JMD031 |
James Jacobs wrote:lowew wrote:JJ how does grapple/grab/ and constrict look when used togther?
Does the creature get a grapple damage effect, damage from the grab ability, AND damage from constrict on subsequent rounds after the first?A snake on a kobold attacks with its bite. It has grab, so it gets a grapple check for free with its bite. If it wins the check, it deals constrict damage there and then.
Round two, if it maintains the grapple, it deals constrict damage, which is generally more than the normal grapple damage. A creature with constrict generally won't want to forgo its constrict damage to just do the grapple damage. Keeps it simpler too.
A creature that has more than one attack can just make a normal attack in that case since it has grab; if it hits the foe it's grappling it gets a grapple check to maintain for free.The RAW here is just screwed up: I will bold:
Quote:A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damagee indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).So the last line means: if you choose to constrict, you do constrict damage as well.
'As well' just doesn't make any sense there.
Further, the 'baseline' norm for Constrict is that the damage is equal to the damage for the melee attack type...
That can change, and may be more, but per the baseline, THERE IS NO DIFFERENCE between choosing to do Constrict damage and choosing not to Constrict but having this clause kick in to do damage equal to the melee attack type.
Effectively, this clause means that the Grabber may choose to use the melee damage if better than Constrict, but I'm not just sure why that wasn't stated directly and simply... Further, pretty much...
This post is in the wrong thread. Please post all "corrections" here.
James Jacobs Creative Director |
When Paizo releases the virtual table top on the website, will you GM or play in a game with me?
I WOULD like to run or play in some games that involve folks from the boards. Not sure how I'll decide who gets into that group though... that could be tricky if more than 6 people are interested.
James Jacobs Creative Director |
1 person marked this as a favorite. |
You wouldn't happen to know why the dire weasel wasn't ported to PF, do you? It's in the SRD, which is odd.
That's mostly my doing, in fact.
I do not like the concept of putting "dire" in front of an animal to make it bigger and tougher. "Dire" works for dire wolf, because that's the name of the larger prehistoric wolf from the real world. But that name doesn't extend to other prehistoric animals.
I'm a MUCH bigger fan of having the tougher versions of animals simply be the megafauna/prehistoric version.
So: Smilodon/sabre-toothed tiger and NOT dire tiger
Or: Cave bear and NOT dire bear
Or: Megalodon and NOT dire shark
Or: Daeodon and NOT dire boar
This works pretty much for most of the standard animals that got dire-animal treatments in the SRD, with a few exceptions. There's not really a good primeval version for rats, weasels, and wolverines. For rats, simply calling them giant rats works fine with me. For wolverines (and later for the badger and a few other creatures) we just went with "dire" for their names because there was a lingering legacy from 3rd edition, and we kept them in the game for the sake of backwards compatibility for druids.
Now... for the dire weasel... that's an animal that didn't get onto the list of animal companions (we only had so much room), and as such didn't REQUIRE an entry in the Bestiary. And since there's no good primeval version of it out there, we chose to not do an entry for weasel in the Bestiary and instead did some other animals instead.
Folks who miss the giant weasel though should make sure to pick up a copy of Pathfinder #67. Just sayin'.
James Jacobs Creative Director |
A friend told me of an interesting house rule call he made as dm, and I was wondering about your opinion. I've read your thread for a while and don't worry, I will not be trying to berate anyone that "James said this is how it works," I just find myself generally agreeing with your approach and wanted to hear what you'd do.
My friends player made a character designed around "rage cycling." Basically, he's a barbarian who took 5 monk levels with the Martial Artist archtype to avoid alignment restrictions and get an ability that makes him "immune to fatigue." This ability would seemingly let him drop his rage every round and restart it to refresh once per rage abilities like strength surge or what have you.
Given that barbarians do basically get this ability (at 17th level), the player feels it's just clever character design. The DM has concerns about whether this combination SHOULD work (he accepts that the rules seem to suggest it would, unlike another ruling on invigorate I found you commenting on). Would you be ok with a player in your game using this class combination (or another, it's my understanding you can do the same thing with the oracle's "lame" curse) in order to "cycle rage" and use once per rage abilities every round?
