Magus and scimitars... why?


Rules Questions

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Abraham spalding wrote:

Incorrect MDT (at least on the encumbrance rules) --

Note how encumbrance is not listed as something that gets adjusted? That means it doesn't get adjusted.

Only Permanent bonuses and Drain affects carrying capacity.

Because, as I said, encumbrance is not a statistic, it is a status. You don't have a heavy encumbrance stat, you are heavily encumbered, which has an effect on your movement.

Your argument is that because there's no mention of of a status adjustment, the status doesn't affect you. This is the same as arguing that a strength adjustment doesn't affect your being dazed. While it's a correct argument, you are then using that to say it doesn't affect when you gain the encumbered status, which is wrong.

You gain the Encumbered status when your carried weight exceeds an amount determined by your strength. It has nothing to do with the sections of the rules you keep quoting over and over again.

I'll say it again. Encumbrance is not a statistic for your character, it is a status your character gains if you carry more than a specific amount, which happens to be based on strength. If your strength is up or down due to spells or rage abilities then the amount of weight required for you to gain an encumbered status fluctuates as well, because it's strictly a lookup on a table. The character sheet treats it like a stat, but it's not. If it were, it would be in the section on statistics, which it's not. It's under additional rules.


Artanthos wrote:


1. The rules are the same, whether your a PC or NPC. Exhaustion is a nasty effect either way. Ray of Enfeelbement is nasty either way. A low strength just makes it that much rougher.

Possibly but unlikely -- because if you have low strength you are obviously not relying on it.

Artanthos wrote:


2. Figuring encumbrance is simple, you should already know how much your carrying, just cross reference that number to the weight allowance chart. Takes seconds.

After of course you pick up the book open it to the right page and check it -- besides by the rules completely unneeded since temporary bonuses and ability penalties and damage don't affect encumbrance

Artanthos wrote:


3. You hurt the wizard with an int penalty. His DC's drop through the floor, making it all but impossible for his spells to stick. Furthermore, if his modified int is less than 10 + spell level he can't cast the spell, even if he has it memorized. A Magus who takes a minimal is going to eventually encounter this problem. Int drains are less common than str drains though.

However he doesn't have to rely on spells that need save throws -- ray of exhaustion still has an effect -- applying twice will guarantee it. So will haste, summon moster enervation, etc.

Artanthos wrote:


4. Penalties are only less than damage until they cripple you. At that point, damage becomes irrelevant. Your not dealing and the other side is.

That's not quite correct -- penalties can't drop you and are easier to clean off. Also they can't drop you at all -- maximum they can do is put you to 1 -- unlike damage. In fact if you take a penalty and then enough damage to drop you below 1 you'll lose penalty until you are still at one (example you get hit with ray of enfeeble for 14 of your 15 points of str then a strength damage ability for 4 points of str -- you're still at 1 since the penalty can't drop you below 1 -- four points of penalty just got replaced with actual damage).

Artanthos wrote:


To put things in perspective, I've had players reduce a giant to the level of staggered commoner with debuffs. I've had NPC's do the same to frenzied berserkers. The rules work the same either way. Starting a character, especially one intended to be a front line fighter, with a 7 strength just makes you much more vulnerable to these effects than other front line fighters. Instead of needing multiple effects to become crippled, just one can do the job. Getting hit with a single effect is much, much more likely to happen than having multiples stacked on...

That's fine -- I'm not against the rules working -- I'm against this pointless and gamist house rule you are insisting on.


Xum wrote:

That's a VERY weird way to look at it, mate.

So, if a guy loses inteligence, wisdom, charisma or whatever, he can't cast spells either? Or AT LEAST looses his bonus ones, cause it's a table too?

Yes, they do.

Staff has confirmed this. You lose access to those spells until your stat is restored. Same way with strength, your maximum possible weight before being encumbered is your base strength, you lose that until the stat is restored, same as you lose access to the 1st level spell slot your 20 INT grants you if it drops to 15. If you restore your int, you get the spell slot back. If you restore the strength, you up the amount of load you can carry before becoming encumbered.


mdt wrote:
Xum wrote:

That's a VERY weird way to look at it, mate.

