Abominable Snowmen

Weren Wu Jen's page

461 posts (1,857 including aliases). 2 reviews. No lists. No wishlists. 5 aliases.



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137ben wrote:

So...how do forgeborn interact with cure spells and/or repair spells? Are they healed by repair spells like Warforged, or are they healed like humanoids?

(The rules aren't really clear on this).

From the Advanced Race Guide:

Half-Construct:

A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features.

Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

If a Half-Construct was healed differently than a standard race, it would have to be mentioned in the description. As it isn't, they are treated just like a human for healing purposes, except for being raised/resurrected (which is specifically mentioned).

Note that the Forgeborn's Source Crystal trait supersedes the standard Half-Construct restriction against being raised/resurrected.

Cheers!


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Colfenor wrote:

Let me ask you this. The Sorcerer is considered to have innate magical power when compared to the Wizard who studies magic. Even though his magical power is innate (that means that he was born with these powers because they are part of his bloodline), he casts spells, not spell-like abilities. In addition, if he takes a level in a different class (even in an arcane spellcasting class!!!) his caster level won't increase at all.

However, if a character of a race like Aasimars takes a non-spellcasting class, his innate magical powers (which are part of his race, just like a Sorcerer's bloodline) will continue to increase no matter whether he bothers to practice them or not.

In the end, I want to ask both the community and the developers: What is the purpose of spell-like abilities if they work just like spells 95% of the time? They can be dispelled, Spell Resistance works on them and the only difference is that they cannot be countered and don't have any components associated with their execution. Why not give races spells instead?

Because of backwards compatibility with D&D 3.5. You can thank WotC for SLAs.

On a similar note, I would like to point out that Sorcerers and Wizards (and even Clerics, plus other classes) also have SLAs in addition to their Spells.

Giving them those SLAs are a way to give the classes a little extra something without messing up the Spell Progression of their class. They can also regulate it more than just saying, "Hey here's some more spell slots."

Case in point: An Evoker gets Force Missile (a SLA) 3+Int times per day. It works like Magic Missile, except it is only one missile at 1d4.

Also, the very points you made: Cannot be countered, and they don't have components.

So, your Fighter has the arcane SLA Enlarge Person. As it is, he doesn't need to wave his arms about and mutter something weird. He doesn't need any powdered iron. Oh, and he doesn't have to roll that 50% spell failure for his full plate and heavy shield.

If you instead said that the Fighter has a single 1st level arcane spell slot that he can use to either prepare or spontaneously cast Enlarge Person, is he going to bother?

SLAs and spells serve different functions in the game, even if their result often looks the same.

Just my 2 coppers' worth!


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In the Advanced Race Guide (Race Builder section: Type):

Link

The first paragraph discusses it.

As for the Lenses of Situational Sight, you still have to have Darkvision to benefit. As the Rakshasa bloodline doesn't grant you Darkvision, I'd say that the item would give you 60 ft. Darkvision.

Edit: Ninja'd!


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It has been covered elsewhere that weapon and armor proficiencies of creature types and subtypes are only for creatures with racial HD (creatures that have 0-HD use their class for weapon/armor prof.).

So, the Shapechanger subtype would give everything but weapon and armor proficiencies.

However, you should get proficiency in the natural weapons (that's kind of understood, even if not explicitly mentioned, from the Beast Shape spells).

The Rakshasa Bloodline is very clear: you are only treated as a native outsider for the purpose of spells and other magical effects, so that's all you get.


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J-Gal wrote:
Auskrem wrote:
J-Gal wrote:
I'm talking humans, elves, dwarves, halflings, gnomes, and half-elves.
raises an eyebrow
I am unsure what the implication of your raised eyebrow is, but if it's because of the exclusion of half-orcs, I assure you, it was purposeful.

You do realize that half-orcs were in the original 1st edition AD&D, right?

Oh, and classes? Clerics, druids, fighters, rangers, paladins, magic-users, illusionists, thieves, assassins and monks were all in the original AD&D PHB.


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PaperStSoapCo wrote:
Are the combat style feats acquired disregarding prerequisites as a Ranger does or does the Slayer still need to meet those?

Actually, that was my question as well, but aimed specifically at "Point Blank Master" from page 167 of the Advanced Players Guide.


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RJGrady wrote:
Setting aside that the ARG is not core, the ARG text does not even address the issue. It talks only about its own special rules.

So, what is a Core book?

Because I always thought that it was anything in this line: Pathinder Roleplaying Game


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Okay, so after much searching I cannot find any specific rule in the Bestiary referencing that creatures with 0 HD don't get armor or weapon proficiencies (or anything else listed under traits unless specifically called out in their monster entry).