PS: Thanks for keeping this thread up. My friends and I have often looked to some of your rulings for how you do things over the years and found it invaluable. Basically, you are cool for keeping this monster going.
Frankly, I feel that it's clever character design as well. It's an unusual character build to begin with, first of all, and while he can indeed "rage cycle," he can only do so by delaying the progression of his other barbarian goodies by five levels to take 5 levels of monk. So there IS a trade off from what kind of things he would have been doing (including getting more rage powers and more powerful rage powers) had he stayed a single classed barbarian.
Quandary |
You're also wasting half of your class abilities when you rage cycle (missing out on 'defensive'/off-your-turn abilities, or 'offensive'/on-your-turn-abilities).
Potentially you could re-enter Rage twice in one round to bypass that down-side, but you would be paying 2 rage rounds per round in order to do so... and how many free actions (enter rage/drop rage) you can do per round is entirely up to the GM, so that may not even work.
brock, no the other one... |
Vandraven wrote:When Paizo releases the virtual table top on the website, will you GM or play in a game with me?I WOULD like to run or play in some games that involve folks from the boards. Not sure how I'll decide who gets into that group though... that could be tricky if more than 6 people are interested.
EBay six slots with the proceeds going to the charity of your choice?
Quandary |
Ravingdork wrote:That is indeed what that means. At least, it means that in games I run. Unless I'm taught the error of my ways.James Jacobs wrote:Ravingdork wrote:Yes, it does. Anything that enhances your atatck roll for a specific weapon also enhances your CMB and CMD checks/scores made as relates to effects that utilize the weapon in question.Does a Weapon Master's weapon training class ability add its bonus to CMB and CMD checks made with the weapon?
The standard Weapon Training ability of the vanilla fighter clearly says as much, but the Weapon Master fighter archetype seems to reference attack and damage only.Wait, does that mean that Weapon Focus (rapier) would also add +1 to my CMD to prevent my rapier from being disarmed or sundered?
I thought only Strength/Dexterity modifiers as well as circumstance, deflection, dodge, insight, luck, morale, profane, sacred, and size bonuses to AC could be added to CMD.
Unfortunately, James is wrong, at least about the CMD part.
If you are making a CMB check using weapon (usually just certain types of CMBs) you use any weapon-applicable bonuses:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
For this reason, the vanilla Fighter's Weapon Training is being redundant when it mentions applying to CMB checks, since the general attack bonus already applies there. But it ISN'T being redundant when it says the bonus applies to CMD checks when your weapon is being targetted for a Sunder/Disarm.
The general rules for CMD DON'T allow for weapon-specific ATTACK BONUSES to apply to CMD, nor does sunder/disarm allow that in any manner: +4 magic weapons aren't harder to sunder/disarm (beyond having more HPs/Hardness changes the outcome of a succesful Sunder). CMD generally just uses AC bonuses that apply to Touch AC (although untyped AC bonuses don't apply to it per the current RAW)
The Weapon Master's version of Weapon Training doesn't include the wording about CMD/Disarm/Sunder, so they shouldn't get that per RAW... They DO get to apply it to CMBs with the weapon (Sunder,Trip,etc) because ALL attack bonuses applicable to that weapon apply when making an attack with that weapon, whether a 'normal' attack or a CMB - the vanilla Fighter's Weapon Training was just redundant in mentioning that separately.
IMHO, they probably deserve the CMD bonus, but it's not in the RAW right now.
Evil Lincoln |
Vandraven wrote:When Paizo releases the virtual table top on the website, will you GM or play in a game with me?I WOULD like to run or play in some games that involve folks from the boards. Not sure how I'll decide who gets into that group though... that could be tricky if more than 6 people are interested.
Let me know if you need any mentoring on that. I don't have the time for another game in my schedule, but I *do* have the time for helping James Jacobs learn the VTT ropes.
MMCJawa |
1 person marked this as a favorite. |
Hi James,
In regards to the "dire Wolverine" message above, are you familiar with either of these prehistoric critters?
