
ShadowChemosh |

That if you roll a 1 when activating a magic item with UMD you can't attempt to activate it for the rest of the day.
Actually it's if you roll a 1 and still fail to activate the item then you can't use the item for 24 hours.
From d20pfsrd
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

brassbaboon |
2 people marked this as a favorite. |

Maybe this isn't so much as "don't know" as "don't want to know". I've seen a lot of players seem surprised when I start asking them about the weight of the gear they are carrying and encumbrance.
If you carry too much stuff you get slowed down.
Well, lots of folks who know that it slows you down don't know it adds to your armor check penalty as well.

Aelryinth RPG Superstar 2012 Top 16 |
1 person marked this as a favorite. |

On the other defender thread, SKR posted a link to the FAQ.
To wit, you must attack with a Defender weapon to gain its bonus. Just holding onto it is not sufficient.
You can stack it onto a shield. You get the bonus if you perform a Shield Bash with it. SO you'd need Improved Shield Bash to get both bonuses.
So, no Defender gaunts/spikes providing free AC, tyvm.
==Aelryinth

Joana |

On the other defender thread, SKR posted a link to the FAQ.
To wit, you must attack with a Defender weapon to gain its bonus. Just holding onto it is not sufficient.
You can stack it onto a shield. You get the bonus if you perform a Shield Bash with it. SO you'd need Improved Shield Bash to get both bonuses.So, no Defender gaunts/spikes providing free AC, tyvm.
==Aelryinth

Ravingdork |

There is no size restriction on grappling (only the Grab special ability).
So a halfling monk can grapple and then pin the mighty Tarn Linnorm (size: Colossal)provided he makes his role.
And even the Grab ability was stealth-errata'd in the Bestiary II to NOT include a size restriction as well.
Sneaky game developers. :P

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Anything and everything that improves attack rolls improves CMB checks. Inspire courage, flanking, charges, bless, Weapon Focus (if the CM in question can be performed with the weapon), everything. Moreover, anything that is subtracted (and a whole bunch of things that are added) to AC impact CMD. For instance, a 1st level barbarian's CMD does not change when she rages, because the +2 Str modifier is exactly cancelled by the -2 AC penalty from the rage.
Can you link the source of this, as there are a lot of people whining that Combat expertise don't add to CMD?
Probably they mean this:
Combat Expertise (Combat)You can increase your defense at the expense of your accuracy.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
so at best you get a increase and equivalent decrease to CMD using this feat.
[I think I have got it, it add to CMD as it is not a check]
A question: Apparently it don't require to use an attack action, I am missing something or that should be added to the often forgotten rules? "Combat Expertise can be used even if you aren't using a combat action"
Seem a bit cheesy.
Howie23, I see the CMB part in the summary, but not the CMD part.
Edit:
Tanks Raving, I was failing to see it even if it was before my eyes.

Ravingdork |

Can you link the source of this, as there are a lot of people whining that Combat expertise don't add to CMD?
Combat Expertise DOES add to your CMD. It gives you a dodge bonus (which stacks with everything) and...
"A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD."

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Diego Rossi wrote:Can you link the source of this, as there are a lot of people whining that Combat expertise don't add to CMD?Combat Expertise DOES add to your CMD. It gives you a dodge bonus (which stacks with everything) and...
"A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD."
Yeah, pretty much that. Also, Combat Expertise's penalty to combat maneuver checks is irrelevant to CMD, because, well, it's not a check. It's a defense score, like AC. So the penalty on checks has nothing to do with it.
Just to be clear: things that affect CMB do not necessarily have anything to do with CMD, or vice versa. In fact, it's usually the opposite.

Slaunyeh |

Feel free to tell me I'm an idiot, but I NEVER realized before today that Delay Poison grants poison immunity if used before the poisoning happens. Man that spell could use a better name.
I'm not convinced that's the case. See my highlight below.
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired.

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2 people marked this as a favorite. |

While I think most people know about this rule, I think people often forget about it.
Page 9 Pathfinder RPG
The Most Important Rule
The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.
I am sure someone may have pointed this out. I was thinking of making a Halfling wizard, and taking advantage of the +1 Halflings get with slings. Apparently now they don't get the +1, and the sling isn't even on the wizard's weapon list.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “Halfling” in its name as a martial weapon.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
This is a fascinating thread.

Snopaws |

This is the same as it was in 3.5, but some people don't know about it.
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
Although, I think that bonus used to only apply to long jumps.

cibet44 |
There is no size restriction on grappling (only the Grab special ability).
So a halfling monk can grapple and then pin the mighty Tarn Linnorm (size: Colossal)provided he makes his role.
There was no grapple limit in 3.5 either but a small grappling a colossal would be nearly impossible with the 3.5 grapple rules. Is this not the case with the PF grapple system?

