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![]() Evening all. I just finished writing up a dwarf cleric. After going over equipment, I wondered if, like in pathfinder first edition, it is spelled out any where in the rule book that a character starts with a free set of clothing or if they will have to come out the characters starting funds.
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![]() I am not good player. Cleric is my favorite class in Pathfinder, but once I rolled my character, I either did not hit hard enough in combat to contribute or I failed my offensive spellcastings, either by concentration, resistance, or save. Channel looked good on paper, but in practice was garbage and domains were always lackluster. All of this destroyed my passion for the Cleric and I do not see anything in this blog post to make me feel better. It all looks the same, just spread out and watered down. I wish I could have higher hopes for Cleric v2, to have that passion back, but until we get an idea of what monster saves/stats will be like, I do not feel the Cleric will be good for or contribute anything offensively beyond buffbot/heal bot. :( ![]()
![]() AkosPrime wrote:
I would say yes. ![]()
![]() GM 7thGate wrote:
Ohhhh, ok I see what you are getting at. It would have been nice if Paizo put that somewhere that made sense. >< ![]()
![]() Greetings all.
I apologize if I missed something in the rules, as is bound to happen from time to time, or if this has been discussed before. I didn't see an answer in the entry for rogue's sneak attack, invisible, or invisibility. All quotes are from the d20pfsrd. Thanks. Invisibility:
Spoiler:
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Invisible:
Spoiler:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See the invisibility special ability. Sneak attack (rogue):
Spoiler: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. See Precision Damage & Critical Hits FAQ for more information.
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![]() This is interesting. I do not see anything in the heal skill entry or skill entry saying it does/does not provoke, yet in the ultimate combat entry for merciful healer it has an ability that states a merciful healer does not provoke when using the heal skill to stabilize another creature or to cast healing spells. Edit: Fuzzy-Wuzzy for the save. ![]()
![]() noble peasant wrote:
sap adept wrote:
sap master wrote:
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![]() nennafir wrote:
After reading the comments, my opinion is that, if in the area of silence, you would suffer the full effects of howling agony because it calls out vocalization of pain, which you cannot do, not visualization of pain. ![]()
![]() Samasboy1 wrote:
I thought I mentioned two weapon fighting? I guess my phone autocompleted it, grrr. So I was right, it would be +6/+6. Thanks guys and/or gals, may you all natural 20s for the rest of the week ^_^ ![]()
![]() Greetings all. I was lamenting over the blandness of the cleric class restricted to the core rulebook to train some new players with and I decided to make a cleric that two weapon fights with light crossbows. Well, I think I did something wrong. It has a dex of 19 for a mod of +4 at level 6 as a human with the +2 and the level 4 +1 both into dex. It has weapon focus light crossbow and each has an enhancement of +1 as well as bab +4 at level 6 for a grand total of +10 attack bonus. However, light crossbows state that if you fight with two light crossbows you take a -2 penalty on top of the two weapon fighting penalty of -2. Well, for bookkeeping I plugged the numbers into hero lab. If I am right my crossbow attacks should be at +10 - 2 twf - 2 crossbows = an attack bonus of +6 each but hero lab has my attack bonus at +4. Which is correct? This is my first foray into the world of crossbows.
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![]() Jack of Dust wrote:
Thanks for the reply, it is extremely helpful, but I do have another question regarding the answer to question 2, since it is item creation, would the usual crafting times for magic/wondrous also apply? ![]()
![]() Greetings all.
Spoiler:
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisite. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function only for the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability. This ability replaces the increase to channel energy gained at 3rd level. My questions regarding the bold section in the spoiler are:
Thank you all for your time in answering my inquiries. ![]()
![]() AbsolutGrndZer0 wrote:
From the FAQ: Bane: Can I apply multiple bane special abilities to the same weapon? If so, do their effects stack? You can apply multiple bane special abilities to the same weapon. For example, you can have a +1 dragon- and fey-bane longsword, which has an increased enhancement bonus and damage against dragons and against fey. If you have multiple bane effects on a weapon and attack a creature against which more than one bane applies (such as a chaotic- and evil-outsider bane weapon used against a demon), the effects do not stack: the weapon's enhancement bonus is only +2 higher than its actual enhancement bonus, and it only deals +2d6 points of damage against that opponent. (Compare to fighter weapon training or ranger favored enemy bonuses, both of which say you use the highest bonus if more than one bonus applies.) —Pathfinder Design Team, 11/13/13 :) ![]()
![]() Tiny Coffee Golem wrote:
Greatly appreciated. Is that from the most recent printing? If so, I need to update my copy. ![]()
![]() Marvelous wrote:
Page 12 of the CRB Multiplying: When you are asked to apply more thanone multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4. ![]()
![]() mdt wrote: All due respect gravalpea, but he didn't say 'on a 20' he said 'at level 20'. So either it's very low for a level 20, or it's overstated for figuring out what to roll for a critical success. What? I thought I was answering the question as to where the x3 the poster below the original poster was asking. I was trying to be specific. I guess I failed in more than one area. :( *shrug* oh well, live and learn. ![]()
![]() ShadowcatX wrote:
The lance has a crit range of x3 on a natural 20 ![]()
![]() Gnomezrule wrote: I am finding the skills system vague. Are you allowed to pick skill outside of your class skills? I always thought you could but you did not get as much of a bonus. Yes. Any ranks placed in a class skill will receive a +3 bonus (not +3 ranks).