Megalictis
http://en.wikipedia.org/wiki/Megalictis_ferox
http://hodarinundu.deviantart.com/art/Megalictis-306377991
or
Ekorus
http://en.wikipedia.org/wiki/Ekorus_ekakeran
http://carnivoraforum.com/topic/9412261/1/
Although as someone who works on fossil carnivores, I can vouch there is nothing like a dire weasel in the fossil record (has to do with metabolism and surface to volume ratios)
Cori Marie |
Zark wrote:1) How does it feel to be the most appreciated poster on the messageboards? :)
2) Do you like any Cuban music?
3 A) Do use background music when you play call of cthulhu?
3 B) If, yes, any advice on cool cthulhu-music?1) Gratifying! Especially to hear it, since it's easy for one or two negative comments to wash away an entire day's worth of good feelings. Thanks!
2) Not really. I don't mind it, but neither do I seek it out.
3) Generally, no, but if/when I do, I usually use horror movie soundtracks. John Carpenter stuff is particularly good because it's usually VERY menacing and creepy. "The Thing" works particularly well since the music sounds like insanity breaking through the thin veneer of rational life.
James, have you heard of Nox Arcana? They're a great band for Pathfinder and other RPG background music, and even have a Lovecraft themed album
lowew |
Diego Rossi wrote:James, what do you think of the possibility for a Baldebound magus to enchant his Black Blade?
I think it should be allowed, but the cost should be based on the enhancement bonus of the blade at level 17+, i.e. the cost should be that of enchanting a weapon with a +5 enhancement.I think the cost should be what the total bonus (w/Black Blade abilities) is at the time you add extra enchants. If/when further Black Blade abilities are normally gained, you would lose out on additional Black Blade enhancement bonus UNTIL you re-enchant the Blade (so total GP invested equals the difference between now-current Black Blade enhancements and now-current total enhancement bonus). Until you've done that, the added enhancements 'CLASH' with the Black Blade enhancement progression, only allowing some of the Black Blade enhancement to seep thru (equal to how much you paid for). Alternatively, the Black Blade enhancements could have 'priority' and 'suppress' additional enchantments that you've added (but haven't 'paid for' to make 'compatable' with the higher level Black Blade enhancement level).
Either way it would be nice to have Errata, since with the RAW not saying anything, I don't see why all Enhancement-equivalent Enchantments WOULDN'T apply on top of the Black Blade bonuses, and that seems unbalancing at higher level. You would still run into the +10 maximum level for Enhancement-equivalence though, just like Paladins, et al. (barring Errata to contrary, I would stick with previously existing Enchantments in that case, i.e. Black Blade progression would be suppressed if you run into the +10 maximum)
I'm sorry I posted in the wrong forum apparently. this mechanic is just really frustrating me and I'm tired of just taking a good guess at it. Thanks for your input Mr. Jacobs and you as well Quandary, hopefully this will make it to the FAQ and perhaps maybe even an example posted. Again sorry I put it in the wrong forum...
The Block Knight |
Vandraven wrote:When Paizo releases the virtual table top on the website, will you GM or play in a game with me?I WOULD like to run or play in some games that involve folks from the boards. Not sure how I'll decide who gets into that group though... that could be tricky if more than 6 people are interested.
O_O . . .
May I recommend some kind of application or interview process. Nothing too intensive, obviously, since you're an uber-busy guy. I would also like to note that I'm more than willing to be interviewed for such a player position. I GM mostly and don't get to be a player all that often. I would love a chance to be a player while simultaneously learning new GM tricks from a Master. (Does flattery help?)
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
Hi James,
In regards to the "dire Wolverine" message above, are you familiar with either of these prehistoric critters?
Megalictis
http://en.wikipedia.org/wiki/Megalictis_ferox
http://hodarinundu.deviantart.com/art/Megalictis-306377991or
Ekorus
http://en.wikipedia.org/wiki/Ekorus_ekakeran
http://carnivoraforum.com/topic/9412261/1/Although as someone who works on fossil carnivores, I can vouch there is nothing like a dire weasel in the fossil record (has to do with metabolism and surface to volume ratios)
I did find a few of those while looking up dire wolverine nominees... but in the end I chose not to involve them because they're relatively obscure AND don't quite really fit the bill for a horse-sized wolverine.