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Draeglos wrote:There was no grapple limit in 3.5 either but a small grappling a colossal would be nearly impossible with the 3.5 grapple rules. Is this not the case with the PF grapple system?There is no size restriction on grappling (only the Grab special ability).
So a halfling monk can grapple and then pin the mighty Tarn Linnorm (size: Colossal)provided he makes his role.
From d20 SRD:
You automatically lose an attempt to hold if the target is two or more size categories larger than you are.

cibet44 |
cibet44 wrote:Draeglos wrote:There was no grapple limit in 3.5 either but a small grappling a colossal would be nearly impossible with the 3.5 grapple rules. Is this not the case with the PF grapple system?There is no size restriction on grappling (only the Grab special ability).
So a halfling monk can grapple and then pin the mighty Tarn Linnorm (size: Colossal)provided he makes his role.
From d20 SRD:
You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
I've always seen that as a way to break or end a grapple (by enlarging something already grappling) but your right it would put a limit on grapple attempts as well. It just has never come up in a game for me yet.
I guess PF removed this limit because the new grapple system makes it impossible? I hope.

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Apologies if this has already been mentioned (thread blew up overnight and I'll be damned if I'm going to go through all pages! :) ):
Regarding magic weapons overcoming DR - this effect only comes from weapons that are actually magical. Weapons made magical via spells (greater magic weapon) do not gain any additional DR penetration abilities. e.g. a +1 longsword with CL20 GMW (+5 item) only counts as magic for overcoming DR, it does not bypass adamantine, cold iron, or alignment-based DR.

Cartigan |

Apologies if this has already been mentioned (thread blew up overnight and I'll be damned if I'm going to go through all pages! :) ):
Regarding magic weapons overcoming DR - this effect only comes from weapons that are actually magical. Weapons made magical via spells (greater magic weapon) do not gain any additional DR penetration abilities. e.g. a +1 longsword with CL20 GMW (+5 item) only counts as magic for overcoming DR, it does not bypass adamantine, cold iron, or alignment-based DR.
I'm confused. Someone, at some point, thought making something more magical made it overcome unrelated DR?

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Zonto wrote:I'm confused. Someone, at some point, thought making something more magical made it overcome unrelated DR?Apologies if this has already been mentioned (thread blew up overnight and I'll be damned if I'm going to go through all pages! :) ):
Regarding magic weapons overcoming DR - this effect only comes from weapons that are actually magical. Weapons made magical via spells (greater magic weapon) do not gain any additional DR penetration abilities. e.g. a +1 longsword with CL20 GMW (+5 item) only counts as magic for overcoming DR, it does not bypass adamantine, cold iron, or alignment-based DR.
A regular +5 magic weapon overcomes those DRs as though it was the appropriate material.

Some call me Tim |

I'm confused. Someone, at some point, thought making something more magical made it overcome unrelated DR?
It does, as Selgard noted above, this is a change from 3.5 if I'm not mistaken. However, the spell Greater Magic Weapon explicitly states this does not allow bypassing of DR (other than DR/magic).

james maissen |
This is the same as it was in 3.5, but some people don't know about it.
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
Although, I think that bonus used to only apply to long jumps.
I seem to recall the penalty being -6 for speeds below 30ft, am I remembering wrong? Should check online, but don't have the time.
-James

Snopaws |

Snopaws wrote:This is the same as it was in 3.5, but some people don't know about it.
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
Although, I think that bonus used to only apply to long jumps.
I seem to recall the penalty being -6 for speeds below 30ft, am I remembering wrong? Should check online, but don't have the time.
-James
I copy-pasta from the SRD web site, if it changed then it isn't updated yet.

Rugult |
2 people marked this as a favorite. |

I adore this thread! (Dotted) Also I figured I would add my own rules bit for GMs/Writers out there.
The following rule is for adding class levels to monsters and I've overlooked it up until recently:
"The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities."
So be sure to further up the stats of a monster before adding levels to it!

Sir Jolt |

I adore this thread! (Dotted) Also I figured I would add my own rules bit for GMs/Writers out there.
The following rule is for adding class levels to monsters and I've overlooked it up until recently:
"The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities."
So be sure to further up the stats of a monster before adding levels to it!
I'm sorry but I need a bit of clarification here: Does this mean that a monster has to take a -2 penalty to a stat every time it levels up? I'm not sure I understand the logic of that.
Where is this rule located; the Bestiary?
Thanks.
SJ

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1 person marked this as FAQ candidate. 1 person marked this as a favorite. |

Rugult wrote:I adore this thread! (Dotted) Also I figured I would add my own rules bit for GMs/Writers out there.
The following rule is for adding class levels to monsters and I've overlooked it up until recently:
"The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities."
So be sure to further up the stats of a monster before adding levels to it!
I'm sorry but I need a bit of clarification here: Does this mean that a monster has to take a -2 penalty to a stat every time it levels up? I'm not sure I understand the logic of that.
Where is this rule located; the Bestiary?
Thanks.
SJ
it means when you make a monter a pc, you take the monsters stats, giv it +$ to any 2 stats, +2 to any 2 stats, and -2 to a stat, rather than assign ability scores and racial modifiers
so for example a creature with 20 20 20 20 20 20 for stats would have scores of 24 24 22 22 20 18