So, if a guy loses inteligence, wisdom, charisma or whatever, he can't cast spells either? Or AT LEAST looses his bonus ones, cause it's a table too?

Yes, they do.

Staff has confirmed this. You lose access to those spells until your stat is restored. Same way with strength, your maximum possible weight before being encumbered is your base strength, you lose that until the stat is restored, same as you lose access to the 1st level spell slot your 20 INT grants you if it drops to 15. If you restore your int, you get the spell slot back. If you restore the strength, you up the amount of load you can carry before becoming encumbered.

Only if its from drain.

Liberty's Edge

GeraintElberion wrote:

Would it be brokkedee-brokkedee-brokken to allow someone to have a feat called Fencing Grace which was identical to Dervish Dance but just swapped out the word 'scimitar' for 'rapier'?

It would suit the flavour of my Magus better and, to be honest, it seems weaker (because rapier is already piercing, so you're not getting as many little extras).

edited for clarity, after Name Violation posted, thanks NV.

Clearly not, as the Magical Weapon property "Agile" from the new Pathfinder Society Field Guide allows the wielder of the Agile weapon to choose to apply his dex bonus to damage instead of strength. Only a narrow range of one-handed light melee weapons can have this property, but a repier qualifies.

Agile is a magical weapon property equivalent to +1.

While it would be somewhat expensive, you could enchant a +1 Agile, Keen rapier, too.

You might want to just save your gold, get the agile rapier, and take another feat instead :)


A little thing I like to call proof

Quote:

Q: I am confused on the different types of Ability Damage, Drain, and Penalty. Plus some spells like ray of enfeeblement and touch of idiocy seem to even have special rules. How do these effects really work?

A: (James Jacobs 4/23/10) Ability damage only results in a penalty to actions associated with that ability score; it does NOT make you lose access to feats or spells that require ability score minimums, since your actual ability score does not lower. Only ability DRAIN can make you lose access to spells you can cast or feats that have prerequisites. But it's not that simple. Some effects that cause ability damage or ability penalties DO have additional effects. Touch of idiocy is one such spell, since it says in the spell's description that it affects the target's ability to cast some or all of its spells if the penalty imparted to the ability score drops low enough. This is an exception to the general rule for ability scores and applies only to touch of idiocy (the point of the spell, really, is to be a lesser version of feeblemind that screws over spellcasters, after all). Ray of enfeeblement, on the other hand, does NOT have this type of language. It merely works as a normal penalty to an ability score.

So -- you are wrong.


Abraham spalding wrote:

A little thing I like to call proof

So -- you are wrong.

A little something I like to call, don't misquote the Dev's

James Jacobs wrote:


Q : Question about how a spell works.

A : I'm not really sure; I'm not really tracking the FAQ or rule threads. I tend to work on the Golarion side of things and leave the rules to Jason and Sean.

That's the first quote I ran across for JJ in his ask me anything thread, but there's others on the boards where he's repeatedly stated that any answer from him is strictly how he would rule in a game, and not official canon rules. Any rules answers have to come from Jason Bulmahn or Sean Reynolds. And there's plenty of places where JJ has stated he disagrees with official errata and FAQ.

EDIT : So, I am not wrong.


2 people marked this as a favorite.

I didn't misquote a thing -- that's his full on post. Just because he's not tracking it doesn't make the post irrelevant.

He has Sean Reynolds track the FAQ -- however I didn't misquote JJ at all -- false accusations are nice though keep it up!

It's doubly funny because your post isn't even relevant -- or correct:

What he actually said -- in your specific link:

James Jacobs wrote:
joela wrote:
Pathfinder rule that seems to get the most queries.
I'm not really sure; I'm not really tracking the FAQ or rule threads. I tend to work on the Golarion side of things and leave the rules to Jason and Sean.

As for my quote Original Post says I'm still right

Since you aren't in agreement -- that makes you wrong.

James Jacobs wrote:

So I just sat down and read through the rules for Ability Score damage, penalty, and drain on page 555 of the core rulebook, and it does indeed look like the rules don't work exactly as I thought. Part of the problem is that ability damage doesn't actually reduce an ability score's actual total, which is counterintuitive on some level.

So here goes.