James Jacobs Creative Director |
James Jacobs wrote:Zark wrote:1) How does it feel to be the most appreciated poster on the messageboards? :)
2) Do you like any Cuban music?
3 A) Do use background music when you play call of cthulhu?
3 B) If, yes, any advice on cool cthulhu-music?1) Gratifying! Especially to hear it, since it's easy for one or two negative comments to wash away an entire day's worth of good feelings. Thanks!
2) Not really. I don't mind it, but neither do I seek it out.
3) Generally, no, but if/when I do, I usually use horror movie soundtracks. John Carpenter stuff is particularly good because it's usually VERY menacing and creepy. "The Thing" works particularly well since the music sounds like insanity breaking through the thin veneer of rational life.
James, have you heard of Nox Arcana? They're a great band for Pathfinder and other RPG background music, and even have a Lovecraft themed album
Yup! I've heard them and own some of their albums.
James Jacobs Creative Director |
Mr James Jacobs:
Character:
22 cha
7int
5 wisFetchling
Is he playable or not?
I was always taught that 7 int is still playable and is just the dumb jock that copyed all your tests in HS,
Thoughts?
concerns?
Thanks
Black lotus
Any character is playable. I once played a gnome fighter who carried an arquebus. He was named Claude Shazziprux and had a Wisdom of 3. He was GREAT fun.
Playing characters with really low statistics can be really tough. This fetchling you've got won't be any good at skills, which is hardly a game-breaker. The fact that he'll be really hard pressed to keep up with the Will saves could be tough... but the fact that he's an outsider and not a human will help prevent those pesky charm person spells from ruining your day...
Black Lotus |
Black Lotus wrote:Mr James Jacobs:
Character:
22 cha
7int
5 wisFetchling
Is he playable or not?
I was always taught that 7 int is still playable and is just the dumb jock that copyed all your tests in HS,
Thoughts?
concerns?
Thanks
Black lotusAny character is playable. I once played a gnome fighter who carried an arquebus. He was named Claude Shazziprux and had a Wisdom of 3. He was GREAT fun.
Playing characters with really low statistics can be really tough. This fetchling you've got won't be any good at skills, which is hardly a game-breaker. The fact that he'll be really hard pressed to keep up with the Will saves could be tough... but the fact that he's an outsider and not a human will help prevent those pesky charm person spells from ruining your day...
So would he have a mentill illness or what level of intelect would i have to play him as?
Quandary |
Is he playable or not?
I was always taught that 7 int is still playable and is just the dumb jock that copyed all your tests in HS.
7 INT is a -2 d20 modifier, meaning you will fail common INT based skill checks about 10% more often than somebody with a 10 INT. Being a Wizard is beyond your ken, but this is more than playable. Even the WIS 5 is only a -3 mod (i.e. the difference between characters with a 10 WIS and a 16: both are playable), so even if they're incredibly un-wise, definitely playable... Have fun!
EDIT: You COULD role-play WIS 5 as 'bordering on' mental illness (Asperger's?), but I don't think that's 'necessary' at all, WIS 5 is just failing skill checks 5% more than INT 7 is... Really, the main skill checks we are talking about here are Perception and Sense Motive, which can just be role-played as a totally un-aware person... INT 7 is just a dumb dude.
Black Lotus |
Here is what i got so far...
One possibility is a fetchling who while wouldn't do good in school, still is sociable and can hold a convo and function in a normal society (this convies 7 int and 5 wis)
He is over trusting, Doesn't understand more then simple tactics, and day dreams a lot which causes him to miss some of the most important detales.
He can never tell when someone is lieing to him, but trys his best to be helpful to others. When he does want somthing he can easily find out who and can help him and get them to help him. People like him, but they know he can some times do really stupid things.
He seeks help from his "horse" a lot. To explain things to him. His horse seems to be the only one that can dumb things down to him to a point where he could understand.
He is really charismatic, and is good at giving speeches, but they always use the most simple of concepts and ideas. People love him tho.
Some common phrases he uses
"Trade is good"
"The shadows will provide."
"To Serve is to Gain."
"The great Umbral will be please."
"GREAT Umbral!"
