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?
If you are invisible, and have been using stealth while holding still, how does this interact with moving via dimension door?
Are you allowed to use stealth?
Does the previous stealth check stand or do you need to make a new check?
Does this change if you cast it as psychic magic?
Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.
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 [(Special Ability)], 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.
If a barbarian is using spell sunder on a creature that is invisible via the spell, but unable to see them, does the miss chance from total concealment due to invisibility apply?
Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat in Ultimate Magic) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule’s bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer’s bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged).
Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.
Would an Ampoule of False Blood override the selected Bloodline Powers of a Crossblooded Sorcerer?
I believe it would override their powers, but I'm unsure, as it might just not work for a crossblooded sorcerer (or do wierd things).
And how would it interact with a bloodline familiar?
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.
Would eldritch heritage (arcane bloodline) allow me to have have effective familiar level of (level * 2 -2)?
You can infuse your spells with the ability to cripple your targets with old age or regress them to the folly of youth.
Benefit: When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age. A cherry blossom spell uses up a slot 3 levels higher than the spell’s actual level. Spells that don’t deal damage don’t benefit from this feat.
Would each instance of a magic missile apply this ability damage, or would it only apply once per target?
The sneak attack spell FAQ does not apply as this is not sneak attack.
Power Attack: If I am using a two-handed weapon with one hand (such as a lance while mounted), do still I get the +50% damage for using a two-handed weapon?
Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat?
If you're wielding it in one hand (even if it is normally a two-handed weapon), treat it as a one-handed weapon for the purpose of how much Strength to apply, the Power Attack damage bonus, and so on.
posted July 2013
These FAQ's Came up while discussing lances damage while mounted, and what not, and led into discussing jotungrip (where it was pointed out that jotungrip specifies the second FAQ in how it works), and similar abilities.
So how much strength modifier does a two-handed weapon wielded in 1 hand apply when using a weapon?
An aura issues forth from each side of your space, emanating out to a specified number of feet in all directions. For instance, the bless spell’s aura radiates 30 feet from the caster. Because the sides of a target’s space are used as the starting point for the aura, a Large or larger creature’s aura affects a greater overall area than that of a Medium or smaller creature.
The rules for cover apply to auras (see page 314); an aura does not need line of effect to a target, but it must not be entirely cut off from the target (an aura in a lead box would not extend outside the box). Some auras are active for a duration, meaning you can potentially move while the aura is active; in this case, the aura moves with you as you move.
Right now with this wording, this means that as long as the area is not completely cut off from the point of origin from the aura, it will effect that area. This is due to auras in 2e lacking the spread rules from 1e.
Essentially, no matter how far you walk, as long as you end up within the radius of the aura without needing to go through a solid wall, that area is considered to be a part of the aura.
Instead, we could make the edge of the aura be considered a wall
suggested wording wrote:
An aura issues forth from each side of your space, emanating out to a specified number of feet in all directions. For instance, the bless spell’s aura radiates 30 feet from the caster. Because the sides of a target’s space are used as the starting point for the aura, a Large or larger creature’s aura affects a greater overall area than that of a Medium or smaller creature.
The rules for cover apply to auras (see page 314); an aura does not need line of effect to a target, but it must not be entirely cut off from the target (an aura in a lead box would not extend outside the box). For the purposes of determining the area it affects, the edge of the aura's radius is considered a solid wall.
This clearly states how they work and helps clear it up.
Edit: Relevant Image Currently the ? case on the left is included, this change would fix that.
If you have a dwarf with 14 int, they get to know an orc or a gnome and have them as a translator cohort. And they don't even speak dwarven, instead they start with a dwarf translator as well.
Other races only get to know dwarven, gnomish or orcish, dwarves are OP, pls nerf.
Trigger You craft an alchemical item that has the elixir trait using the Quick Alchemy action.
You mix a substance into the bomb that can cause one of the following conditions: dazzled, deafened, flat-footed, or hampered 5. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or gain that condition until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).
There aren't any bombs with the elixir trait. This feat does nothing.
I find it both annoying and dumb that you can't retrain your class. This and the lack of traditional multiclassing kills off builds.
How retraining classes helps:
For instance if I want to be a rogue who slowly changed into a wizard, I could start off by taking the wizard multiclass archetype feats, and then retrain into a full-blow wizard, maybe with the rogue multiclass feats to represent my change form a rogue to a wizard.
