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breithauptclan wrote:
But just because you can craft your own version of a Drakeheart Mutagen doesn't mean that if you find a Drakeheart Mutagen in a dungeon that you would immediately and automatically recognize it as a Drakeheart Mutagen.

First, this is an alchemical item, not a magic item, which you *can* identify with a Crafting check.

The problem with Magical Crafting is not that you don't identify a magical object automatically. The problem with Magical Crafting is you cannot even attempt to identify it despite being able to make it.

The inability to even make the attempt is what I'm objecting to.


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(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?


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PlantThings wrote:
Brew Bird wrote:
At this point, I’d pay for a book with an unchained alchemist. This slow drip of half-fixes is agonizing. I know it’s not Paizo’s fault, there’s only so much time that can be devoted to errata, and other issues have to be addressed too. But that doesn’t make it any less frustrating.
Agreed, on all counts. I’d pay for that over paying the Enduring Alchemy feat tax.

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:
A) You are Hasted, have the Quick Bomber feat, at least two of your crafted items are bombs, you use your Haste action to toss the bomb in your hand then Quick Bomber to retrieve then toss the bomb you stowed with Alchemical Alacrity;
B) You have the Enduring Alchemy Feat, at least one of your crafted items is an elixir or tool, and you spend two actions the next round to retrieve then use the elixir/tool;
C) An ally uses two of their actions to retrieve then use the third item you crafted.

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.
Yeah, Alchemical Alacrity is mostly pointless. Master Proficiency in bombs and simple weapons would serve the Alchemist much better at this level.


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Secane wrote:
OOHHhhh, look! Ever-chill FÄRGRIK beer tankards! Only 5gp!

Crafting Requirements: Caster Level 1, prestidigitation


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Samy wrote:
Nicos wrote:
The best thing to have is variety.
Then who's the Seoni of the new iconics?

Crowe.


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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.
Climb: The Fighter gains the Soften Fall ability (as the monk). In addition, he no longer loses his dexterity bonus to AC when climbing, and may move at half his speed (rather than one quarter). In addition, he may use Spider Climb once per day, plus an additional time for each four levels in Fighter, as an Extraordinary ability, using his Fighter levels as caster level.
Swim: The Fighter multiplies his Con value by 4 when determining how long he can hold his breath, and he adds his Fighter levels to his constitution value for this. The Fighter gains a Swim speed equal to one half his base speed; this does not allow him to breathe underwater. In addition, once per day, plus one additional time for every four fighter levels, the fighter may fight underwater as if he had the benefits of a Freedom of Movement spell, treating his Fighter levels as the caster level of the spell. This is an Extraordinary ability.

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.


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Well. If I remember correctly, the progression is as follows:

Troll Slayer, to Giant Slayer, to Dragon Slayer, to Demon Slayer.

So after Giantslayer should come Dragonslayer. Assuming the giants don't flatten your orange mohawk.


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You can tell he's a Gorumite from that write-up. He'd give a Barbarian pause with that rage.


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Tels wrote:
Scavion wrote:

I'd be really surprised if he ends up LG because this paragraph right here is pretty much the poster boy of NG.

Backstory wrote:
If the legal system seems fair, he often shows up unexpectedly at the court proceedings, presenting sworn evidence and acting as defending counsel for the accused. If he finds a court to be corrupt, he takes a more direct hand in protecting the innocent. While he respects the law, he also knows that people are imperfect, and that breaking local laws is sometimes necessary in order to uphold more universal ones.
Works with the law when he can and goes around it when it doesn't serve his purpose i.e helping people.

There's an argument for both sides. On the one hand, he breaks the law if he hast too, and is non-lawful. On the other, he serves 'universal laws' that pertain to all people, acknowledging that mortal laws are sometimes flawed or corrupt, which would still be lawful.

Just as a Paladin in a city where the law states if a child misbehaves you kill the father, is going to stop people from killing the father. He's breaking the law, but he's not being non-lawful as he serves a higher form of law than that of mortals.

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.


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I once played a Tengu that maxed out Linguistics. It was hilarious.


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When I read this my mind inmediately jumped to Call of Cthulhu.


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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.


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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.


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Alleran wrote:
Mikaze wrote:
Oh Mythic Seltyiel....
Mythic Valeros has his shirt off as well. Also mythic Damiel. And mythic Sajan. Even mythic Ezren is showing off some impressive arms.
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...


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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.