Sorry. :(

<Properly chastised>

I'll go ahead and hit the FAQ button.

EDIT:

BTW - The aasimar and tiefling monster entries in the Bestiary only list weapons that their class would have access to.

Just saying. :P


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I agree completely, ShadowcatX!


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Well, the Kickstarter has surpassed the minimum funding, so it looks like Dragon Kings is getting made!

Huzzah! :D


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Ellis Mirari wrote:
Let me ask this then: In your opinions, is calling turning hobgoblins into orc different enough to set off that irritation? Hobgoblins as they are just make much better antagonists in my opinion, but the name hobgoblin implies that they are add-ons to goblins, and in the case of theh istory I've created, it's the opposite, but I can't start calling hobgoblins goblins...

Well, you could just call them "hobs". I believe that it's just a standard old-english variant of hobgoblin.

...

Also, on the elf/dwarf note, I don't have a problem with them per se, but I have a problem with ALL of the long-lived races.

An elf's "venerable" age category is 5 times as long as a human's (absolute age is 750 years vs. 110 years almost 7 times), yet most individuals writing world histories limit their thinking to human lifespans.

In Golarion, the deity Aroden died 100 years ago. Ancient history for humans, but every PC elf was actually alive when he died!

(Elf starting age from CRB: 114 years to 170 years.)

Even to this day, I have issues with an elf being 110+ years old and being 1st level alongside that 20 year old human.

...

The "Breadth of Experience" Feat (from the APG) should be (at minimum) a Bonus Feat for elves, not something that they need to take.

In fact, elves should either have a much lower starting age (say 40 years base) or be built with at least 15 RP using the ARG (bonus skill points and Feats mostly, but long-lived races shouldn't have Con penalties and should be immune to disease/resistant to poisons).

...

Hmmm... I got a little off track. Sorry.

No, you don't need dwarves, elves, or orcs. Just make sure what you do use don't actually fill those roles, or there's no point in not using them. :)


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The background tables are pretty cool.

The only problem: Now you need a book with background tables for all the races from the Advanced Race Guide!


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First off, a question:

1) If we participated in the Ultimate Psionics Kickstarter, will we get an e-mail letting us know when the Third Dawn Kickstarter starts?

Well, Jeremy, I'm not too familiar with the setting (I know that it's all-psionic, but that's it).

So, things I'd like to see in the book (whether they are stretch goals or not):

A) Regional write-ups like in the Inner Sea World Guide, combined with Regional Character Traits from the Inner Sea Primer.

B) A chapter detailing how to deal with Bestiary creatures that are very magic-themed.

C) A chapter detailing the cosmology of Third Dawn (i.e.: Are there deities? Why don't they grant magic to their followers? What are the outsiders like? What are the other planes of existence like?).

As for a definite stretch goal:

D) Actual Third Dawn Player's Guide (which, if you do, you could put the Regional Character Traits in there instead of the main book).

Cheers!

Weren Wu Jen


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I did this early last year:

Spells: A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. Spells marked (APG) are from the Advanced Player's Guide. Spells marked (UM) are from Ultimate Magic.

0-Level Magus Spells—brand (APG).

1st-Level Magus Spells—crafter's curse (APG), ill omen (APG).

2nd-Level Magus Spells—blindness/deafness, disfiguring touch (UM), feast of ashes (APG).

3rd-Level Magus Spells—bestow curse, cup of dust (APG), curse of disgust (UM), eldritch fever (UM), geas (lesser), nature's exile (APG).

4th-Level Magus Spells—brand (greater) (APG), curse of magic negation (UM), reprobation (UM), rest eternal (APG).

5th-Level Magus Spells—curse (major) (UM), mark of justice.

6th-Level Magus Spells—geas/quest.

Cheers!

EDIT: BTW, in Ultimate Magic they did an Update that retconned spells that would have the new descriptors that were added in UM.


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I was wondering about the Spell Mastery requirement and the reference to the witch as well...

Personally, Spell Mastery should have "Ability to prepare and cast 1st level arcane spells" instead of the normal prerequisite (which was fine when the CRB came out, but with the APG and UM, there are now three classes that prepare arcane spells).


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Here's James Jacobs' answer to your question:

James Jacobs wrote:
Diego Rossi wrote:

A question about art objects and other similar items found in treasure troves in the published adventures.

The listed value is the normal sell price or the maximum value of the item and it is usually sold for half that?
As an example the famous succubus statuettes found in several AP.

I generally take the listed price as what can be gained selling the item on the general market, while trying to sell it through an action house or to a interested buyer can net much more. As that kind of sale require time and the right contacts it generally it would become trading time for extra cash.

Art objects, gemtsones, and other monetary treasures resell for full price. Only magic items, equipment, and the like resells for half price.


