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Some of them like the fire fragment may have been RAI to be material components, others like the cooperation crystals are very much RAI to be focuses.

If a GM rules them to be only able to be used as a material component, I'd expect a price reduction to accompany that, because the majority of them are far too expensive otherwise.


Effect wall of thorny brush, up to one 10-ft. cube/level (S)
(S) Shapeable: If an area or effect entry ends with “(S),” you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

1. Yes

2. Yes
3. Yes
4. Yes, as long as it has no dimension smaller than 10 feet and is conected.


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Derklord wrote:
Definitely talk to your GM about the feat!

There is an SKR clarification of it from back when he was a rules authority.

Blazej wrote:

It is somewhat appropriate that I have questions about the Bewildering Koan feat on page 30.

It says, "If the creature fails its check," but I'm not sure what check they have to make. Do they have to make a Bluff check, a Knowledge check, a Sense Motive check, or something else?
It then says that the target creature "loses its next action." Does that mean it loses it's next turn, that it loses a readied action, or that it loses a move or standard action during it's turn to contemplation?

Bluff is always an opposed check against the target's Sense Motive check.

If the target fails, it loses its next turn.


Duplicate of this thread.

Please post in other thread to continue this conversation.


Force is most definitely energy damage. People who rule otherwise need to read the rules once again.

Also, to add to your list of sources.

Energy Spells and Effects: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.


Ferious Thune wrote:
Something comparable would be Thassilonian mage, which can’t cast spells from their opposition schools at all. They wouldn’t be able to use a wand of those spells either without UMD, because they are no longer on their spell list.

This issue is Thassilonian Specialist has specific language to that regards.

Quote:
If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Which makes it a horrible basis as an argument because there is no such exception written into Spellslinger.

Quote:
This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

This is probably the best case for the cantrips not being on their list.


Dairfaron wrote:
Okay, so for the most straightforward case those wordings don't contradict each other: If a regular Wizard uses a wand of a spell he can't cast YET, he has to emulate a higher caster level and that's it. Meaning that having the spell on your list and being able to cast it is generally regarded as identical.

This is incorrect. When using a wand there is only one check involved, whether the spell is on your class list or not. You never need to emulate a caster level when using one.


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It does nothing for you, see the FAQ.

FAQ wrote:

Spirit Guide Oracle: What happens if a spirit guide oracle gains the arcane enlightenment hex, which adds spells “to the list of shaman spells she can prepare?”

An oracle doesn’t prepare spells, so that particular hex isn’t useful for her.


JDawg75 wrote:
Evangelist wrote:
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

If the aligned class has the Spell per Day feature, the Evangelist class gets it.

If I were reading this as a DM, RAW I'd say they get spell progression upon reaching 2nd level as an Evangelist, which still leaves them without it for the 1st level, otherwise the Aligned Class feature would have been given at 1st level. Just like Ferious Thune said.

J

Correct, and as I note above the Spells per Day class feature is different from the Spellcasting class feature.


Diego Rossi wrote:
Evangelist wrote:
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
If the aligned class has the Spell per Day feature, the Evangelist class gets it.

I concede that, but I will note that the Spells per Day class feature is different from the Spellcasting class feature. Only prestige classes have the Spells per Day class feature, thus you would lose out on advancing your wizard levels for things like arcane discoveries.


A double move is two move actions, not one action. Each of which has their own movement. A nice GM might let you combine both actions into a single action with double movement.

Running is a single action that allows you to move at 4x speed in a straight line.

Jumping can be done as part of movement, it's not an action to do so.

A running start is 10ft of movement done prior to your jump. It does not involve the run action.


Diego Rossi wrote:
vhok wrote:

flaming sphere is an AoE, its a 5foot diameter sphere not a single target spell. it will hit everyone in a square they still each get their own reflex save to avoid it.

flaming sphere vs swarms

Where does it say that it is an AoE?

Some guys opinion, even if it is JJ opinion don't make a rule. And JJ said that it works against swarms, not that it is an area spell.
Flaming sphere has an Effect, not an Area (both specific terms in Pathfinder).

That notwithstanding, it says "If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature", so if it enters a space with 3 creatures in it that check is valid for all 3.
For each of them, it has "entered a space with a creature", each of them makes a save, and each of them will take damage if it fails it.

I will note, that according to this line of thinking, a creature that remains within the flaming sphere does not take any damage on the next round since the damage is only applied when it enters the space.


zza ni wrote:
also there are feats to regain the +1 caster level that you loose at the 1t level of the prc so the total caster level power would be the same as any other wizard your level (beside class abilities, like school powers, which would be 1 level lower)

Prestigious Spellcaster does not work for evangelist. Evangelist does not have the Spells per day class feature.