You can place ranks in any skill you wish. ![]()
![]() Greetings again all! I have a question regarding the monk of the empty hand ki weapon supernatural ability. It states that at 5th level, He may spend 1 point from his ki pool as a swift action to deal damage equal to his unarmed strike damage with an improvied weapon for 1 round. Is this in addition to what the improvised weapon does? The character I have has a monk's robe and is a level 6 monk, thus making his unarmed strike damage 1d10. He also has the catch off-guard and improvised weapon mastery feats, making his shovel improvised weapons, treated as clubs doing 1d6 damage, do 1d8 damage instead. Would he be doing 1d8+1d10 damage for that round, or does the supernatual ability replace the 1d8 with the 1d10 unarmed strike damage? Thanks in advance. :) ![]()
![]() Greetings all,
My question is: When developing a playable character with a monster race with class levels, do you treat those races, for example duergars or kobolds using the character stats listed as you would gnomes, elves, dwarves, and so on that appear in the core rulebook? That seems the easiest thing to do. Thanks in advance for your thoughts and help. ![]()
![]() Squawk Featherbeak wrote:
Page 206 in regards to rage, concentration and spells: To cast a spell, you must concentrate. If somethinginterrupts your concentration while you’re casting, you must make a concentration check or lose the spell. In regards to inspire, I assume you mean Inspire courage from the bard, no.
sneak attack, revelations, and channel are abilities, not skills, and don't state that concentration is needed and so I say they are good. mutagens I don't know, I haven't look into that ability yet. I am always open to being proven wrong...we learn that way ^_^ ![]()
![]() Quatar wrote:
Total Concealment : If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment). You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies. In my opinion, and to answer your question, no. The only reason you would be using acrobatics in that situation is to avoid provoking an attack of opportunity, but you are invisible which means you have total concealment, thus attacks of opportunity cannot be made against you, and even if they could, the opponent would still have a 50% miss chance while attacking the space it thinks you are in, if she guessed right that is. That's my answer and I'm sticking to it...until proven wrong :) ![]()
![]() Pharothan wrote:
I am inclined to say no. The section on magic clearly states that you have to be able to concentrate in order to cast a spell. Furthermore, controlled rage, among other thing, applies to skills and states that it otherwise follows the rules for rage, which means you cannot use any ability that requires concentration, including the ability to cast spells. I would cite pages, but I am on my iPad, my apologies on that. ![]()
![]() LazarX wrote: It means that Hide in Plain Sight is useless to you unless you get Favored Terrains from another class, such as Horizon Walker. This is the closest answer we got. it doesn't call out shapeshifter, but they replace favored terrain and leave hide in plain sight.http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o7e ![]()
![]() ern2112 wrote:
I would assume the bolded part is the answer to your question. I can see this in one of two ways: 1. you think it is up to your character to decide where the new level goes.or 2. it is up to you as the controller of said character to decide where said level goes. Most players, I assume, play it as the latter rather than the former, but honestly, the above quote is about as good an answer from the book as you will get. ![]()
![]() ern2112 wrote:
page 30 of the core rule book ![]()
![]() Abraham spalding wrote:
Which means a falcata can be made large making it a 2 handed weapon with a -2 penalty, anything more than that for a medium creature and it cannot be wielded. If I am not mistaken. :) ![]()
![]() Kyras Ausks wrote: It dose apply, most of the time it tells you get a minimum of 1 I agree with this. Also, since the game does differentiate between bonuses and penalties, if an ability doesn't specifically call out one or the other, I would say you apply whatever modifier you have to said ability, for better or worse. ![]()
![]() AdamMeyers wrote: A Shapeshifter Ranger looses favored terrain but keeps hide in plain sight. How does he use it without the favored terrain? Here is the closest answer so far: http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o7e ![]()
![]() gourry187 wrote:
The faq entry on this question states that no, you can't. I am on an iPad so I can't link it right now. Edit: here it is:
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![]() Miroudias wrote:
catch off-guard Spoiler:
Catch Off-Guard (Combat) Foes are surprised by your skilled use of unorthodox and improvised weapons. Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted against any attacks you make with an improvised melee weapon. Normal: You take a –4 penalty on attack rolls made with an improvised weapon. My thought is that you wouldn't always get sneak attack damage because of the bolded section above. ![]()
![]() thrilled wrote:
hammer the gap Spoiler:
hammer the gap You repeatedly strike the same location, causing increasing amounts of damage. Prerequisite: Base attack bonus +6. Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit. I read this as, if your first attack hits, and then your second attack hits, you get 1 extra damage, because you only had 1 previous hit. If you hit with a third attack, you only get 2 extra damage. Quote:
Because vital strike is a standard action, I am inclined to say you cannot use it with a full attack/full round action. The other questions I am not quite certain of. ![]()
![]() Jorge Alberto Rodríguez Dorado wrote:
If you mean hat of disguise, I would say no as said hat functions like a disguise self spell which does not change creature type. Hat of Disguise
Spoiler:
Aura faint illusion; CL 1st Slot head; Price 1,800 gp; Weight — Description This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. Disguise self
Spoiler: Disguise Self School illusion (glamer); Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. ![]()
![]() tom jim wrote:
I would say that since Major Image has a duration of concentration + 3 that the image would last for 3 rounds after ceasing to concentrate. So, you would have have to concentrate for at least 1 round in order to cast the spell but after that, you get 3 rounds of the image for free before the effects cease. Just a thought. :) ![]()
![]() Feegle wrote:
I would say so. ninjas everywhere!
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