not available for
purchase at any time

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?
-- example do I need 5 fame to meet the 500gp level before I can spend 300+x gold to buy a MW 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.
4) How would some reach fame above 72? Even if you got 2pp per scenario you would reach level 12 and then that's then end right? Can you keep playing once you have level 12 + 3xp?


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...
a) Deal 2 bonus damage and increase the bleed to 2
b) Deal no bonus damage and increase the bleed to 2
c) Deal 1 onus damage and increase the bleed to 2
Q2) How does the bloodthirst dagger work on the 6th hit if it's a critical...
a) 6 damage from wounding, +5 damage from the property, option for +5d6 more damage?
b) or something different that I'm not understanding?

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.


Do things like Mage Armor and Bracers of Armor add to your Touch AC or no?


Do I get bonus spells per day for each of my caster classes based on my ability scores?

Example:

15 wizard / 7 cleric
INT 24 / WIS 13

Would I get...
1st 2nd 3rd 4th 5th 6th 7th

Wizard
2 2 2 1 1 1 1
Cleric
1


Which of these abilities can I combine?
BAB +17, Acrobatics 63, Level 20

(1) Fighting Defensively -4 atk, +3 AC (dodge)
(2) Combat Expertise -5 atk, +5 AC (dodge)
(3) Greater Vital Strike (Roll 4x the damage dice) Q:This is for a single attack only and cannot be used for each attack of a full-attack action correct?
(4) Power Attack -5 atk, +10 dmg
(5) Greater Feint (move action) enemy loses dex bonus to AC

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.
Does a +5 Furious weapon count as a +7 weapon when raging?
Does a +5 Furious (Dragon) Bane weapon count as a +9 weapon when raging and fighting a dragon?


From the FAQ:

Quote:

Weapon Bonuses: Can weapon special abilities (such as bane) or class abilities (such as a paladin's divine bond) allow you to exceed the +5 enhancement bonus limit and the +10 bonus-equivalent limitation?

For the enhancement bonus limitation, it depends on the specific effect or ability that's altering the weapon.

[B}Bane: This allows the weapon to exceed the +5 limit, but only against the designated creature type. For example, a +5 dragon-bane longsword is normally a +5 weapon, but has a +7 enhancement bonus against dragons and deals +2d6 points of damage against dragons.[/B]

Paladin: The divine bond ability says "These [enhancement] bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5." That means if a paladin has a +5 longsword, she can't use her divine bond to increate the enhancement bonus to +6 or higher (but she could use her bonuses to add abilities such as flaming to the weapon).

The +10 bonus-equivalent limitation is a hard cap for all weapons; you can't exceed that even with class abilities or other unusual abilities.

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?


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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?
What does the CL right next to weight in the top line of the description refer to?
Is it the exact given CL of the special ability or can I cast the required spells at a lower CL to make the CL of the special property lower?

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?
-For CL10 my DC would be 20 (5+CL10+5 for not meeting the CL10 requirement)
-For CL7 my DC would be 12 (5+CL7)

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?
Question 4 - If I lower the CL of an Item to say CL7 in the example above can I later upgrade the item to let's say a +5 Wounding Rapier with a CL of 20 using metamagic feats like heightened spell?


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.
1) Am I "stealthed" when I leave the cover if the enemy previously had LOS to me before I hid behind the cover?
2) How do you successfully use stealth as a melee character if the example above is not correct?
3) How can I get sneak attack if don't have the opportunity for flanking without always taking an AOO and with no way to surprise/stealth to an enemy?

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:

FURYBORN

This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.

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?


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Referring to Pathfinder RPG rules and the examples on this page.
http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/magicIt emCreation.html

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?
(My assumption is #1 and that the (x1.5 is for other non-weapon items)

Example: Going from a +2 Magic Dagger to a +2 Wounding Dagger
Wounding is a +2 bonus

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,
32000-8000 = 24000gp?

(Scenario 2)x1.5 rule
Wounding =2, cost = 8000, multiply by 1.5, add to +2 Magic

(Bonus 2 cost)*1.5 + (Bonus 2 cost), ((2^2)*2000) + (2^2)*2000,
8000*1.5 + 8000 = 20000gp? (Surely not this one since it's lower cost)

(Scenario 3) x1.5 rule on the "upgrade bonus"
Wounding = 2 (x1.5) so 3, add to +2 Magic cost

(Bonus (2*1.5) cost)+ (Bonus 2 cost),((3^2)*2000) + (2^2)*2000,
18000+8000 = 26000gp?

Q2: How about if we add another different bonus like Speed (Bonus 3)?
(Same thing I'd assume if it's just the flat Bonus^2 rule)

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]
(Scenario 1)
Would you and the DM just agree on what the flat cost is for that special weapon's effect and add it to the end result of the upgrade?

Example:
Upgrading Bloodthirsty Dagger to a Flaming Bloodthirsty Dagger.
(Default is a +2 dagger of wounding and the bloodthirsty effect)

That would be +2 flaming dagger of wounding + bloodthirsty effect cost.

Calculate Cost of 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 =
28,500 Bloodthirsty Effect

Calculate Final Cost:

Which is cost of a (+5 bonus weapon) + Bloodthirsty Effect Cost.
50000 + 28500 + 302 = 78802 Total cost
Then 78802 - 60802 =
18000 Final Cost

(Scenario 2)
Jump to the next bonus value tier above the "special weapon cost" then add the upgrade normally?

Example:
Upgrading Bloodthirsty Dagger to a Flaming Bloodthirsty Dagger.
Default is a +2 dagger of wounding and the bloodthirsty effect)

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:

End Result Cost - Special Weapon Cost, 7^2*2000 - 60,802,
98802 - 60802 =
38000gp Final Cost


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How does this weapon work? I have many questions.

pathfinder PRD paizo wrote:

"Price 60,802 gp; Aura moderate evocation; CL 10th; Weight 1 lb.

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.

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?