Quote:
The Prestigious Spellcaster feat does not have any effect if your favored prestige class does not have the spells per day class feature


Just use an Amulet of grasping souls.


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It does not, creating a magic item is not casting a spell.

Quote:
Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting

Emphasis mine, it is not actual spellcasting, therefore it is not applied to the magic of the scroll.

To give another example, a wizard with Magical lineage may be able to cast intensified fireball as a 3rd level spell, but it's still a 4th level spell when creating the scroll. Similarly, a sorcerer with the orc bloodline may craft a scroll of fireball, but the scroll doesn't deal the additional damage the bloodline arcana would have provided.


Mechanically speaking, as long as your body isn't within 30 feet of her, you're not affected, even if viewing through a scrying spell with a sensor that is within 30 feet.

Mythology-wise, it's like viewing her through a polished shield or a mirror. Both of which kept the viewer from being turned into stone.


Only if you're within 30 feet of her.


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FAQ wrote:

Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.


Can you use a supernatural ability while inside of a mindscape?

For instance, if an arcanist was brought into a mindscape, could they use dimensional slide as the move about the interior of it?


Letric wrote:

How does a Paladin do that? They don't have Read Magic, they don't have Spellcraft.

Read Magic wrote:
Level adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0


I'll toss in this FAQ

FAQ wrote:

Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.


Mysterious Stranger wrote:
Other than getting the minimum level for the first time it is chosen willumontu is correct. Slayers don’t get their first talent until 2nd level so the earliest it can be taken is 2nd not 1st.

To clarify, the only reason I said 1st level, was I'm unsure if there's any archetypes that get a talent at 1st level (and I don't feel like checking each one). If there is one, there isn't a minimum level req on the talent for the first time, so you could take the it then.


Mythic Racial Heritage (your flavor of troll).

White spindle ioun stone isn't actual regeneration and is more like fast healing.


You can take it the first time at any level you have a slayer talent for. The second time you take it, you're required to be level 6+ and it opens up the 6th level ranger combat style feats as choices. The third time you take it, you're required to be level 10+ and it opens up the 10th level combat feats.

To put it simply:

Times | Minimum |Available
Taken | Level⠀⠀⠀⠀| Combat Feats
---------+----------------+------------
1 ⠀⠀⠀| 1⠀⠀⠀⠀⠀⠀⠀| 2nd
2 ⠀⠀⠀| 6 ⠀⠀⠀⠀⠀⠀| 2nd, 6th
3 ⠀⠀⠀| 10⠀⠀⠀⠀⠀⠀| 2nd, 6th, 10th


On Archives of Nethys (aonprd), if you go to each deity, it lists the spells specific to that deity.


No.

Quote:
Any true golem can be created as a shield guardian

Poppets aren't golems.


Shinoskay wrote:
Pistols do not change classifications due to sizing.
FAQ wrote:

Inappropriately Sized Firearms: Does this rule (page 136) allow a Medium or smaller creature to use larger firearms of any size?

The text of the rule is, "The size of a firearm never affects how many hands you need to use to shoot it." The intent of that rule was to prevent a Medium character from using a Small rifle as a one-handed pistol; it wasn’t intended to let a Medium character use a Large, Huge, Gargantuan, or Colossal two-handed firearm as a two-handed weapon. Just like with non-firearms, a creature cannot wield a weapon that’s far too big or small for it. Specifically in the case of firearms, a Medium character can’t use a two-handed firearm sized for a Large or larger creature, and a Small character can’t use a two-handed firearm sized for a Medium or larger creature.


The FAQ makes a bit of sense if you unravel what it says. Let me attempt to phrase it better for you all.

There's three distinct portions to this:
1. The attack roll itself
2. Mirror Image
3. Miss chance

If you make the attack roll and miss by 5 or less, it pops a mirror image, because that's what the spell says to do.

If you make an attack roll and hit, then there's two different cases that you can do, A) check miss chance first, or B) check mirror image first.

Scenario A:
You roll miss chance:
Hit: You check to see if it's a mirror image.
Miss: You remove a Mirror Image because you missed and your attack roll was 5 or less than the AC.

Scenario B:
See if it's a Mirror Image:
Image: You remove it.
Not Image: You check for miss chance.

The FAQ says that in either order of checking, you remove a mirror image if the attack would have hit one, so it makes sense to check for it first, then see if you need to check for miss chance.

