(Disclaimer: I am aware Crafter's Appraisal exist. Ths is about why would the tax feat exist in the first place) So due to a conversation about how to Identify Magical items we found an interesting hole in the rules: A character thas has magical crafting but no training in Tradition skills or Crafter's Appraisal cannot identify magic items they have the ability, level and formula to create. Your ability to etch a +1 potency rune in a weapon doesn't allow you, rules as written, to even attempt identify a +1 potency weapon in a loot pile. Despite multiple searches, I could not find information on how being able to create a magical item, or indeed having created it before, helps you identify the same instance of that magic item in the wild. This leads to the rather janky situation of a legendary crafter that is capable of Crafting Anything (as per the legendary feat) but has no clue as to how or why the items they create work, or even how to learn what that exact same item is or does when built by someone else. Is this intended?
PlantThings wrote:
I'd rather not encourage them to publish badly-designed mechanics so they can sell you the fix later on. Anyway, to sum up, in order to benefit from the 3rd craft of Alchemical Alacitry as an Alchemist (no archetypes), one of these three conditions must be met:
Basically, A) requires a specific feat and an ally to spend their spell slots for you. B) results in no net gain of actions or ingredients, since the retrieve action to recover the item you crafted could be used to craft the item this round. C) forces an ally to use two of their actions to make your lvl 15 class feature useful, when they could instead be making use of their (better) lvl 15 class features.
Good job with the guide, Revel. There's one thing I want to point out though, and it is that I believe you can probably move the Pummeling Style feat chain to lower levels, due to the use of a semicolon, the oxford comma, and an "or" in the Feat prerequisite description. I'll explain: A regular feat, for which you need to meet all prerequisites, looks like this: "Paralyzing Strike (Combat)"
Feats that have two optional prerequisites after a list of pre-requisites, it looks like this: "Counterpunch (Combat)"
The fixed prerequisites are before the semicolon, whereas the optional prerequisites are after the semicolon. Which then takes us to how the pre-requisites of the Pummeling Style are written: "Pummeling Style (Combat, Style)"
Notice how the BAB bonus and flurry features are after the semicolon, and listed with an oxford coma. If we follow the logic of the precedent feats, the semicolon and oxford coma indicate that that you only have to meet one of the three prerequisites listed after (one of the flurries, or BAB 6). Therefore, you can start building the chain as soon as lvl 1 (you meet the prerequisites of Improved Unarmed Strike and Flurry of Blows), and get to pummeling charge at lvl 9 (you don't need pummeling bully for pummeling charge, and the need of adquiring improved reposition for pummeling bully makes it so you need Int 13, which makes the monk even more MAD).
shroudb wrote:
No, it doesn't, because of the bolded part in the following quote: "Slashing Grace (Combat)" wrote:
EDIT: Darn, Ninja'd
Tarantula wrote:
You don't get to add str times 1.5 to finesse weapons. Power Attack scales 1:2 instead of 1:3 with finesse weapons.
Since we focused our early kingdom building on economy, we went for Helvetia.
Low priced magic items are readily available, as per the settlement rules. Since the party has access to teleport and excellent diplocamy rolls, high price magic items are specifically commissioned to spellcasters in metropolii, and the money is paid up front (so they have a delay in which they need to go adventuring with sub-par gear while they leave the good stuff at Katapesh or Absalom for enchanting). Then it's just a matter of putting the clock pressure on them to see if they're willing to wait for the stuff (and make the encounters proportionally more difficult because their opponents also get more time to get ready) or if they're willing to tackle the middle of the module with sub-par gear in order to save time.
I have a question for all the people saying that, by RAI, it should only work with unarmed strikes: The Brawler's Flurry works not only with unarmed strikes, but also with weapons of the Close group and with shields. Pummeling strike lists "flurry of blows OR brawler's flurry" in its prerrequisites. Considering the brawler's flurry has weapon attacks baked in, how can it be that RAI doesn't include weapons?
Yes. You can. Relevant text in the PRD:
Quote: Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.
Artanthos wrote:
I do it all the time when I use it with my Bard, because I like my players to come clean with the drawbacks when I GM, so I offer the same courtesy to the GM when I play.
