Erdrinneir Vonnarc

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Think about this.....what's the point to state clearly Single? It is true, you can always make just one standard action in your round but is also true that you can always use any power to make some more. iIn this specific condition you just can not.


when you are staggered you can make a SINGLE standard action so you can't get an extra standard action from powers or abilities but you can get extra attacks or actions using mythic and hero points to do anything else but a generic standard action.


Dekalinder wrote:

You seem awfully forgettfull that in Pathfinder exists different states of being on top of live and dead, like undead or construct. They don't heal naturally so that's why that recuperation clause is there.

On spells, i'd say it's quite boggling to argue that it shoud do someting different that wat it says on the tin since there is no base for assuming that. You regain use of your spells, it's as simple as that. Regain use of your spells. Run down what that means in standard english and you should be fine.

I'm aware that in fantasy games there are different levels of"life" but my complain ( and joke by the way) was all about the need the authors had to explain such trivial things without spend few words on the spells part that is always the most tricky and "mistakable", that's it ( I guess many players and DMs will agree with me).

I think I'll do as you say as long as nothing comes out. thanks


Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Dose it mean that a Mage can memorize new spells as if it were a brand new day? or maybe he "regains" his used spells back or he can gets back only his arcane schools daily spells instead?
What a about a cleric? he has to wait anyway his particular chosen moment of the day to regain his spells? He dose not regain his spells but only his "daily" ones like domain special spell like abilities? Dose anybody here can help me with this conundrum?
( I have to say this....you waste time on explaining that you heal as long as you are alive..doh!?...and not a word of explanation on the spell per day matter? Come on! a dead character dose not rest 8 hours.....only in peace, everybody knows)


Feanor76 wrote:

Thanks Daddy :D

But these are daily so i guess should be refreshed as well with sustained by faith?

Absolutely. My humble opinion is that In addition to the spells per day that Sustained by faith let you get back, with recuperation you get (if you spend 1 MP and rest 1 hour) half your HPs ( if you are a 15th lvl warrior with 200 Hps this means 100 Hps back with one MP and one uninterrupted hour of rest, not bad at all!!)that's all.Now Illeist says that is "common opinion" that you regain all the used spells even if you can't (of course) prepare them again (you can do that only once in 24 hours) but I'm not 100% positive about that.


Feanor76 wrote:

Adding a thing on why i wait for an author to answer me.

Some time ago you maxOO just typed this in a post about sustained by faith you made (you got no replies):
"furthermore, even if a hierophant can with this path ability regain spells,according to the basic magic rules, can or can't be spells casted in the last 8 hours?" (Copied and pasted).

So I'm wondering what are you "totally agree" to? :D

I was looking for confirmation about what to me was clear( clerics get no spells back) but in case I was wrong what to do with the RAW of the 8 hours.


Illeist wrote:

Generally, authors and developers only comment on threads with real contention. In this case, the answer is reasonably clear: Sustained by Faith doesn't allow you to prepare spells more frequently.

As far as Recuperation goes, there's a little more dispute. As written, it doesn't allow anyone to prep spells, as arcane casters can only prep spells once every 24 hours, and divine casters can only prep spells at a specific time. That said, Recuperation allows you to "regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on)." So, since you are unable to prepare spells but explicitly regain use of them, the general consensus (so far as I'm aware) is that your most recently prepared spells are refreshed and can be cast again.

That's true. Sustained by faith is absolutely clear about it and there's no chance a cleric can have his spells back.With recuperation is slightly different.

A100% core race cleric gets a lame boon from this ability but, think to an half demon cleric of Rovagug, well, he should gets his demon spell like ability back with recuperation or if he has some prestige class with spells or ability with a daily usage, he should gets those back too.


Dekalinder wrote:
Cleric do not need to rest to recharge spells. The payback is, they can only do so once per day at a predetermined time of the day. Anything that count as rest does jack for a cleric. Without "Recuperation" cleric method of "recharge" is definetly better, since among other things they do not care for sleep interruptions. But once that comes in play, they have less to benefit from it. It's called asymmetrical balance, and it's part of this game from it's inception.

totally agree.