Ability damage only results in a penalty to actions associated with that ability score; it does NOT make you lose access to feats or spells that require ability score minimums, since your actual ability score does not lower. Only ability DRAIN can make you lose access to spells you can cast or feats that have prerequisites.

But it's not that simple. Some effects that cause ability damage or ability penalties DO have additional effects. Touch of idiocy is one such spell, since it says in the spell's description that it affects the target's ability to cast some or all of its spells if the penalty imparted to the ability score drops low enough. This is an exception to the general rule for ability scores and applies only to touch of idiocy (the point of the spell, really, is to be a lesser version of feeblemind that screws over spellcasters, after all).

Ray of enfeeblement, on the other hand, does NOT have this type of language. It merely works as a normal penalty to an ability score.

So taking it that way...

AvalonXQ wrote:
1a) A 12th-level wizard with a 16 Intelligence takes a 3 point Intelligence penalty from Touch of Idiocy. What is the highest level spell he can cast, sixth or third?

Third.

AvalonXQ wrote:
1b) A 12th-level wizard with a 16 Intelligence takes 3 points of Intelligence damage. What is the highest level spell he can cast, sixth or third?

Sixth.

AvalonXQ wrote:
1c) A 12th-level wizard with a 16 Intelligence takes 3 points of Intelligence drain. What is the highest level spell he can cast, sixth or third?

Third.

AvalonXQ wrote:


2a) A fighter with 13 strength and the Power Attack feat takes a 3 point Strength penalty from Ray of Enfeeblement. Can he Power Attack?

Yes.

AvalonXQ wrote:

2b) A fighter with 13 strength and the Power Attack feat takes 3 points of Strength Damage. Can he Power Attack?

Yes.

AvalonXQ wrote:

2c) A fighter with 13 strength and the Power Attack feat takes 3 points of Strength Drain. Can he Power Attack?

No.

As you can plainly see -- he even gives examples.

Scarab Sages

Abraham spalding wrote:
Possibly but unlikely -- because if you have low strength you are obviously not relying on it.

Absolutely everyone relies on a minimum level of strength, even arcane casters.

Quote:


After of course you pick up the book open it to the right page and check it -- besides by the rules completely unneeded since temporary bonuses and ability penalties and damage don't affect encumbrance

A good DM screen eliminates even this minimal requirement

Quote:


However he doesn't have to rely on spells that need save throws -- ray of exhaustion still has an effect -- applying twice will guarantee it. So will haste, summon moster enervation, etc.

If the wizard has a wide selection of spells not allowing saves memorized. That choice had to be made in advance though.

Quote:


That's not quite correct -- penalties can't drop you and are easier to clean off. Also they can't drop you at all -- maximum they can do is put you to 1 -- unlike damage. In fact if you take a penalty and then enough damage to drop you below 1 you'll lose penalty until you are still at one (example you get hit with ray of enfeeble for 14 of your 15 points of str then a strength damage ability for 4 points of str -- you're still at 1 since the penalty can't drop you below 1 -- four points of penalty just got replaced with actual damage)....

And my initial point was, with a strength of 1 your not going to be able to lift the weight of your weapons and armor off the ground. Your now encased in a prison that weighs more than you can lift.

A wizard or sorcerer "might" manage to operate with a strength of 1.
If they have minimal equipment and are using Leomund's Secret Chest to store the majority of their supplies. ( A personal favorite, though not for encumbrance reasons.)


Artanthos wrote:

And my initial point was, with a strength of 1 your not going to be able to lift the weight of your weapons and armor off the ground. Your now encased in a prison that weighs more than you can lift.

A wizard or sorcerer "might" manage to operate with a strength of 1.
If they have minimal equipment and are using Leomund's Secret Chest to store the majority of their supplies. ( A personal favorite, though not for encumbrance reasons.)

Correct -- however since you can't start with a strength of 1 the only way to get it to matter for encumbrance is with drain (possibly aging).


From what i have seen Abraham spalding is correct by the rules as they are now, anything else is a house rule (for once the rules are pretty clear).
I don't say which makes sense and which doesn't, i only say that the way the rules are written now it makes the game run smoothly (i hate to have to calculate a bunch of staff when a penalty or damage incurs, it's enough to do so when a drain happens) and doesn't bone the fighters and melee guys in general.