But really, the order of checking doesn't matter unless it's something like blink, in which case you need to check miss chance due to becoming ethereal first, then to see if it hit a mirror image.


1) This would create non-magical large size arrows that stay large size when they are fired.

2) Enlarge person would take priority unless you picked them up after the spell was cast on you.

3) Yes.


If a swarm composed of tiny creatures has DR, how does that affect the damage dealt to it from a slashing weapon. Do you apply the half damage first, or the DR first?


As pointed out earlier, using heighten spell makes it no longer qualify for the ability and thus you wouldn't meet the requirements for Mystic Theurge anymore.

Diego Rossi wrote:
as soon as you use it you lose all the prestige class features, besides hit points and skill points.

If they use all their arcane spell slots, do they also lose all their prestige class features?

Even after they cast all of them, they still have the ability to cast arcane spells (just not anymore for the day), and thus qualify still. Similarly they're still able to cast divine spells and thus still qualify.


If it was on d20, it might have been PoW's martial traditions. That's the only thing besides cavalier orders I can think of.


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Oh, found a nice Dev quote that also supports my position.

Folks, James is right on here.

If you use a higher level slot, for any reason, be it because it is modified with metamagic, or you just prepared it in a higher slot, it is consumed when cast, just like any other spell. Only when it uses a 0-level slot, it is not consumed.

There is some poor wording there that I am going to correct the next time I am able.

And please folks.. play nice.

Jason Bulmahn
Lead Designer
Paizo Publishing

So to rephrase what was said earlier, I have shown several pieces of evidence supporting my position. Since you are extending a rule to get it to say something it doesn't say, the onus of proving that is on you.


Diego Rossi wrote:

Sadly, it was never addressed directly as a general rule, only the specific shenanigans have been shot down, but for starter, this FAQ:

Lehmuska wrote:

Something jumped up from the rules regarding zero level spells.

FAQ wrote:

Metamagic: At what spell level does the spell count for concentration DCs, magus spell recall, or a pearl of power?

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus's spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.

The metamagiched spells use a spell slot of the appropriate level.

And the CRB, page 113: "Spells modified by a metamagic feat use a spell slot higher than normal.", modified in later books ain "Such spells generally take up a higher-level spell slot than the normal spell. For complete rules on how to apply metamagic feats to spells, see pages 112–113 of the Core Rulebook."
As "use up" hasn't been changed even when the possibility of having metamagiched spells maintaining the original level, there is no wiggle room. Using a metamagiched 0 level spell use up a slot.

Until you guys find a piece of rules that says that a modified spell is still a cantrip, you are extending the rules beyond the breaking point.
As you guys are extending a rule to get it to say something it doesn't say, the onus of proving that is on you, I have shown several pieces of the rules that point in the other direction.

Easy enough to debunk.

Quote:
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

It does not matter if metamagic has been applied, 0-level spells are not expended when cast and may be used again.


Quixote wrote:

The damage on the monk's table is the base damage of the weapon, which lead blades, strongjaw and impact all work just fine with.

The difference is in the description for sacred weapon: "...his sacred weapon...is based on his level and not the weapon type..."

Sacred weapon REPLACES the weapon's damage. The monk's unarmed strike table IS the weapon's base damage.

Really? Where does it say it sets the base damage of the weapon?

Quote:
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

This doesn't seem to include the words "base damage", instead it says that the damage dealt by an unarmed strike is set by the table.

Quote:
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests.

Similarly, the damage for a sacred weapon is set by the table.

So why does strong jaw function differently for both?


It looks like it deliberately doesn't increase misfire in exchange for halving the damage done.


Quixote wrote:
"...his sacred weapon...is based on his level and not the weapon type..."

Why's it function differently for monks then?

Quote:
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Looks like strong jaw wouldn't work for them either since their damage is set according to their table.


It's questions like this that really should be referred to the Armor as DR rules.


Name Violation wrote:
zza ni wrote:

side note #1.

even if it works you still would be fatigued unless you can deal with that s well.

side note #2.
had a player trying to pull that drug thing that make you not taking the effects of fatigued, for his rage cycling.
i stopped him, pointing out that even if he take no penalty for being fatigued he is still fatigued (so among other things if something would make him fatigued again he would get exhausted etc) so he still can't go into a rage. as the rage only care if your tired not if you take penalties from it. (it doesn't eliminate fatigue but it's effects)

So you just wanna make them use potions of lesser restoration?

Or a Scarlet and Green Cabochon (Flawed) Ioun Stone.


See this thread about the same thing for the answer.

TLDR; Yes.


Dragon78 wrote:
Keep in mind it is the only skill that will auto fail on a natural 1.