With his high charisma, when he was young we was chosen to be the face of a great Umbral dragon, to her servants. he gave the orders and was the middle man between the servants, the fetchlings and the master.
Most of the "faces" died for not understanding the socialness needed to be servants, But this fetchling has survived, which is why he was chosen.
He has loyal served his people in this roll for 13 years, longest personal servant in over 250 yea
(the dragon is like "build me this, or i want this" and he goes tell his people that.... and they figger out how todo it.)
Having to run errands back and forth has caused him to grow which is how he got to level 10.
If seen on the material plain he is most likely on some mission for his master.
His master gave him an imp familiar to help him with his errands (still cost 3 feats to get, skill focus knolege plains, familar, and improved familar)
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
How would you play a character with 7 int and 5 wis?
How can we compare it to rl?
thats what the strugle is for me... ;/
Well, 7 Intelligence is low, but not completely stupid low. A 5 Wisdom, though, is pretty deep into the zone of being kinda insane, unobservant, and gullible.
How to play that kind of character, though, would depend quite a bit on the class.
If the character were a barbarian, I'd play him as an uneducated bombastic blowhard who simply doesn't pick up on social cues and has a huge temper that's easy to set off accidentally.
If the character were a sorcerer, I'd play him sort of like a man-child or idiot savant who is really likable but not all that good about taking care of himself.
If the character were a rogue, I'd play him as a skeezy thug like a no-neck bruiser who doesn't like making his own decisions, takes every thing at face value, and who focuses his thief-type skills on intimidation, strength, and dexterity stuff.
ANebulousMistress |
1 person marked this as a favorite. |
Hes a 10th level master summoner flitching with a horse for his eldonan (it flys and looks blackish and apart of the shawdos)
22 cha, 7int, 5 wis
My 2cp.
You might want to go with a simple-looking eidolon. Int 7 and Wis 5 doesn't seem to me like it would be very imaginative. Less "I gave it energy resistance and improved attack (bite)" and more "I want it to go fast. More legs means more fast, right?".
Quandary |
i don't believe it's necessary for characters to have 'consciously' (in-game-world) chosen all such class abilities, such as eidolons attributes... they could have just 'happened', even if the character technically has the capacity to change those at level-up they need not fully realize that ability... most players of fighters don't use feat retraining in my experience... just because the character is dumb doesn't mean their feat selection/eidolon customization needs to be dumb as well. the eidolon itself will probably be smarter and wise than they are, so why shouldn't the eidolon's form represent that as well?
James Jacobs Creative Director |
1. Are there rules for breaking an intelligent creature's (Say, a Chimera) will?
2. Are there rules for crafting using owned/found/scavened objects? say, crafting hide or leather armor using an animal carcass, or crafting plate mail after mining all of that stuff yourself?
1) Depends how you're trying to break that will. You could use Diplomacy and Intimidate to make a creature helpful, for example. You can use Bluff to trick it into helping too. Or you can use magic. If you're talking about doing brainwashing type stuff or enslavement, that's not much more than a mix of Diplomacy and Intimidate checks made over the course of a longer period. There's not really more detailed rules for subduing creatures.
2) Nope. That's an element of the game we deliberately chose to avoid delving into, really. The craft skill and Item Creation skills are pretty much it for the game—Pathifnder doesn't really bother with the gathering of components and raw materials.
prototype00 |
How does wielding work in the case of an allying weapon?
An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any).
If a bard is an allying rapier, could he transfer the enhancement to the fighter's weapon and cast a spell that round, or does he have to attack with his now disenchanted rapier for the allying effect to work?
prototype00
Tels |
Bit of an odd question, and perhaps it should wait for the playtest, but I don't think I'll remember it by then.
Anyway, how will the Immortality ability of the Mythic Rules gained at the 9th Tier interact with Immortality options from other classes? For instance, the Mythic Immortality, as stated in the Podcast, allows the Mythic Creature to come back to life 24 hours later, regardless of what happened to his body, as long as he hasn't taken Mythic Damage in excess of half his hit points.
While the Monk of the Four Winds Immortality ability (Advanced Player's Guide) states:
At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once.