This ability states that :"If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation". Now, I'm wondering if it means that you can also regain spells. "Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells." This means that because its not a class feature that requires rest can't be sustained by faith?
furthermore, even if a hierophant can with this path ability regain spells,according to the basic magic rules, can or can't be spells casted in the last 8 hours?


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Quote from Ultimate Campaign pag 236 "If you aren’t running a kingdom, substitute a Will save for a Loyalty check. Instead of a kingdom’s Control DC, use the primary ability DC of a monster with a CR equal to the party’s APL (see Monster Statistics By CR, Bestiary 291)."


Thank you guys


Easy question, the bonus skills associated with that wondrous item can only be an intelligence based? Or can it be any skill? I mean even those based on other characteristics.


It's an easy question. Is it possible to use stealth in the same round you make a full round spring attack?
Spring attack is a full round action and even if movement is involved it is not a movement action so....I'm not sure about it.


As you can guess from the subject, last night my rogue was thinking to use his spring attack ability but on a magic carpet....is that possible? According to me it isn't, am I right? What do you think?


I was wondering....and what about "project image"?Does, let's say, dark vision or see invisibility work on the image?


if a character has permanent/active spells (such as see invisibility true seeing etc..) does his astral projection have those?


I was wondering if during an opportunity attack a creature is allowed to inflict either damage and, as part of the attack, to make the grapple combat maneuver as a free action as stated in the universal monster rules.


Smarnil le couard wrote:

For my part, I consider it's included in the DC 15 Heal check to stabilize someone.

I do not roll for stabilization until someone bother to check on the state of health of their fallen friend, I just count the time elapsed. It's only when someone remember to play medic that the fallen PC is allowed to roll N times to see if he managed to stabilize himself or died from exsanguination.

Same thing in case of magical healing : when the cure is applied we roll to see how far below the character went.

The only exception is an ongoing Status spell, which gives real time info on the matter.

This way, we entirely avoid metagame thinking ("no need to check on him, he rolled a 20 !"). A downed PC is still seen as an emergency, as no one (including the player) knows how he fares.

I like that. Easy, elegant and explain ( according to me) why not a word is wrote about this topic on the manual. I love also the "not trowing for stabilization" part to avoid meta game.Brilliant.


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Starglim wrote:
I've always seen it run as Heal DC 15. It should be a move action, like an active Perception check. Agree that if there's plenty of time outside of combat, there's no need for a check.

Heal CD 15 as standard action I would say, but it's just my humble opinion.

I think it's a huge bug in the game if it's not stated anywhere how to act in this circumstances because it means the players and the Gm must do meta game.
( another example, a mage wants to cast a wall of fire with the damaging side against two undead but a warrior lies down near them.Well, if the mage knows the warrior is dead he has no problems to cast it but otherwise if he knows the warrior is unconscious he will certainly take another course of action)


wraithstrike wrote:

The rules actually do not say. If you wish to come up with an in-combat rule I would say a DC 10 or DC 15 heal check.

It is a free action to drop to one knee. It does not take long to notice the someone has no pulse and/or is not breathing. If you can stabilize someone using a standard action then it should take less time to determine that they are dead.

Quote:
Action: Providing first aid, treating a wound, or treating poison is a standard action.

I know that it takes longer in real life to bandage someone up or treat a poison, than it does to determine they are no longer alive so going by that in Pathfinder I would rule it is a standard action to determine death.

I agree. Maybe not so realistic but pathfinderistic If I may.


Deighton Thrane wrote:
Yeah the only time you should have to make the roll is if they're mostly dead, but not all dead. If they're breathing, clearly you should think they're alive.

What kind of roll? Perception, heal or...? The cd? I think to see if some one is breathing or not is not so easy especially during a fight.

I think at least a very high perception CD must be rolled to do that, are you agree?


wraithstrike wrote:
Unless it is in the middle of combat I just let the players know who is dead most of the time.

You are right I've forgot to say "during a fight".


Skeld wrote:

Heal would be the right skill and I wouldn't ask a player to make a check to tell the difference between someone that's dead and someone that's unconscious, unless they were trying to check from across the room or something.

Some things should be pretty obvious and not require you to roll dice.

-Skeld

I'm not sure how obvious it is. I mean, a character in my opinion must be reached in the first place and than you need physical contact with him to be sure if he is dead or not ( put two fingers along the neck to check the pulse or to see if he is breathing and perception may be involved.)