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Sir Jolt wrote:Rugult wrote:I adore this thread! (Dotted) Also I figured I would add my own rules bit for GMs/Writers out there.
The following rule is for adding class levels to monsters and I've overlooked it up until recently:
"The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities."
So be sure to further up the stats of a monster before adding levels to it!
I'm sorry but I need a bit of clarification here: Does this mean that a monster has to take a -2 penalty to a stat every time it levels up? I'm not sure I understand the logic of that.
Where is this rule located; the Bestiary?
Thanks.
SJ
it means when you make a monter a pc, you take the monsters stats, giv it +$ to any 2 stats, +2 to any 2 stats, and -2 to a stat, rather than assign ability scores and racial modifiers
so for example a creature with 20 20 20 20 20 20 for stats would have scores of 24 24 22 22 20 18
This is subtly incorrect. Those are the adjustments when you give a monster pc class levels, not when you make it a pc.

Rugult |

Name Violation wrote:This is subtly incorrect. Those are the adjustments when you give a monster pc class levels, not when you make it a pc.Sir Jolt wrote:Rugult wrote:I adore this thread! (Dotted) Also I figured I would add my own rules bit for GMs/Writers out there.
The following rule is for adding class levels to monsters and I've overlooked it up until recently:
"The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities."
So be sure to further up the stats of a monster before adding levels to it!
I'm sorry but I need a bit of clarification here: Does this mean that a monster has to take a -2 penalty to a stat every time it levels up? I'm not sure I understand the logic of that.
Where is this rule located; the Bestiary?
Thanks.
SJ
it means when you make a monter a pc, you take the monsters stats, giv it +$ to any 2 stats, +2 to any 2 stats, and -2 to a stat, rather than assign ability scores and racial modifiers
so for example a creature with 20 20 20 20 20 20 for stats would have scores of 24 24 22 22 20 18
Exactly! This is more for GMs who want to assign class levels to monsters not necessarily converting monsters for PC use. These extra stat modifiers allow GMs to give monsters a decent modifier for classes they may not be optimized for. :)

Tilnar |

Exactly! This is more for GMs who want to assign class levels to monsters not necessarily converting monsters for PC use. These extra stat modifiers allow GMs to give monsters a decent modifier for classes they may not be optimized for. :)
It's meant to basically convert the base monster (pre-racial) stats of 11,11,11,10,10,10 to the Heroic Array (15, 14, 13, 12, 10, 8) to reflect the fact it's got PC levels now.

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Acrobatics use for jumping now hasn't limit distances for jumps by size. The only limit is still not to exceed your maximum movement for the round.
This is incorrect. SRD had no limit on size, nor does current edition. Also, in SRD, you could exceed maximum movement, but had next action (in same turn or next) had to finish the jump. A result, in both editions, it is not possible to jump up and attack a creature otherwise out of reach.

wraithstrike |

While I think most people know about this rule, I think people often forget about it.
Page 9 Pathfinder RPG
The Most Important Rule
The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.
Never forgotten at all. It just has no place in certain threads like this one since rules=rules as published, and that little paragraph gets brought up at least once a week just like alignment threads.
Stay on topic man, stay on topic.

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Rugult wrote:Exactly! This is more for GMs who want to assign class levels to monsters not necessarily converting monsters for PC use. These extra stat modifiers allow GMs to give monsters a decent modifier for classes they may not be optimized for. :)It's meant to basically convert the base monster (pre-racial) stats of 11,11,11,10,10,10 to the Heroic Array (15, 14, 13, 12, 10, 8) to reflect the fact it's got PC levels now.
Actualy, basic NPCs get 13,12,11,10,9,8 to their stats...essentialy, a 5 point buy if i'm not mistaken (i think i am)

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Tilnar wrote:Actualy, basic NPCs get 13,12,11,10,9,8 to their stats...essentialy, a 5 point buy if i'm not mistaken (i think i am)Rugult wrote:Exactly! This is more for GMs who want to assign class levels to monsters not necessarily converting monsters for PC use. These extra stat modifiers allow GMs to give monsters a decent modifier for classes they may not be optimized for. :)It's meant to basically convert the base monster (pre-racial) stats of 11,11,11,10,10,10 to the Heroic Array (15, 14, 13, 12, 10, 8) to reflect the fact it's got PC levels now.
Basic npcs don't get levels in pc classes either.

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Great summary Howie23.
Can someone give a source for the empower spell ruling? (Always like this, Magic, .2).
Thanks in advance.
The text itself, in both editions, is "All variable, numeric effects of an empowered spell are increased by half." This isn't descended from a developer ruling. If this is subject to debate or discussion, please start a thread or reference one that has already been something that includes some logic rather than back and forth "yes it is, no it isn't." (Not implying that your question of it it, just trying to nip this sort of thing in the bud and provide a standard).

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ShadowcatX wrote:You got a link or a quote for that?
Basic npcs don't get levels in pc classes either.
If the NPC possesses levels in a PC class, it is considered a heroic NPC and receives better ability scores. These scores can be assigned in any order.
http://www.d20pfsrd.com/classes/npc-classes/non-player-characters