False, it has special consequences if you fail while rolling a ntural 1, but you don't auto-fail on a natural 1.


Correct, you're still a level 5 wizard after, so you can take it in place of your normal feat later on.


You would be correct that you only count as a 5th level wizard, not a 9th, and therefore be unable to take opposition research.

I also need to point out that Arcane Discoveries are not feats, wizards just have the option of taking them in place of a feat or a bonus feat. This means if you have a class feature that lets you count as a wizard for the purposes of feats, you do not count as one for the purpose of Arcane Discoveries.


There are no official hex-based rules in Pathfinder.

The 3.5 ones seem solid enough to me, and I would also avoid using the optional facing ruleset.


It’s a common belief that only those initiated in the rites and practices of arcane, divine, or psychic magic can cast spells, but this is not strictly true. Hidden within dusty libraries and amid the ramblings of lunatics lie the mysteries of another form of spellcasting—occult ritual magic. These [b]spells[\b] are rare, coveted by both those eager to gain their power and those wishing to hide their existence. Most traditional spellcasters consider these rituals dangerous and uncontrollable, something to be avoided or used as a last resort. They fear the power these ceremonies grant to the uninitiated, as the rituals allow those with only a glimmering of understanding the ability to interact with the underlying fabric of magic.

I would say yes.


Ryze Kuja wrote:
Answer: You can't take 10 when you're under duress, rushed, or otherwise in danger, and "Pass these Skill checks or the party dies or gets mortally wounded or gets caught by the bad guys or <insert random penalty or demise>" counts as duress, rushed, or otherwise in danger.

Partially correct. You can't take 10 when threatened or distracted. "Pass these skill checks or get hurt/die" is not necessarily either of those things. For instance, consider a rogue facing a trap in an otherwise empty room with no distractions, if he fails he might get hurt, but that doesn't disqualify him from using take 10 on the disable device check. Similarly when climbing, sure you may fall, but if you're not distracted or under attack you can take 10.

Here's the 30 second primer on taking 10, and some links to official developer commentary:

-Taking 10 takes as much time as a regular check
-You can take 10 on opposed checks
-You can take 10 on social and knowledge checks
-You can take 10 on crafting checks
-You can take 10 on checks with skills you have no ranks in, unless they're trained only
-You can take 10 on checks where the result is hidden, like disguise
-You can take 10 in almost any situation, as long as you're not in immediate danger, or distracted by something other than the task at hand (Ex: The falling from way up due to the possibility of failing a climb check does not constitute a reason to be unable to take 10.)

Links:
Source 1
Source 2
Source 3


Shinoskay wrote:
Burning hands uses line of effect, you literally can't get a whole cone to hit all at once because line of effect would be quickly blocked for rear targets (you are jetting fire out, not generating it at each individual square). Most gm's dont use blocked line of effect because its not as simplified as just saying 'ok, everything in cone rolls for damage'. Who wants to track all that line of effect for a simple level 1 or 2 spell?

Creatures don't block line of effect.


Softcover FAQ


CBDunkerson wrote:
Not really. That one is specific to strength bonuses. The one I linked includes strength bonuses, but also specifically says that all feats, class abilities, and other rules/effects based on use change with the number of hands you are using. It also makes the distinction between factors based on use and those based on the nature of the item.

I'd consider feats, class abilities, and other things to fall under the and so on, but this is a moot point, as we both agree that when wielded as a one-handed weapon it counts as a one-handed weapon for how things affect it. It's when selecting things that we disagree on, which is covered better in the next section.

Quote:

...and the text you are ostensibly 'replying' to; "No, the physical nature of the item does not change. However, the way you are using it does."

You are 'disagreeing' with me while saying the same things.

And you avoided my questions, I'll reiterate them.

Does quarterstaff master and weapon versatility make a quarterstaff count as a slashing weapon for slashing grace? (IMO, no)

How about MoMS, quarterstaff master, ascetic style and tiger style, do they qualify a quarterstaff for slashing grace? (Also no, IMO)

Quote:

No, Bladed Brush does NOT require you to wield the glaive in two hands. The text specifically says you treat it as a one-handed weapon; "When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon..."

One handed weapons are generally wielded... in one hand. You CAN wield a one-handed weapon in two hands if you choose to, but it is not 'required'.

Quote:
When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).

You don't treat it as a one-handed weapon until you are wielding it (which requires two hands), this is further reinforced by the fact that your off-hand is considered to not be making attacks. Or are you saying that someone can twf while using the Precise Strike of a duelist with bladed brush and a glaive held in one hand?

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