Bead of Force: Single-use activated (when thrown). 4*10*50 = 2000gp. Adhoc 1000gp added on for not being able to damage the sphere. Candle of Truth: Single-use activated (when burned). 2*3*50 = 300gp. Normal duration is 3 minutes. This duration is 60minutes. Adhoc 5600gp added for duration, adhoc 3500gp removed dur to easily dispelled (candle goes out). Elixier of Truth: Single-use activated (when drunk). 2*5*50 = 500gp. Adhoc 500gp added for duration, adhoc 500gp removed for needing to consume and additional saving throws. Elixier of Love: Single-use activated (when drunk). 1*4*50 = 200gp. Adhoc 50gp reduction for needing to consume and randomness of effect (first person and random duration). Basically, to make non-cookie cutter wonderous items, you need to ad-hoc a lot.
Ajaxis wrote:
Then there's an error with the PDF. My book clearly states "Spell-like abilities can be dispelled, but the [sic] cannot be counterspelled or used to counterspell."
For more of a Judo throw, you could use the reposition combat maneuver. For "pick up and throw", you would use bull rush while choosing to not follow the target. If you want to houserule a bit, you could combine the two into a single action called "throw." Make a CMB check at -5 (reposition to any square adjacent to you). If successful, move the opponent 5ft. in any direction. For every +5 you beat the check by, move the opponent an additional 5ft.
First, read this thread: [link] Since your human ability adjustment was in a mental ability, you'd retain that. As far as I can see, you would lose nothing from your previous state of being. You'd gain +2 Dex and -2 Con from being an Elf. You'd also gain low-light vision and probably keen senses from better eyes and ears. Gaining Elven Magic and Elven Immunities is questionable (to me). It depends on whether those abilities come from an innate magic in Elves or if Elves are just so exposed to magic during their lives they know how to deal with it. Of course, the DM would have to make the final ruling but that's how I'd play it.
My personal favorite (that I've never been able to use) is the combination of hexes and isometric squares. You get the awesome hexes for moving yet straight lines for making dungeons.
Hayato Ken wrote: If i use the master Craftsman feat to create something (of course with at least one other viable item creation feat), i can find the help of an friendly or employed spellcaster, or skip the required spell with +5 on DC. But coudnt i just use a scroll or staff by use magic device, even if i need to buy that scroll? There's not really a reason you couldn't use scrolls (or other items) to enchant an item. The problem is that it can get horribly expensive as you need to cast the spell every day the item is being enchanted.
PRD wrote: Action: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action. You have to make a climb check for each action. Taking two move actions each round requires 2 checks per round. Keep in mind that if not distracted or in danger you can always Take 10 when climbing. This helps gameplay move along tremendously.
Majuba wrote:
That has to be the worst character to play that I've ever seen. You just sit there, all the time, waiting for someone to unfurl you and peruse your contents. You have no senses so can't even pay attention to what is happening at the table. Then, when someone finally finds a use for you, and it just so happens to be someone who can use a scroll of your nature, you finally get to contribute to the party! Sadly, the parchment is the only thing that remains of your long life; your soul burned up in one moment of brilliance. If you were lucky, you just might have saved an adventurer. Oh, well. Time to roll a new character. You should try a scroll of Wish next!
Rinny wrote: So I'm looking at the Quicken Spell-Like Ability (Monster) feat in combination with a level 10 Shadowdancer's Silent Image. What are the exact limitations of "duration: concentration"? Can I divide my attention at all, moving; and/or perhaps even initiating, or simply passively continuing Stealth? http://paizo.com/pathfinderRPG/prd/magic.html#duration PRD wrote: Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See concentration. Since concentrating is a standard action, you can continue to move, etc., including using stealth. Rinny wrote: If I use it at the very very end of my turn, is the image a viable target during the enemy's coming turn? If so I guess it's just standing still? I don't know, if you use up your last action casting Silent Image normally, you likewise don't really have time to move it around do you? http://paizo.com/pathfinderRPG/prd/magic.html#figment PRD wrote: A figment's AC is equal to 10 + its size modifier. Yes, a silent image is a viable target. It sort of depends on the GM, but I've always seen silent image be played that you can change the illusion at any time as long as you are still concentrating. Rinny wrote: And can you cast spell-like abilities without disrupting stealth? If I'm stealthed in a shadowy area then Shadow Jump to another, can I attempt to maintain my stealth there, unbroken? http://paizo.com/pathfinderRPG/prd/magic.html#special-abilities PRD wrote: Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. Using a spell-like ability is completely undetectable until the magic takes effect. So there's no reason you can't remain hidden.