Above all, to do this should be at least a full round action in my opinion ( to kneel down and check the overall conditions takes not less than 6 seconds).
My question rise because if we can determine the "not dead" status of a character in a blink of an eye with no check or action involved , a creature can do the same and you can see how this change everything in a fight.
( If my drow knows an enemy mage is one point from the death but stabilized he is going to spend one attack to finish him even if he is not a treat anymore because in the next round he can be healed and able to come back in action again).
If I can't tell if he is dead or not if I see a fallen character I assume he is dead and I move on leaving the chance to him to be healed or saved in a way.


Dose anybody here knows what skll check (if any) is used to estimate if a character is dying, stabilized or dead?
Is it possible to tell the difference from outside?And how?


Ughbash wrote:

No, don't allow it.

Someone will find a source for a spell where the bonus is NOT an enhancement bonus so ti stacks... Once you have allowed permanecy to work on stats one way you do not have as strong of an argument for other ways.

Soon everyone will want all sorts of spells "permanencied" on them.

Don't do it.

I must agree, knowing my players and their hunger maybe the best line of action is no action.


Dose anybody here as GM have ever allowed the use of "Permanency" on character stats? ( I mean str, dex etc..).If so, what should be the right price? My educated guess is half the cost of the object with the same effect. Eg. if a belt of strength +4 costs16K , for such spell, the price should be 8K ( more or less as if are paying the cost to create that item). Do you think is the right guideline? I think an higher price ( if you allow this spell) isn't fair ( Considering that "Dispel magic" or "anti magic" don't suppress the effect like on objects but neutralize "permanency" and doing that the spell linked to it, permanently.)


I was wondering if a belt of incredible dexterity and a cat grace potion can boost a character dexterity to + 8 or not.
Their are both enhancement bonus, aren't they? This means that they won't stack, am I right?


Diego a meant the half price to craft an item when a I said "50% discount" (my bad). I was wondering if the half price to craft an item can be combined with the 30% discount but now it's all clear to me, thanks to your and Gilarius comments.
My players are always in a sort of "exploit spring" and it's a full time job to restrain it. I'm sure you know what I mean.


Can a character combine the 50% discount with the 30% discount?
A mage with a bound item how much dose he pay to add new features to that item? If you turn your bound item from a +1 to a +2 object, are you paying the full price all over again or just the +2 cost difference between the+1 and the +2?


Noqual armors failures apply to divine magic? A cleric can cast with no chances of failure or must apply the percentage given by the sky metal?


I have a six player party about to start endless night and this crazy idea crossed my mind: Can I, using recorporeal incarnation, give to my warrior some pain taster traits? Is it possible that one of the bodies used belongs to a pain taster? If yes, how should this works?


Thanks everybody, you all have been helpful, the item I was talking if you were wondering was a strong jaws trinket for monks.
I decided to ban this monk idea to prevent future exploit like lead blades weapons for warriors or gravity arch rings for rangers and so on, those crafting rules without strictly Gm controls can quickly go out of hand!


I absolutely didn't know the doble cost x minute rule karuth, thanks for the crucial tip.

"Normally a NPC merchant would have only standard versions of the items, not class restricted versions." I 100% agree with you but this monk is a real pain in the XXX! Looking for any loophole to exploit my otherwise prefect working and balanced world :D
Grazie Mille Diego


Thank you very much both of you Drakkiel and Outlaw, I feel better now not allowing him to get it.....It's the psychological backup I wanted to say no to this item abomination!


I have some struggling allowing a character to craft an item I consider too powerful and unbalanced either in power cost and mechanics but according to general rules technically possible, how can I ask an author if its allowed or not? where should I post my question?


Hi everybody, I'm mastering Second Darkness with a 6 players party and among them I have a monk who wants to make a strong jaws trinket, so I was wondering, first of all, if this super powerful item canbe used and in which way by him.
It is really possible to make a cheap (characters are 9° level now) and yet so deadly item for a monk and his flurry of blows? If yes, how should I calculate damage and size of his punches?
Can I allow the crafting of something as powerful as an artifact for monk class such easily and cheaply? Don't you think that less that 10k Gold (30% off) for a 80 round item that multiplies in such a way the monk flurry of blows is unbalanced?