Kyra

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Evening.
A straight forward question: How do you calculate a ranged spell attack roll?
A spell attack roll is: d20 + ability mod for spell casting + proficiency + other + penalty.
A ranged attack roll is: d20 + DEX mod + proficiency + other + penalty
So...what am formula am I suppose to use?


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.
Thanks.


1 person marked this as FAQ candidate.

Greetings all.
I was going through some character classes this morning and was looking at sneak attack, afterwards I looked at the invisible condition and I noticed it said "attacks made by a character with the invisible condition ignores the opponents dexterity bonus to AC". So, my question is: Is ignoring an opponent's dexterity bonus to AC the same as denying them their dexterity bonus to AC for the purpose of sneak attack?

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.


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.
Forgive the spelling errors as this is from my phone. :(
Thanks.


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Greetings all.
As the title explains, I am having a difficult time understanding how this ability works.

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:
1. Do you pay any gp to use this ability and, if so, do you use the full price or the price you use as if you crafted the item yourself?
2. Does it take any time to add said abilities?
3. What magic abilities are fair game? Are they restricted to those abilities found only on preexisting neck slot items? Could I make a holy symbol of might fists provided I have the levels and possibly the gp?

Thank you all for your time in answering my inquiries.


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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. :)


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Greetings all,
After lurking in this forum and answering a few questions, I have seen several threads about drow and svirfneblin characters and after some time my interest has been piqued.

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.


Greetings all,
In a campaign I will be joining soon, I will be starting at level 5 as a ranger using the core rulebook and advanced players guide.
My ranger, with a druid level of 2 and thus camel (acquired at level 4) level 2, took a lance and wants to charge, but the camel's only known combat trick will be stay.
According to the rules, this mount/animal companion (due to being a horselord/infiltrator) is NOT combat trained, which means I would have to make a DC 20 ride check each round as a move action, which means I can't make a full-round charge.
Unless I justify it through a back story or spend a massive amount of time in the campaign making handle animal checks, this camel will be "combat trained" at level 15.

My question in all of this is, am I right about all of this? Do you think it would be justifiable to say this character spent past levels training this camel? Also, I realize my DM will be the final say in all of this. Also also, I am new to using mounts and charging, so anything you guys and gals have to offer is appreciated.

Oh, here is another question, am I right in thinking I can't attack AND overrun as part of a charge? Reading past thread I am inclined to say, no, I can't.

Thanks for the advice and for taking the time to reply.


Greetings all!
I was looking through the list of sub-domains in the APG and came across the Plant-decay sub-domain.
Aura of decay states it emits a 30 foot aura but does not define the shape beyond that. Does that mean it is treated like a 30 foot radius centered on the user? That would be a royal pain for teammates.
Please excuse any typos as I am typing from an iPad :(
Thanks.


Greetings all.

I should first mention the I made an attempt at searching for an answer but didn't quite find a suitable answer.

Using the Pathfinder core rules, I am making a level 8 rogue. This particular rogue has a +1 greatsword 2d6 with the shock ability (+1d6 when activated). This rogue has vital strike and power attack with a strength of 16 (+3) and a Base Attack Bonus (BAB) of 6.

My question(s) is/are: does vital strike and power attack work together with sneak attack (of 4d6)? I know vital strike does not work with shock and will only work on the 2d6 of the greatsword, but will power attack add its +6 bonus (+ 2 normally, +2 for having a BAB of 6 or greater, +2 for using a 2-handed weapon) to every d6 I roll, in this case 9d6 (4 from sneak attack, 2 from the sword, 1 for shock, and 2 from vital strike)? or will I roll the damage and just add +6 to the total in addition to the +1 from the weapon enhancement, +3 from strength, and +4 (1.5x my STR modifier)?

Thank you in advance for taking the time to answer my question. I am quite grateful. Hopefully I did not forget any details, I am still a novice in the dungeons and dragons world.