Ambrus wrote:
My fluff: The rope is the only connection between the extradimensional space and the place it is anchored. Were the rope to be removed, no one would be able to find the extradimensional space... but no one would be able to exit the extradimensional space either. RAW: Ask your DM?
Stynkk wrote:
It helps to think of what is actually on the scroll. A scroll contains the full power of a spell but is short enough to be able to read, speak, and cast in the normal casting time. The scroll's word aren't the actual spell; they are a trigger for the spell. If you could use the scroll to copy a spell (as from a spellbook), then you would probably need to spend a few minutes to be able to read everything off the scroll to cast it.
ancientdm wrote:
Forget the issue of whether or not a 1 is an auto-failure, why aren't your players taking 10 on this?
It is impossible to create a scroll from another scroll. Scrolls store the energy of a spell that has been cast. If you use a scroll to create another scroll, the first scroll will have been used up in the making of the second scroll. The sorcerer actually gains no benefit from having a spellbook filled with spells they don't know. They can't prepare spells from it or use the spells it contains to craft items. Rules: Creating Scrolls: "The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)"
azhrei_fje wrote:
I don't know about that. The hat of disguise doesn't say whether it's command-activated or use-activated. My rule has been that it is use-activated so it is active as long as you have it on.
There is no official pricing: "Rod costs are difficult to determine. Refer to Table: Estimating Magic Item Gold Piece Values and use the rod prices in the rod descriptions as a guideline." So if you want a rod that just casts a spell, you can follow the normal table. If you want the spell to use charges like a wand, it costs the same as a wand. If you want the spell to be usable X times/day, follow that formula. A rod of restoration with 6 charges that works just like a wand costs:
Note that this breaks the rules a bit since wands are assumed to have 50 charges when created.
Alright, here we go. Cure Serious Wounds . SL 3, CL 8, 1 charge
CSW, Remove B/D, and Remove D all have a base cost of 9600gp (LR has a base of 6400gp), making them all equally likely to be the "highest level spell" on the staff. If you put Remove D in the top spot, you can cut this cost by a third due to the 3 charges. Math:
Edit: Clarified math a bit.
The staff of healing was created without calculating the reduction in cost due to multiple charges. Edit: Or... it could be that and it should be Restoration instead of Lesser Restoration... Cure Serious Wounds SL 3, CL 8
Restoration: 400 * 4 * 8 = 12800
Goth Guru wrote:
A ring of blinking is 27,000gp, CL 7th, SL 3rd. Continuous would be 7(CL)*3(SL)*2000(Base)*4(round/level) = 168000gp.
So the cost of the ring of blinking is much closer to an activated object than a continuous object.
Tarantula wrote:
So if I ready an action to move during your turn, that movement doesn't provoke an AoO? I think the biggest difference we have is whether the AoO is coming from the movement that is forced from the bull rush or if the AoO is coming from the feat. From the bull rush text: "An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless
This makes be believe that the movement caused by a bull rush is handled under the normal movement rules.
The fact that GBR allows an AoO on the movement doesn't change the fact that the movement only allows one opportunity. Rule breakdown:
Specific 1: You do not provoke an AoO if your movement is occurring due to a Bull Rush. Specific 2: Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. Specific 3: If you possess Greater Bull Rush, your enemies movement provokes an AoO, like normal. This rule eliminates Specific Rule 1. However, there is no specific rule that eliminates or changes Specific Rule 2. Therefore, you'd only get one AoO per round in this chain.
Robert Brambley wrote:
I was resisting making a sex joke about that because I knew someone could do it better. I applaud you, Robert.
Isn't there a rule somewhere where you don't provoke more than one AoO from a specific person due to movement? I'd probably rule this situation to be covered under that rule, especially since Sally never actually moves. Edit: Found it. "" wrote: Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus. I suppose you could argue that it says "more than one square" and since it is technically the same square, you would still provoke AoO's. I find that a bit silly however.
R. Doyle wrote: *snip* Check out Stable Characters and Recovery: "If any sort of healing cures the dying character of even 1 point of damage, he becomes stable and stops losing hit points." You have to read all the rules. ;)
Asphesteros wrote:
Trip the person and find someway to delay them standing up for a turn. Now you can ready an action to trip someone when they stand up. Now, not only do you get to smack them when they are getting up, you get to attempt to trip them when they finally stand up.