Does one nullify the other, like how only the higher bonus of the same type is used? Or do they overlap, like Resist Energy and Protection from Energy? By Overlap, if a 9th Tier Mythic Creature is killed and has too much Mythic Damage to come back, while also a Monk of the Four Winds, he would Reincarnate. However, if he was killed by a Death Effect (and still had less Mythic Damage than needed to stay dead), he would simply come back from being a 9th Tier Mythic. But if he had Mythic Damage, and was killed by a Death Effect, he would be dead for good, unless brought back through other means?
Kind of an odd question, I know, especially since the rules aren't exactly hammered out. Maybe you could pass it on to Jason and see what he says instead?
zean |
Let's say I'm caught in the center of a Web spell.
Let's say I save. I attempt to move. I fail my CMB. Do I get grappled in the square I was standing in originally, since I was still "moving through web", even if I saved?
How about if I'm at the edge of the web, got grappled, but then managed to get ungrappled? Do I still have to make a CMB check to move outside the web, even if I'm already on the edge?
Demonskunk |
2) Nope. That's an element of the game we deliberately chose to avoid delving into, really. The craft skill and Item Creation skills are pretty much it for the game—Pathifnder doesn't really bother with the gathering of components and raw materials.
So there weren't any thoughts on reducing material cost when in the presence of available materials?
say, I want to craft hide armor, and I'm a woodsman who's just killed several animals. by the written rule, I still need to pay someone for the pieces to make the armor - which seems strange in many instances.LazarX |
James Jacobs wrote:
2) Nope. That's an element of the game we deliberately chose to avoid delving into, really. The craft skill and Item Creation skills are pretty much it for the game—Pathifnder doesn't really bother with the gathering of components and raw materials.So there weren't any thoughts on reducing material cost when in the presence of available materials?
say, I want to craft hide armor, and I'm a woodsman who's just killed several animals. by the written rule, I still need to pay someone for the pieces to make the armor - which seems strange in many instances.
This is what your GM is for. That's the whole point of not mandating rules for every little squiggly bit. Keep in mind that it's not enough to just kill the animals, you've got to skin them and cure the hides before you've got materials to do anything. Unless you're a leatherworker, you're going to have to compensate someone to get it done.
CanisDirus Contributor |
Are there dates (years, at least) for the start of each of the Mendevian Crusades?
The pathfinder wiki page for the crusades seems to give a few of them, but not the most recent two.
Thanks very much!
Gauss |
Demonskunk:
The written rules do not state you have to pay someone for pieces to make armor. They state you need to spend x amount of money equal to 1/3 of the cost of the item to be made.
With that said, a GM can hand you a treasure pile of materials with which to make armor. It has a GP value. That is all you are really asking here. This is not a reduction in material cost. It IS the material cost.
Step 1: Kill an creature.
Step 2: Make the appropriate checks to salvage its hide.
Step 3: GM assigns a value to what you salvaged. This value is what is used in step 4.
Step 4: Make the appropriate checks to turn hide into armor.
Note: for realism I would make it 3 checks. A (heal?) check to skin the beast. A (craft leather) check to turn it into leather. A craft armor to turn the leather into armor.
For simplicity I would make it two checks. Heal check to skin the beast, a craft armor check to turn the skin into armor.
- Gauss
Odraude |
Demonskunk:
The written rules do not state you have to pay someone for pieces to make armor. They state you need to spend x amount of money equal to 1/3 of the cost of the item to be made.
With that said, a GM can hand you a treasure pile of materials with which to make armor. It has a GP value. That is all you are really asking here. This is not a reduction in material cost. It IS the material cost.
Step 1: Kill an creature.
Step 2: Make the appropriate checks to salvage its hide.
Step 3: GM assigns a value to what you salvaged. This value is what is used in step 4.
Step 4: Make the appropriate checks to turn hide into armor.Note: for realism I would make it 3 checks. A (heal?) check to skin the beast. A (craft leather) check to turn it into leather. A craft armor to turn the leather into armor.
For simplicity I would make it two checks. Heal check to skin the beast, a craft armor check to turn the skin into armor.