Abraham spalding wrote:

I didn't misquote a thing -- that's his full on post. Just because he's not tracking it doesn't make the post irrelevant.

He has Sean Reynolds track the FAQ -- however I didn't misquote JJ at all -- false accusations are nice though keep it up!

It's doubly funny because your post isn't even relevant -- or correct:

Except that I was not quoting him in reference to this topic, and stated so in my message. I was quoting him to show he has stated that it is Jason and Sean that handle official rules decisions, not him. He is creative director, and while I respect his opinions, they are just those, his opinions, not official Paizo policy on rules.

Thus, you did misquote him as you quoted him as an official source for rules answers, which he himself has said is not his roll. My quote was to illustrate that. As to JJ having Sean do anything, I don't think JJ gives orders to Sean. I believe, as Sean has stated before, rules are round-robbined with Jason, Sean, James, and a couple of others, and then Jason makes the final rulings and Sean implements them.

So yes, my quote was relevant to my point, the fact you choose to ignore my point and try to denigrate it does not mean it was not relevant. Additionally, you may quote as much of James as you want, but if you go look at his own posts, you will find posts by him stating that it is Jason and Sean that handle the official Paizo rules responses.

And so, along that point, yes, you did misquote him. You misquoted him by representing him as the person who makes decisions on rules interpretations, which he himself has said he is not, and that any responses of his (especially in his ask anything thread) are just the way he would rule in his own game. Please don't try to misquote him as official canon, he doesn't like it, and it's deceptive.


So, here's a question that came up for me...

I recently got permission from a GM to use the cabalist archetype as part of building a blade bound magus for a game.

Now, the obvious option here is to go with the orc bloodline for the eventual free +6 to strength, if I'm building a strength based magus.

However, I kind of had my heart set on a scimitar/dervish dancing setup. Does anyone know if there is a sorcerer bloodline that offers a comparable ability to orc or pit touched, except with the attribute being Dex?


mdt wrote:


And so, along that point, yes, you did misquote him. You misquoted him by representing him as the person who makes decisions on rules interpretations, which he himself has said he is not, and that any responses of his (especially in his ask anything thread) are just the way he would rule in his own game. Please don't try to misquote him as official canon, he doesn't like it, and it's deceptive.

Can you point to anything that makes what he said wrong?

I also never said he was official canon -- only that he was staff saying exactly what I was saying -- something you have claimed to have but not provided.

Also it's not 'his house rules' that's still the rules -- nobody has stated he was wrong... unless you have proof of that?

Because everything he said in that post follows RAW -- which nothing you've presented here does.


Abraham spalding wrote:
mdt wrote:


And so, along that point, yes, you did misquote him. You misquoted him by representing him as the person who makes decisions on rules interpretations, which he himself has said he is not, and that any responses of his (especially in his ask anything thread) are just the way he would rule in his own game. Please don't try to misquote him as official canon, he doesn't like it, and it's deceptive.

Can you point to anything that makes what he said wrong?

I also never said he was official canon -- only that he was staff saying exactly what I was saying -- something you have claimed to have but not provided.

Also it's not 'his house rules' that's still the rules -- nobody has stated he was wrong... unless you have proof of that?

Because everything he said in that post follows RAW -- which nothing you've presented here does.

You presented him as an official answer, and then said it proved everyone who didn't agree with you was wrong. So yes, you quoted him as official Paizo canon.

If you instead, wish to back track on that, and say 'HEY! JJ agrees with me! NYAH NYAH!' the that's fine and 100% correct (although a little juvenile if you say it that way, I'd suggest instead 'Hah! James agrees with me!' instead, honestly).

I quoted rules at you, you simply choose to ignore the quoted rules and say I'm interpreting them wrong. I instead say that you are not interpreting the encumbrance rules correctly.

I suggest we both simply Flag it for FAQ and be done with it, as it's rather obvious that I think your interpretation is off, and you obviously prefer yours.


You didn't quote *edit* the correct rules -- and you ignored the very rules on the things you tried to quote on -- temporary bonuses and ability penalties/damage do not reduce the ability score.

It's very simple really -- and it states as much. Only permanent ability bonuses and ability Drain actually changes the stat.

So if it isn't one of those things your stat doesn't change.