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"When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls."

It would still allow him to use Dex for his attack roll...

Of course, it's an expensive way to gain that. :P


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AlgaeNymph wrote:


...or do natural 1s only apply to skills, combat, and saving throws?

Actually, Natural 1's don't apply to skill checks.


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And with four days to go, Paizo just posted about the Kickstarter in the Store Blog!


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Not at all! :)

@ Mirage Wolf - Oh, and I had to look it up, but I read a book a long time ago that had insectoid beings (as the villains):

The Swordswoman by Jessica Amanda Salmonson


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@ Jeremy Smith - You're welcome! :)


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I just want to ask for a clarification:

There is no explicit declaration that Melee Weapon Special Abilities added to a Body Wrap of Mighty Strikes can only be used at the "1/round, per iterative attack" statement.

So the question: Are any Special Abilities added to the item limited by the same restriction as the Enhancement Bonus?

(BTW: I have no stake in what the answer is, I just want to know how to correctly interpret the item.)

Thanks in advance!

(And forgive me if this was answered somewhere else -- I couldn't find it.)


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The Dice code actually rolls dice for you.

1d20 + 5 ⇒ (9) + 5 = 14

[dice]1d20 + 5[/dice

{Just add the other bracket to make it work}


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Another option is the Fighter route:

Human Fighter (no archetypes)

Be sure to double-check prereq.'s (the Feats have High Dex req.).

Don't blow off Wisdom.

Traits: Take one that gives you a +1 Will, and if allowed one that grants Perception as a class skill (like Observant from the PFS Guide to Organized Play).

1st) Point-Blank Shot, Precise Shot, Weapon Focus-Longbow
2nd) Rapid Shot
3rd) Iron Will
4th) Weapon Specialization-Longbow
5th) Point Blank Master (from APG)
6th) Snap Shot (from Ultimate Combat, if GM allows)
7th) Rapidshot
8th) Improved Critical-LongbowGreater Weapon Focus-Longbow
9th) Improved Snap Shot (again, from UC)
10th) Greater Weapon Focus-Longbow
11th) Improved Precise Shot
12th) Greater Weapon Specialization-Longbow
13th) Greater Snap Shot

The biggest deal about this build is the Point Blank Master, Snap Shot, and Improved Snap Shot. They allow you to use your bow in melee, and dispense with changing weapons.

Fighters get more feats than a Ranger, and can get Point Blank Master a level earlier.

The trade off is low skill points and no spells.


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Well, the GMs on the boards typically have players build their characters using the Point Buy System (usually 15-20 pts), so your Ability Scores are incredibly low.

The trick however, is persistence in checking the recruitment threads. I use the little "" on the right to Hide any threads I'm not interested in (like closed recruitment threads, ones with a large number of posts, etc.)

You can also check out some of my Aliases, but it's better to break up your Class Features from your Feats, etc. It makes it easier to read.

To play, you should actually make up an Alias. As DH recommends, you can have several that are just frameworks that you can finish after you find a game that you want to apply for!

I hope this helps!


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From the PRD:

"Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler."

(Emphasis mine)

You can cast spells with a buckler (but give up the AC bonus). If you could cast spells using any other shield, it would list it in their description.


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Maybe from here: Raiju


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Doomed Hero's Guide is really helpful!

It gave me the courage to try out for a PBP, and now I'm part of a game! :)

BTW: I feel like I'm giving a testimonial. :P


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In magic items, Boots/Shoes/Sandals is severely lacking.

Also, with the proliferation of animal companions/steeds/familiars, there really needs to be more magic items geared toward such creatures.


6 people marked this as FAQ candidate. Answered in the errata. 3 people marked this as a favorite.

These two traits are very similar (although Wayang Spellhunter is more limited). While most traits don't stack by virtue of having "trait bonus" in the text, it's not so clear in this case.

As written, these two traits could both be taken and applied to the same spell (of 3rd level or lower), with the following result:

"When you apply metamagic feats to this spell, treat its actual level as 2 lower for determining the spell's final adjusted level."

I don't think that this was Paizo's intent.


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After really reading the Weapon and Shield Combat Style from the APG, I realized that it should really be called, "Two-Weapon Fighting with a Weapon and Shield Combat Style."

All but three feats require TWF, and of those, only two can be applied to a buckler.

So, a suggestion for a new Ranger Combat Style:

Weapon and Buckler: If the ranger selects weapon and buckler style, he can choose from the following list whenever he gains a combat style feat: Dodge, Quick Draw, Shield Focus, Weapon Focus. At 6th level he adds Shield Specialization (Buckler) and Vital Strike to the list. At 10th level, he adds Greater Shield Focus and Greater Weapon Focus to the list.