- Gauss
I've always used Survival for skinning. Seems more in its realm. I end up with the DC equaling 5+ Creature's CR for common creatures (bears, wolves, etc) and 10 + Creature's CR for more rare creatures (dragons, aboleths, etc).
deuxhero |
1: Do classes that stack with Monk for the purpose of Flurry get full BAB during flurry ("the monk's base attack bonus from his monk class levels is equal to his monk level.")? (Unlike the next two, this is for Brother of the Seal and not CoI which is full BAB anyways)
2: Does Champion of Irori's Ki Pool that "levels in this class stack with levels in other classes that grant a ki pool" require the ki pool be "unlocked" to stack (In other words, does Monk 3 not stack for ki)
3: How is the stacking done?
a:(1/2 Monk)+(1/2 CoI)+Wis
b:((Monk+CoI)/2)+Wis (The end result differs if you have an odd level in both)
c: Monk Ki+CoI Ki.
4: Does a Ki Pool have a minimum size of 1?
4b: If no, does it have a minimum size of zero?
James Jacobs Creative Director |
How does wielding work in the case of an allying weapon?
Quote:An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any).If a bard is an allying rapier, could he transfer the enhancement to the fighter's weapon and cast a spell that round, or does he have to attack with his now disenchanted rapier for the allying effect to work?
prototype00
You don't have to attack to wield a weapon. The bard in this case only needs to hold the weapon in 1 hand so he COULD make an attack. So yes, in the example above, it works fine. In fact, that's how it's SUPPOSED to work.
In fact, I'd say it'd even work if you replace your rapier with a 2 handed weapon, since at the start of your round you could use both hands to wield the weapon, transfer the bonus, then release one hand (essentially dropping the weapon with that hand) so you could cast spells with that hand while just carrying but not wielding the 2 handed weapon.
James Jacobs Creative Director |
Bit of an odd question, and perhaps it should wait for the playtest, but I don't think I'll remember it by then.
Anyway, how will the Immortality ability of the Mythic Rules gained at the 9th Tier interact with Immortality options from other classes? For instance, the Mythic Immortality, as stated in the Podcast, allows the Mythic Creature to come back to life 24 hours later, regardless of what happened to his body, as long as he hasn't taken Mythic Damage in excess of half his hit points.
While the Monk of the Four Winds Immortality ability (Advanced Player's Guide) states:
Immortality wrote:At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once.Does one nullify the other, like how only the higher bonus of the same type is used? Or do they overlap, like Resist Energy and Protection from Energy? By Overlap, if a 9th Tier Mythic Creature is killed and has too much Mythic Damage to come back, while also a Monk of the Four Winds, he would Reincarnate. However, if he was killed by a Death Effect (and still had less Mythic Damage than needed to stay dead), he would simply come back from being a 9th Tier Mythic. But if he had Mythic Damage, and was killed by a Death Effect, he would be dead for good, unless brought back through other means?
Kind of an odd question, I know, especially since the rules aren't exactly hammered out. Maybe you could pass it on to Jason and see what he says instead?
That is indeed a good thing to wait for the playtest to wonder about.
James Jacobs Creative Director |
Let's say I'm caught in the center of a Web spell.
Let's say I save. I attempt to move. I fail my CMB. Do I get grappled in the square I was standing in originally, since I was still "moving through web", even if I saved?
How about if I'm at the edge of the web, got grappled, but then managed to get ungrappled? Do I still have to make a CMB check to move outside the web, even if I'm already on the edge?
The grappled effect takes place "in the first webbed square" you enter.
If you're on the edge of the web, you don't have to make a CMB check to move outside the web as a result.
James Jacobs Creative Director |
James Jacobs wrote:
2) Nope. That's an element of the game we deliberately chose to avoid delving into, really. The craft skill and Item Creation skills are pretty much it for the game—Pathifnder doesn't really bother with the gathering of components and raw materials.So there weren't any thoughts on reducing material cost when in the presence of available materials?
say, I want to craft hide armor, and I'm a woodsman who's just killed several animals. by the written rule, I still need to pay someone for the pieces to make the armor - which seems strange in many instances.
We did indeed think about it, but coming up with a list of components for every creature in the game that would be exhaustive for all the types of things that you'd want to be able to use from their bodies not only gets complicated fast, but kind of creepy fast.