One thing I'd love Fighters to get, is the following: Weapon training grants proficiency with all weapons in the group the fighter is not already proficient with. In addition, feats that apply to a weapon in the chosen Weapon Group now apply to all weapons in the group. This in addition to the regular benefits of Weapon Training. I also have an idea about "Martial Masteries", special features the Fighter would get to choose from a list at every four levels, including but not limited to (this are rough sketches, prone to revision, but offer a gist of the idea): Forge Master: The Fighter is not only a master of wielding weapons and armor, but also a master at their fabrication. He gains Craft Magic arms and Armor as a bonus feat, even if he does not meet the prerrequisites. For the purposes of this feat, treat the Fighter's BAB as his caster level. Choose Craft (Weaponsmith), Craft (Bowyer), or Craft (Armorsmith). The Fighter raises his ranks in the skill to a value equal to his Fighter level, and he may use his Strength, Dexterity, or Constitution modifier in place of his Intelligence modifier for such skill. At level 10 and 15, he may choose another of the skills listed. You must be level 5 before picking this Martial Mastery. Cavalry Master: The Fighter has mastered the intricacies of mounted combat. He gains a Mount (equal to the Cavalier Feature), and his Fighter levels are treated as Cavalier/Druid levels for the purposes of this mount's progression. He gains a bonus to his Ride Skill equal to half his Fighter level. He may gain a feat of his choice, as long as he meets the prerrequisites for it and one of the prerrequisites of the feat is Mounted Combat (or a feat that has Mounted Combat as a prerrequisite). The fighter must have the Mounted Combat feat to choose this Martial Mastery. Physical Mastery: The Fighter's training has made him able to perform tasks of raw physicality unavailable to most people. He gains a bonus equal to half his BAB to Acrobatics, Climb, and Swim checks. At level 4, level 11, and level 18, choose one of the three mentioned skills: The Fighter increases his ranks in the skill to a value equal to his Fighter levels. In addition, he gains one of the following benefits, based on the chosen skill: Acrobatics: The Fighter treats all falling damage as if all dice rolled 1. In addition, once per day, plus one additional time for each four levels in Fighter, he does not provoke attacks of opportunity when standing up from a prone position or moving through threatened squares. Finally, once per day at level 7 plus one additional time per day every four levels thereafter, the Fighter may perform an astounding leap, moving vertically a distance equal to his base movement. This allows him to charge vertically against flying targets.
Army Mastery: The Fighter knows his way around an army camp. Increase his ranks in Proffesion (Soldier) to a value equal to his Fighter level. The Fighter gains a bonus equal to his Fighter level to Bluff, Diplomacy, Intimidate, and Sense Motive rolls that involve treating with military, and may replace his charisma modifier with his Stregth, Dexterity, or Constitution modifier (player's choice) for these interactions. In addition, he gains Leadership as a bonus feat, even if he does not meet the prerrequisites, and he may use his Strength, Dexterity, or Constitution modifiers in place of his Charisma modifier when determining his leadership score. A Fighter must be level 7 to choose this martial mastery. Fearful Reputation: The Fighter's Mastery at arms is well known, and his reputation precedes him. The Fighter gains the Frightful Presence Extraordinary ability. He may use his Strength or Dexterity modifiers in place of his Charisma modifier in order to determine the ability's DC. In addition, the Fighter may use the Demoralize effect of the Intimidate skill once per round as a free action. Magic Mastery: The Fighter has been on the receiving end of magical effects enough times to learn how to harden his body against this kind of assaults. Once per day, plus an additional time for every four Fighter levels, the Fighter can, as an Inmediate action, gain Spell Resistance value equal to 10 + his Fighter levels + his Constitution modifier against a single spell that targets him or includes him in its Area of Effect.
Assuming that interpretation is correct, then what does this event represent? Quote: Crop Failure (Settlement): Pests, blight, and weather ruin the harvest in the settlement's hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep phase. If my GM's interpretation was correct (which I disagree with), not only would this other event be redundant, the first one would be, by a far margin, the most punishing event in the game, essentially halting all kingdom production by a month. Most events that result in a loss coss in the vicinity of 1D6 BPs. This would cost half again as many BPs as the Kingdom Size. And that's assuming we're starting at a consumption value of zero. Adding to the fact that consumption can't be negative, and there's no way to benefit from surplus in consumption reduction, I'd say it's a needlessly punishing interpretation of the event.
So, we're currently playing Kingmaker, and we've got into a weird interaction between the rules. The event Food Shortage states: Quote: Food Shortage: Spoilage, treachery, or bad luck has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep phase increases by 50%. If you fail, Consumption in the next Upkeep phase increases by 100%. If we check the Consumption definition, it says the following: Quote: Consumption: Consumption indicates how many BP are required to keep the kingdom functioning each month. Your kingdom's Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries). Consumption can never go below 0. Now, there are two ways to read this: Either the Consumption that is multiplied is the total Consumption after modifiers (which would result in a score of 0, as I've been always on the look to keep our consumption at that value from the beginning), or it is the base consumption before modifiers (which would result in a much steeper price)? The rules would suggest it's the former, but since the consumption is reduced by farms, our GM argues it makes no sense having a food shortage being stopped by the same food producing hexes that are failing. Is there a ruling on this? I couldn't find it.