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Squirrelshades wrote:
Sissyl wrote:
Thing is, if you want to discuss penetration power, guns come in a long way behind crossbows. Certainly, their speed is much higher, but the mass is far lower. Sum total, a bolt will generally penetrate far deeper than a bullet.
We need the Deadiest Warrior team to test this scientifically. Because they know how to do science.

Thy do it the only way it can be done. In all capitals and an exclamation point after it.


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Wyrmholez wrote:
K177Y C47 wrote:
HaraldKlak wrote:

I think most of the erratas have been fine.

Take the crane wing fix, as an example. It isn't a discussion on "Casters vs. Martials", it is a matter of internal balancing of martial characters. One option shouldn't be vastly better than the others, if it is, it probably need fixing.

Power Attack...

Argument now invalid.(For things that are vastly better than everything else)

People don't dip 2 levels of MoMS for power attack...

Because power attack prerrequisites are less constraining.


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insaneogeddon wrote:

What I want to know is why they balance 2h weapons with 2 weapon fighting and then don't have a feat equivalent for 2H as they do for 2 weapons..

Double Slice (Combat)
Your off-hand weapon while dual-wielding strikes with greater power.
Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.

There should be a 'double momentum' feat allowing for x2 str.

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).


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Democratus wrote:
Marthkus wrote:
Every character should have a range weapon. You only don't need one if you consider "crying foul" and whining to the GM viable tactics.

That is a straw man.

I've had many characters that only used their one signature weapon. Often times this was a greatsword, hammer, axe, etc.

Not once did I "cry foul" or whine.

Some of us just like our character concepts as they are.

Gimli didn't use a bow or sling and I don't recall him whining.

Gimli had throwing axes.


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Scavion wrote:

I disagree. If it has no observable stimulus than nothing can be found. Displaced dust is a valid stimulus. The telltale sign of a dart hole in the wall is a valid stimulus. If you pass the tapestry on the wall it doesn't go unseen because it wasn't moving.

This is like saying a rock isn't possible to be seen because it doesn't move. No, thats ridiculous. A rock thats been covered in sand could be discovered as such. The Invisible Incorporeal can definitely remain unseen. Unless it moves. Then we immediately get a DC20 Perception check to know if theres an invisible enemy in the room. But that is a byproduct of invisibility which makes you unobservable.

I might be explaining myself badly. "Doing something" is not only moving. I'll try to cover the examples.

A rock on the ground can be seen (reactive perception); noticing the rock has a small carving requires more than a cursory glance (move action). A tapestry can be seen (reactive perception), but the fine gold embroidery hidden within the patterns requires more than a cursory glance (a move action). A hole in the wall can be seen (reactive perception); noticing the dart inside - and so identifying the trap, requires more than a cursory glance (a move action).


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Scavion wrote:

I am?

The Most Holy Book, The Dictionary wrote:


Observable-
capable of being or liable to be observed; noticeable; visible; discernible
If the trap can be seen, it is observable, if it cannot be seen, then it is not observable.

But is it a stimulus?

The Most Holy Book, The Dictionary wrote:


Stimulus-
something that causes something else to happen, develop, or become more active. Something that causes a change or a reaction

The trap is sitting completely idle, hidden from sight save for very few telltale signs. Unless trained to instictively recognize these telltale signs (i.e. able to be stimulated by the trap, such as with trap spotting), they wouldn't react to it. The same with, say, an invisible incorporeal that chooses to make no sound. Or a deactivated golem passing for a statue. On our table, unless it does *something* to draw attention (i.e. a stimulus), it wouldn't trigger a reactive perception roll. Simply existing is not enough to trigger it.


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Detect Magic wrote:
Kolokotroni wrote:
So you dont want them to be able to jump miles, how far should they be able to jump? Should they be able to exceed what the existing acrobatics rules allows? Or is that far enough? Its flight an issue? If a martial character can do the whole crouching tiger hidden dragon thing, is that a problem?
Default martial characters (like fighters) shouldn't be bending or breaking the laws governing the universe (or multiverse, I suppose, since this is Pathfinder we're talking about). Obviously, hybrids like paladins and rangers are going to be spellcasting, and monks will be doing all sorts of supernatural things, but when I think of martial, I think fighter. Fighters should be able to do incredible things, but they should be limited by what's physically possible; no jumping seven miles, flying, or otherwise playing wizard. Leave wizarding to the wizard-folk.

So we make them non-magical, Discworld style. The idea is that fighters are so aggresively bounded by "normal" physics said physics refuse to bend when a fighter's near, strengthened by the fighter's sheer physicality, leaving the poor caster to go cry in the corner when narrative causality tells him "no, this dude you're not messing with".