To determine whether a target has cover from an attack, the attacking creature or object draws a line from the center of its space to the center of the target’s space. If that line passes through any blocking terrain, the target has cover. The cover grants that creature a +2 circumstance bonus to AC against the attack.
screening wrote:
When you’re attempting a ranged attack, or a melee attack against a nonadjacent target, your target might be screened from you if another creature is between you. If you must attack or shoot through the space of a creature that’s one size smaller than you or larger, your target is screened from you and gains a +1 circumstance bonus to AC against your attack. Unlike cover and the concealed condition (see page 320), being screened doesn’t allow a creature to attempt to Hide.
To determine whether your target is screened from your attack, pick the corner of your space with the least obstructed line to your target and draw a line to the center of the target’s space. If you can’t reach the center of the creature’s space without passing through either blocking terrain or another creature that’s one size smaller than you or larger, the target is screened against that attack.
Screening and cover both mention blocking terrain, it needs to be removed from screening as that leads to confusion.
Also screening needs "one size smaller than you or larger" to be changed to "within one size category of you", right now it's jsut confusing.
Half plate with 14 dex (it's cap of +2 bonus, easy enough to get on the side from boosts) has the same AC as full plate. It's also cheaper, available from level 1, lower bulk, has a higher TAC, and isn't clumsy.
I plan on running straight base PF2 playtest for six months after next Thursday, at the end of it I plan on homebrewing some things to help fix problems (so that I can say, my players and I noticed x was an issue and we tested w, y, and z to see how it helps and here's how each worked out).
In anycase one of them will be a half ancestry I think. So without further ado
Half Ancestry
Choose one ancestry to represent your physicals abilities, and one ancestry for your mentals abilities.
You get the physical boosts and penalties of your physical ancestry and the mental boosts and penalties of your mental ancestry.
If you chose human for one of them you get a flexible boost for that category of stats (physical: str, dex, or con. mental: int, wis, or cha).
If you have no flaws you cannot gain a third ancestry boost.
Your speed and vision is determined by your physical ancestry.
Your languages and hp are determined by your mental ancestry.
I'm unsure how the feat list for it should work though. Maybe select one of the halves for an initial list, and have a feat that gives you benefits along with opening up the other list to you as well, or just opening up both lists.
When using the change out deed to give a firearm the scatter ability, what is the range of its scatter attack?
Change out:
Change Out (Ex) At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; or increases the firearm’s range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken.
20th-level monk with Enduring Quickness is permanently quick, and can use the extra action to Stride, to Leap, or as part of a High Jump or Long Jump
What's the difference between a leap action and a High Jump or Long Jump?
Quote:
First off, you're too sick to drink anything—including potions!
I'm down for that affect for sickened, but not sure that makes sense when applied to a potion of remove sickness/nausea. Peptol Bismol works great when I'm sick/nauseous in real life.
So there's enfeebled for Str, Sluggish for Dex, and stupefied for Int, Wis, and Cha. Is there a condition for "penalty to Con"? What about for Int, Wis, or Cha only, rather than all combined? Fascinated for Wis check penalties perhaps?
Lots of cool stuff here, but I don't know that I'd agree with "Without a doubt, the most popular element of barbarians in Pathfinder First Edition is the totem". I don't think I've seen anyone choose one of these, either at the table or in a printed stat block, or if so, quite rarely.
I'm not saying it's a bad thing to include totems as a core part of the class, but it certainly wasn't the most popular element of barbarians.
I'm somewhat surprised that the AC penalty is only -1 now though - seems pretty good trade off, perhaps too good?
Glad to see animal totems can transform into their animals though - long live the 3rd edition Bear Warrior prestige class! Will the barbarian transformation use the same rules as druid wildshape?
As for the feats, is whirlwind strike limited to barbarians? This seems like something fighters and other martials should be able to do (and in PF1 is most often seen as a fighter selected feat due to the multiple feat requirements.)
Such a relive to see the Universalist still exist, thanks for that. Also it looks like specialization doesn't prohibit schools anymore another great thing. Overall I like it, even if I still would have preferred more spells per day.
If I use Ectoplasmic Fabricate to create weapons for my party, would they function against ghosts? Essentially giving them ghost touch without the enchantment cost.
Similarly, would Ectoplasmic spell and stone shape/wall spells work against them?
I'm using a kitsune with superior shapeshifter who is permanently in their tiny fox form (they're an amnesiac psychic who forgot they were a kitsune, and think that they're a fox awakened by a druid). I plan on having them ride on the shoulders of a player outside of combat.
In combat, would it be possible for them to treat the play as a mount?