You quoted that we look at our strength score which is right -- but our strength score doesn't include temporary bonuses, ability penalties or ability damage as per the rules for temporary bonuses, ability penalties and ability damage.

And you'll note that in the thread JJ was providing official clarification -- he even mentions as much:

That was what he was officially doing at the time -- he even mentioned he planned at the time to get it clarified in the FAQ -- please note this means it doesn't need errata'd since it isn't wrong.


mdt wrote:
Abraham spalding wrote:
mdt wrote:


And so, along that point, yes, you did misquote him. You misquoted him by representing him as the person who makes decisions on rules interpretations, which he himself has said he is not, and that any responses of his (especially in his ask anything thread) are just the way he would rule in his own game. Please don't try to misquote him as official canon, he doesn't like it, and it's deceptive.

Can you point to anything that makes what he said wrong?

I also never said he was official canon -- only that he was staff saying exactly what I was saying -- something you have claimed to have but not provided.

Also it's not 'his house rules' that's still the rules -- nobody has stated he was wrong... unless you have proof of that?

Because everything he said in that post follows RAW -- which nothing you've presented here does.

You presented him as an official answer, and then said it proved everyone who didn't agree with you was wrong. So yes, you quoted him as official Paizo canon.

If you instead, wish to back track on that, and say 'HEY! JJ agrees with me! NYAH NYAH!' the that's fine and 100% correct (although a little juvenile if you say it that way, I'd suggest instead 'Hah! James agrees with me!' instead, honestly).

I quoted rules at you, you simply choose to ignore the quoted rules and say I'm interpreting them wrong. I instead say that you are not interpreting the encumbrance rules correctly.

I suggest we both simply Flag it for FAQ and be done with it, as it's rather obvious that I think your interpretation is off, and you obviously prefer yours.

Not to me an A-Hole, but I think your interpretation is way off mate. And I don't think FAQing it, would make the cut for paizo. But I'll help out. Although, to me the answer is simple.


Xum wrote:


Not to me an A-Hole, but I think your interpretation is way off mate. And I don't think FAQing it, would make the cut for paizo. But I'll help out. Although, to me the answer is simple.

You're not, you've been very polite, unlike Abraham.

However, there are two ways to interpret the rules. The first way, Abraham's way, is that your carrying capacity is an actual stat, adn that stat is not affected by changes to STR because it's not listed under str adjustments.

The other way to interpret it is that encumbrance is a status. It acts like a status, not a statistic. If you are lightly encumbered (normal status), you move normally. If you are moderately encumbered, you have reduced speed, reduced ac. And if you are heavily encumbered, you gain all those penalties as well as being unable to run, and some more ac loss. That does not act like a statistic, it is a condition.

Abraham's interpretation ends up with someone with a 30 str who get's nerfed for 25 str of loss being able to carry 1600 lbs without effort. This is someone who's so weakened that they've lost a total of +12 off their str skills, their str checks, their damage, their attack, all because, presumeably, they are too weak to move their arms. If they lost another 4 str, they'd be exhausted just moving. But, per Abraham's interpretation, this person who is exhausted just walking is still able to pick 8000 lbs (4 TONS!) off the ground and stagger around with it. But, they are too weak to actually move themselves at the same time.

My interpretation on the other hand, leaves all Abraham's rules in tact, works exactly as James enumerates, but has our theoretically str nerfed character unable to lift 4 tons and drag it along with him as he staggers around in an exhausted state.

Now, given two ways to interpret the rules, I land on the side that doesn't result in a stupid result, and an exhausted kitten weak barbarian who can haul 4 tons with his weak body is just way way way too stupid for me to allow in my games, or to allow as a valid interpretation of the rules.


Encumbrance isn't a status -- after all it isn't listed as a status or in the status section or anything of the like. In fact encumbrance really can't be a status since it's a non-specific effect.

Carrying Capacity is a stat -- and one that has penalties the more of it you use -- those penalties are called encumbrance but at what point you are encumbered varies from character to character according to:

Size, strength, and number of legs you have.

There isn't an "encumbered" condition.

*I have been a bit rude today -- apologies it's been a long and stressful week -- I thank mdt for putting up with it as long as he has. He's still wrong -- but he has been rather understanding.

