Search Posts
With the FAQ on spells and spellcrafting stating that ALL spells have visual effects, the question I want an answer to is this: What it the DC to SEE this visual effect? Also worth discussing, what modifiers are applied? Does the level of the spell make it easier to see? How does cover/concealment/invisibility and so forth affect this? Perhaps this should be in homebrew or suggestions, but as this is a mechanic that will likely be asked about in PFS, I'm putting it here.
In another thread, I have gotten embroiled in a debate about whether or not you can take 10 on a Knowledge check to get a better idea of what you may or may not be about to fight... Say your group was tromping along a highway, chattering about whatever topic you normally chat about while travelling from A to B, and you spotted a Blue Dragon flying towards you from a half mile away... Would you: a)Allow for a knowledge check (taking 10) because you see it but aren't yet in combat? or b)Declare that since combat will occur (GM knowledge), no taking 10 is allowed? Opinions? Rules quotes? All input is appreciated, thanks in advance folks!
Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have the regeneration ability. Format: regeneration 5 (fire, acid); Location: hp. Can a coup de grace kill an unconscious troll? I say no because it specifically states they can't die while their regeneration is still functioning... Thoughts?
Could I just tie or glue a bunch of wands together so that when I draw one, I have a few to choose from? Not looking to USE multiple wands at once, just HAVE like three or four tied together/glued together/attached somehow so I can activate whichever one I want rather than drawing a new one... Thoughts?
"Stone
Stone weapons cost a quarter of what base items of their type do, and weigh 75% of what base items of their type do. Weapons: Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone." Regarding the last sentence above, looking at the examples listed at the start... axes and flint knives... Should this be read as: Light weapons, as well as one-handed bludgeoning weapons, spears and arrowheads can all be made of stone. or Only bludgeoning weapons that are light and one handed, as well as spears and arrowheads can all be made of stone.
I find that some people take the approach of "If the rules don't explicitly say so, I can assume my character is allowed to do X" Example: The rules don't explicitly say that you DON'T start with a fly speed of 10, therefor all characters must have it. Why is it that people make assumptions like this? I keep running into things posted on here where people are basically saying that they think the rules work a certain way, and ask if someone can disprove it... I offer this suggestion: If you think something needs to be interpreted, don't ask if someone can disprove it, show why you think it is a certain way! I don't know if I'm being clear, but I will check back and clarify after a few posts... Thoughts?
Going online, it would appear as though one could create a dagger out of sharpened bone, or obsidian, but not stone. I don't have my Ultimate Equipment book handy, but am pretty sure it allows for light/one handed weapons the same as bone and obsidian... Am I losing my mind? You can actually make a BONE dagger or obsidian dagger in Pathfinder, but not one of these: http://www.woodyblackwell.com/portfolio.html According to the internet... stone isn't sharp in Pathfinder... I seem to recall it being allowed in the books however. I can even sharpen a piece of WOOD to make something with the same stats as a dagger! http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/stake -wooden Anyone able to clarify this? Don't bother looking it up online, it says this: "Stone
Stone weapons cost a quarter of what base items of their type do, and weigh 75% of what base items of their type do. Weapons: Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone. Weapons made of stone have half the hardness of their base weapons, and have the fragile condition." So using their own example, there are apparently blunt axes, blunt flint knives in the game... ARGH! Anyone able to shed some insight here?
I was messing around with trying to build a viable thrown weapon character, and I came across a few things: Stone weapons (Ultimate Equipment) cost 25% as much, and weigh 75% as much... and are Fragile. Splintering Weapon (Ultimate Combat) would allow you to throw these things and inflict 1D4 bleed by breaking them (at 2.5sp each, who cares?). Trait: River Rat adds +1 to dagger damage Item: Whetstone (Ultimate Equipment) adds +1 to damage on first hit of a weapon... Swashbuckler can add their entire level to damage on these starting at level 3... So, a swashbuckler who makes his own cheap (lets call them Throwing Rocks, but functionally Daggers) weapons can do 1D4+2 plus his level, plus his strength, and inflict 1D4 bleed on each hit (doesn't stack, so best to target multiple people, then run and let them bleed out). This is the best I can find for thrown weapon builds so far, without resorting to the usual Blinkback Belt/Expensive magic weapon skullduggery. I'm looking for advice on character build AND gear to make a scary weapon thrower, any tips? |