Mikaze wrote:
Martial characters should be able to be fantastic.

For some reason I read "fabulous" instead of "fantastic". They should definitively be allowed to be both.


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Chemlak wrote:


And now I'm wondering how Fatboy Slim and Christopher Walken fit into this whole thing... which is actually kind of disturbing.

SUCCESS!


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Domestichauscat wrote:

Amazing thread is amazing.

Gotta say, I'm curious about those who would assist the Bear Druid break free from this scenario. And who, in fact, would be the most successful to do so?

A bard perhaps? His rapier skills are formidable, flexible and speedy to be sure. Yet the weapon itself is skinny and leaves much to be desired.

Perhaps the barbarian? His great sword cleaves much meat with but a single swing. Though his style is very rash and quite prone to accident.

I suppose it would depend entirely on the succubus' defenses, but we can't be sure without running some tests.

Don't forget the Magus: He can do magic with his weapon of choice.


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You know... If rogue talents received the same treatment barbarian rage powers received on Advanced Player's Guide and Ultimate Combat, we'd probably be looking at rogues in a different light.
The problem is, most if not all talents range from underwhelming to below average.


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I told my players a thin lead sheet can block detect magic (Which is in the description of the spell). They stopped trying to spot magical traps with detect magic, simply because they know it can be easily thwarted.


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Remy Balster wrote:
Kazaan wrote:

Intelligence: Knowing a tomato is a fruit.

Wisdom: Knowing not to put tomato in fruit salad.
Charisma: Being able to successfully market tomato-based fruit salad.
Isn't Salsa a tomato based fruit salad?

GUYS I FOUND THE BARD!

(I had to)


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I had the opposite situation happen: I had to relinquish a melee weapon (a whip) to start shooting. Then the raven familiar of the sorcerer we were fighting just flew by, grabbed my whip, and flew away. While the combat happened, my character just pelted the familiar while calling it obscene names so it'd drop my whip.

It was fun.


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The black raven wrote:
Can a slaveowner be good ? Why not if he protects the innocent and ensure that they live happy lives ?

Then he is an employer, not a slave owner. "Happy lives" implies a degree of autonomy that simply does not exist for a slave force.

The black raven wrote:
Or do we just label slavery as inherently evil, even if the slaves live happy lives, just because we feel that the innocents being deprived of their freedom is irredeemably evil?

Since, again, autonomy is a necessary for a happy life, yes, an innocent being deprived of freedom is evil, as it is depriving them from the ability to lead a fulfilling life.

The black raven wrote:
What about convicts (ie, not innocents) becoming slaves ? What about a system where only convicts are slaves ?

A judicial system that includes penal labor has several key differences from slavery: Nobody "owns" the labor, the sentence has a fixed term, can be reduced if the convict shows signs of reform, and more importantly, the law system has enough checks and balances to ensure that penal labor is a rehabilitation tool for criminals, and not institutional slavery.

The black raven wrote:
For that matter, what about slaves of Evil alignment ?

According to Django Unchained, those are called Household Masters.


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Vaxx01 wrote:
The Deep pockets ability is slightly confusing. As it is listed, does it allow you to declare, at the point of removal, what the items are, or do you have to list the items within that gold value before hand. As an example, I need a cure potion, but I currently do not have any. With Deep Pockets, can I produce a potions from my pocket under these conditions, or must I have declared that I have one prior.

As I understand the rule, the first option is correct. These two bits of the definition are particularly relevant:

"As a result, she may carry unspecified equipment worth up to 100 gp per class level." -- Note the equipment labeled as "unspecified".

"As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost." -- Note the text is pretty clear in determining when, exactly, the retrieved's item nature is specified: At the moment of retrieval.

If you had to keep a list of items, the feature would be pretty pointless, as it would basically read "you have an inventory."


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Political marriage is an easy answer.
There's also the "heartbreaker" option, wherein the sex is consensual but the male leaves the morning after never to return, and probably to find another female vulnerable to his charms in a different town.


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"Alliterative item names: Clever or Campy?"

The only real answer to this question is "Yes."


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LadyWurm wrote:
SmiloDan wrote:
Maybe Nimble can also give Cha to AC when unarmored?
It would support the classic image of the swashbuckler in nothing but a loose shirt. :)

Armored Chest Hair.


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I find a bit silly that Combat Expertise (or fighting defensively in general) hampers your chances to successfully parry a blow, when it should be the other way around. That is, have dodge bonuses to AC add as a bonus to your parry attack roll, or at the very least remove the defensive combat penalties when making a parry roll.