Guiltgorger Giant

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Imagine a +2 heavy steel shield.
Does it cost 4000gp? Or do I have to add the 170gp of the masterwork shield itself to that base price listed on the Amor & shields table (making it 4170)?.

I ask this because new Pathfinder rules seem to say that magic weapons, shields and armor are assumed to be masterwork without any extra cost (it wasn't so in 3.5 rules, where quick reference tables with masterwork items costs were provided).
Thanks :P


Hi, when reading the description of death ward, it says that the subject is immune against energy drain and negative energy attacks.

Since necromancy deals with death, unlife and the life force, I assume that the spell does not protect against spells like ray of enfeeblement or waves of fatigue, since they should be considered life force manipulations rather than negative energy spells, but...

If an undead creature deals strength or constitution damage with its incorporeal touch, I don't think that undead creature is a master manipulator of the life force... I would say these attacks are negative energy effects, due to the fact that the attacks are made by undead (creatures closely connected to negative energy). In this case, Death Ward provides immunity against those attacks, or that's my conclusion. Maybe the spell's description lacks concretion in this aspect. Opinions?

Thanks :P


In the spell Death Ward's description you can find the following:

"The subject is immune to energy drain and any negative energy
effects, including channeled negative energy."

But what are negative energy effects and what are not?.

Should it be considered that, since Necromancy deals with "the power of death, unlife and the life force" it sometimes deals with negative energy, to decide if death ward protects against spells like "waves of fatigue" or "ray of enfeeblement"? Or should those spells be taken as manipulations of the life force rather than negative energy effects? I guess this is the correct interpretation, but....

A Shadow or a Wraith's touch attack are somehow obvious negative energy effects, given the nature of those undead creatures, aren't they? Does death ward provide immunity against them? If not, why aren't those attacs to be considered negative energy effects?. Are Shadows and Wraiths expert life force manipulators as well?.

I just think that Death Ward lacks a bit of concretion here.
Thoughts?

Thanks :P


Eureka!!!
I knew that posting my doubts and reading the answers would give me a way to interpret the spell's description in BETA.

You see, these two facts we hadn't considered when reading the description:
-If light sources already in the area are negated.
-If normal/ magical light of lower levels brought into the area only illuminate the darknened area when the source itself enters it -thus making it possible to cast the spell outdoors in a sunny morning (assuming the sun itself won't enter the area).

Then the spell is useful. Even though I prefer the home rules presented by Master :P

But what I initially concluded when reading the description was that with this spell you could only create magical darkness under tje same conditions that natural darkness "naturally" appears---> useless.


But the problem is that we can't see any point in using it.
I mean, what we get when reading the description is that magical darkness created with that spell only prevails where normal darkness can prevail, and only limits visibility in the same manner.
It's like: "we are in a dark underground cavern, someone casts darkness and now the room is magically dark instead of naturally dark, but the effects are quite the same. I there were any torches in there, the room would not be dark no matter what (with spell or without it) and if someone had darkvision, he/she would notice no difference whatsoever".

I imagine a "create water" spell that can only create water in a fresh water lake. That would be as useful.

In the spell's description we don't see that negative torch you mention. Maybe there's some detail we haven't realized yet :SS

Thanks anyway :P


Hi,
I'm fairly new to Pathfinder Beta. My DM got the manual for playtesting and he has converted all our PCs and it works fine.
But, when reading the spells to compare what has changed from the D&D 3.5, we have become quite confused about the description of level 2 Darkness spell. After carefully reading its description in Pathfinder Beta, the conclusion is that the spell creates darkness where there is actually natural darkness. What is more, like in natural darkness, any illumination works fine within it. So what would be the purpose of casting darkness?.
We here are quite confused and think it is a clear error in the spell description.
What do you think?

P.D: I've looked for any posts about this issue but found none, and I don't know if this is the correct place to post this. But since the playtesting boards are closed...