I see nothing that would stop me from doing so since a human meets all the requirements for being the mount.
Source Ultimate Intrigue pg. 225
School: enchantment (compulsion) [mind-affecting]; Level bard 2, inquisitor 2, mesmerist 2, psychic 3, skald 2
Casting:
Casting Time: 1 standard action
Components V, S
Effect:
Range: close (25 ft. + 5 ft./2 levels)
Target: creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates; Spell Resistance: yes
Description:
The target sees its own attire as hopelessly out of fashion, ostentatious, and embarrassing, and is filled with a compulsion to strip off all clothing. Each round, the target must spend a move action to remove a worn item that can be removed with a move action, dropping the item once it is removed. The target doesn’t distinguish between magical and nonmagical items when removing them. Each round it removes an item as determined randomly from the following slots: belt, body, chest, eyes, feet, hands, head, headband, shoulders, or wrists. When determining randomly, don’t include any slots if the character has no item of that sort, and don’t include items that take more than one move action to remove. Though creatures can’t have more than one magic item in any of those slots, they can have multiple mundane items that fit each slot, in which case randomly decide which one they remove. If a target is wearing clothing that doesn’t fit in any of those slots, such as breeches or a quiver, add it to the list of possibilities at the GM’s discretion.
The target regards the discarded items with revulsion, and if forced to touch such an item (such as with a melee or ranged touch attack using the item as an improvised weapon), the target becomes sickened for 1d3 rounds. Other than the move action to remove items, the character can take whatever actions it chooses.
It says it's a close ranged spell, but then says it targets creature touched, so is the spell a touch attack?
This ability functions exactly as the swashbuckler ability of the same name with two exceptions.
First, the devoted muse qualifies for and benefits from deeds as if she were a swashbuckler 3 levels lower than her class level (minimum 1). Second, the devoted muse doesn’t gain the opportune parry and riposte deed until 4th level.
For the purpose of this ability, a devoted muse’s class levels otherwise stack with levels in any other class that grants the deeds ability.
So with this ability the following would appear to be true
1.) A gunslinger 5/ Devoted Muse 2 would count as Gunslinger 7 for the purposes of the deeds it receives (and thus get the Dead Shot, Targeting, and Startling Shot deeds).
2.) A gunslinger 5/ Devoted Muse 2 would count as Swashbuckler 7 for the purposes of the deeds it receives (and thus get Derring Do, Dodging Panache, Opportune Parry and Riposte, Kip-up, Menacing Swordplay, Precise Strike, Swashbuckler's Initiative, Swashbucklers' Grace, Superior Feint, and targeted Strike).
At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will.
By RAW this doesn't seem to remove the time limitations on the forms, is this really what was intended?
Inscribed along its length with wicked-looking runes, this 3-inch-long nail is made of black metal and gives off a faint, eerie blue glow. Powered by strange necromantic magic, the nail allows a spellcaster to cast spells within a magic dead zone by drawing on the caster’s life force to power her magic. To be effective, the nail must be placed alongside the flesh in an empty magic item slot (excluding eyes, head, and headband). In a process that takes 1 round, the nail melts painlessly into the wielder’s flesh before taking effect (removing the nail is also painless and takes 1 round). Once the nail is in place, its wielder can cast within a magic dead zone up to one spell of each spell level she knows or has prepared and could normally cast. If she wishes to cast additional spells in the magic dead zone, she can do so up to her normal limit, but each additional spell she thus casts causes her to become fatigued and requires a successful concentration check (DC = 15 + the spell’s level) or the spell fizzles. If the nail of blood would cause the wielder to be fatigued when she already has the fatigued condition, she becomes exhausted. She can’t use the nail of blood to cast additional spells while she is exhausted, no matter what effect caused her exhausted condition.
These planes have no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the "no magic" rule is permanent planar portals, which still function normally.
Dead-Magic Wall: Dead-magic walls incorporate cold iron runes that negate all magic passing through, as described in the spell antimagic field. If a room is enclosed on all sides (including the ceiling and floor) by dead-magic walls, the area within functions as an antimagic field. Creating a dead-magic wall requires the spell antimagic field, the expenditure of 3,000 gp for each 5-foot-wide-by-10-foot-tall section of wall, and the creator to have the Craft Wondrous Item feat.
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
This gives rise to a few questions on the interactions between them
1) Does a Nail of Blood allow casting in a dead magic plane?
2) Does a Nail of Blood allow casting in dead magic walls?
3) Does a Nail of Blood allow casting in an Antimagic Field?