Nebulous_Mistress wrote:
I typically don't advocate combat between players and DMs, but I would probably have to at least throw dice at a player that did that.
http://paizo.com/paizo/messageboards/community/gaming/dnd/helpGogglesForThe DaylightSensitive Moff Rimmer wrote:
I couldn't find anything similar for PFRPG.
Quantum Steve wrote: Heal specifically cures insanity and, presumably, other mental disorders as well. No, heal specifically cures insanity, the level 7 sorcerer/wizard spell. It does not cure your general cases of insanity. Edit: Then again, it looks like most cases of insanity are assumed to be not naturally occurring. So the distinction seems small in most cases.
ZappoHisbane wrote: Let's say it's because I'm drinking a potion. Someone tries to trip me while I'm trying to get the potion out of your my or whatever. While I'm in the middle of grabbing for the potion, I somehow have the presence of mind to stab the other guy, with no penalty to my attack whatsoever? With a greatsword? [nitpick] If you are using a greatsword, you'd have to remove at least one hand from the weapon to grab for the potion. That means you wouldn't be armed and thus can't take the attack of opportunity. [/nitpick]
Ah, great stories about stat-generation... One adventure we were using the standard method (4d6 drop 1). I proceeded to roll in my usual horrible habit (7,9,10,11,11,13). One of the other players, known for generating excitement around the table, grabbed his dice and started rolling... 17. Many cheers were to be had.
If I remember correctly, he made a pretty awesome monk after that.
I'll probably just end up stealing Blueluck's method.
Drejk wrote: Depending upon the way of counting the 5-ft squares it is a maximum of 24 or 32 medium-sized humanoids (with 24 being more often used count). Unless they are flying in a tight 3-D sphere then counting becomes troublesome. Only if they are all participating in combat. Outside of combat, you can shove a lot more people inside that area.
Greg Wasson wrote:
That wouldn't fix the issue at hand since they could still take a five foot step. If you change them to a casting time of '1 round' it would work, but that would be horribly unforgiving to casters. Then again, that seems to be what he wants...
This is something I never can quite get: If the game you are playing isn't fundamentally based on what your are expecting, why are you playing that game? D&D isn't based of anything nearing the real world. D&D is a fantasy game, be it low or high fantasy. There are shades of the real world in certain aspects of the game, but that's just because it is easier to relate to something you expect. If you wish to model reality, you'd be better off playing a game whose system is based on reality. For example, GURPS resolves combat in 1-second rounds. There isn't any of this silly "imagine you are making 5 attacks and retreating slowly" nonsense. What you do on your turn is what you do on your turn. Just a thought.
When casting a spell when threatened, you must make a concentration check (should be easier than Defensive Casting) or lose the spell. You may avoid this check by attempting to Cast Defensively. If you take a 5-foot step to exit a threatened square and attempt to take an action, you must make a concentration check (DC=5+CMB of previous threatener?) or fail to perform the action. However, I would never implement this. There are already enough ways to prevent people from retreating from melee. As soon as you close to melee with a suspected caster, your very first attack should be a grapple or a trip. It doesn't even matter if you have the feats because the caster will probably not be armed. The easiest way to prevent casters from stepping away is actively removing the option to move.
Carrying Capacity is fully defined in the Additional Rules chapter. See http://paizo.com/pathfinderRPG/prd/additionalRules.html#carrying-capacity. Typically, a creature can be used as a mount for another creature that is one size smaller than itself. It might be fair to rule that as long as the "building" is one size smaller than the creature and within the creature's weight limit, it can sufficiently carry it. I'm not aware of anywhere that defines the size or weight of buildings.
King of Vrock wrote:
+1. Never felt so good about spending $0.99.
Finarin Panjoro wrote:
Seems like a good time to make ample use of Take 10. The good climbers should probably be able to take 10 over most of the mountain. They can set up pitons rigged with a rope. The rest of the party can use the rope and Take 10 on their climb checks. Once you hit an encounter on the side of the mountain, you'd probably start rolling again. The difficult parts for the skilled climbers come from especially difficult terrain. The difficult parts for the unskilled climbers would come from creatures or just bad things happening. Of course, that is specific to climbing a mountain...
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