From the PRD:
Quote:
For all intents and purposes, if you can perform a free action, you can perform a swift action. The only difference is that swift actions are restricted to once per turn. So A), B), C), D), and E) are all valid. F): If you perform an inmediate action, you lose the chance to perform a swift during your next turn. PRD quote: Quote:
H) Whenever you would deny a free action, a swift action is also denied. Lemme guess: Someone's playing an Inquisitor.
Tels wrote:
Quinn's Lawful Good, through and through. Like any character worth of the alignment, whenever he is forced to make a choice between Law and Good, he chooses Good.
Aelryinth wrote:
Since we're talking lifting, it's actually a 16 with Ant Haul. A level 1 Spell. So easily doable in Pathfinder by a lvl 1 character.
redviiper wrote:
No, because both bonuses are "Luck" bonuses, and thus don't stack.
DrDeth wrote:
"In a proffession with an extremely high mortality rating - Barbarian Warlord - Cohen has lived long enough to become an octogenary. Think about that".
Diminuendo wrote:
James Jacobs wrote:
I'd say that's pretty clear.
LazarX wrote: What you're really saying then, is that there should be no non-magical classes at all. Considering the amount of magical gear a non-caster carries in his/her person at any given time (save, perhaps, at 1st level), and considering that magical gear is factored when calculating challenge ratings (that is, it is an intrinsic part of balance), I'd say that there are already no non-magical classes in the game. At least past 2nd level. That, without taking into account that, ruleswise, a 7th level fighter can survive a 100 ft drop without much incident, or survive being throat-slitted during sleep 3 out of 4 times. How is that not magical? As to the topic at hand, I have no objection with earlier rage cycling. After all, that was the explicit intent with which the cord of stubborn resolve was created.
Imrijka's writeup might help a bit, considering she hails from a Pharasman Orphanage in Ustalav.
Gwaithador wrote: Rogue? Fully armored. Well, except for the gaping hole in the upper part of her chest exposing the sternum and giving easy access to the heart/lungs. Imrijka has the same problem. Then again, other than completely out of place boob windows (I don't mind the Master Spy's or Aristocrat's cleavage, it fits the court setting, but having a chest-exposing hole in the middle of your armor defeats the purpose of wearing armor) and the ocasionally spine-breaking contortion(such as the poor Red Mantis Assassin in the cover of Serpent's Skull #3 -- seriously, you try to strike that pose and not pull a muscle in your back), I don't have much of an issue with Pathfinder's art. It's getting better with each iteration.
Alleran wrote:
ulgulanoth wrote: cause mythic makes you so powerful, no shirt can contain you! I'm too mythic for my shirt, too mythic for my shirt, so mythic it huuuurts...
Drachasor wrote: He specifically said in the OP his pastries aren't addictive. I read the original post. Gellos Tharn wrote: I'm not talking about a drug addiction kind of thing. It's more like they walk down the street and see the bake shop and say "I know the wife wants me to loose a few pounds but their pastries are SO GOOD! Just one won't hurt". Thesaurus wrote: 2. -- addiction - an abnormally strong craving He's pretty much defined addiction in his justification it's not addiction.
Ornery Hobbit wrote:
Well, there's a dorf pick duelist in the NPC codex. Make of that what you will.
Squirrelshades wrote:
Thy do it the only way it can be done. In all capitals and an exclamation point after it.
No, they mean: Masterwork Transformation School transmutation; Level bard 2, cleric 2, druid 2, sorcerer/wizard 2, witch 2 Casting Time: 1 hour Components: V, S, M (see below) Range: touch Target: one weapon, suit of armor, shield, tool, or skill kit touched Duration: instantaneous Saving Throw: none; Spell Resistance: no You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves' tools becomes masterwork thieves' tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object's appearance changes to reflect this improved quality. The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option). Now it depends on the GM on wether "monk fists count as manufactured weapons" allows them to qualify for this spell.
CWheezy wrote: I am pretty sure you can put skill ranks in fly without needing to be able to fly Directly from the skill description: "You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability)."
Wyrmholez wrote:
Because power attack prerrequisites are less constraining.
insaneogeddon wrote:
There is. It's called "Power Attack." There's also the fact that Dual Wielding requires a much higher amount of feats to do reliably, has innate penalties, and only works in limited situations (i.e. you cannot charge and attack with both weapons). |