However I would like to see any quote you have suggesting that my position is in error from the Staff, because this is a claim you made first, and haven't supported.

Making such a claim and then not providing support and trying to handwave it away when someone provides such to the contrary of what you claimed is... well... hard to accept.


mdt wrote:

Encumbrance is based off your carried weight compared to your strength on the table. If you have a 21 str, and you put on a belt of physical might +4, your str is 25, and your encumbrance is then based off your current strength (no need to wait 24 hours, the rule is to compare your weight on the table based on str, not permanent str). Encumbrance isn't part of the permanent/non-permanent addition/loss. It's strictly a row on the encumbrance table, which determines your current encumbrance level. Mule Cords add +8 to your str for purposes of looking up numbers on this table. A MW backpack adds one for purposes of looking up on this table. If you have Bull's Strength, you gain +4 for looking up on the table. If you have lost 10 pts of str, you are down 10 lines on the table.

People keep treating encumbrance like it's a statistic. It's not. Your encumbrance is a state of being, just like exhaustion, dazed, and any other state that might negatively affect your character. As such, it's not listed under the effects of str bonus/loss. Because it is not a character stat, it's a status that fluctuates based on your load and str.

You should read the rules. Str damage don't change your Str score: if you have a base Strength of 21 and take 6 point of Strength damages, you now have a Strength of 21 and 6 point of Strength damages. And you look at the same line of the table with or without the Str damages, since your Strength score didn't change.

Your Strength score change only with drain and permanent bonus. Damage, penalty and temporary bonus don't change it, they instead increase an other gauge.

It's not even weird or hard to understand, since it's the same with non-lethal HP damage: taking non-lethal damage don't change your current HP, it instead increase another gauge.

Oh, and that's not JJ's ruling. That's only the rules in the book, that's the second sentence explaining ability damages:

core rulebook, glossary wrote:

Ability Score Damage, Penalty, and Drain

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

Again, there's nothing to argue: me right you wrong.

Anyway, you can houserule as you want. If you ask me, it's far too much bookkeeping.
"I cleave the two monsters !
- Have you 13 strength with your penalty ?
- D'oh. I commit suicide and roll for a wizard !"
"I cast enlarge on Bob !
- OK. Bob, you lose TWF."
etc.


Abraham spalding wrote:


*I have been a bit rude today -- apologies it's been a long and stressful week -- I thank mdt for putting up with it as long as he has. He's still wrong -- but he has been rather understanding.

No problem, I've had those weeks too (actually, having one now). :)

Abraham Spalding wrote:


However I would like to see any quote you have suggesting that my position is in error from the Staff, because this is a claim you made first, and haven't supported.

Making such a claim and then not providing support and trying to handwave it away when someone provides such to the contrary of what you claimed is... well... hard to accept.

I never said staff had weighed in on this, and this is part of why I have not been responding to all of your requests, because I took it as you being a rude get and making up tales about me. However, with the apology above, I'm assuming you are just misreading a post I made? The only post I made that invoked the staff was this one :

ME! wrote:


Xum wrote:

That's a VERY weird way to look at it, mate.

So, if a guy loses inteligence, wisdom, charisma or whatever, he can't cast spells either? Or AT LEAST looses his bonus ones, cause it's a table too?

Yes, they do.

Staff has confirmed this. You lose access to those spells until your stat is restored. Same way with strength, your maximum possible weight before being encumbered is your base strength, you lose that until the stat is restored, same as you lose access to the 1st level spell slot your 20 INT grants you if it drops to 15. If you restore your int, you get the spell slot back. If you restore the strength, you up the amount of load you can carry before becoming encumbered.

Note that I only commented on staff confirming loss of access to spell slots. If you have a quote of me saying staff ever weighed in on weight (Hah! Pun!) then please point it out and I'll apologize for a typo.


mdt wrote:


Yes, they do.

Staff has confirmed this. You lose access to those spells until your stat is restored. Same way with strength, your maximum possible weight before being encumbered is your base strength, you lose that until the stat is restored, same as you lose access to the 1st level spell slot your 20 INT grants you if it drops to 15. If you restore your int, you get the spell slot back. If you restore the strength, you up the amount of load you can carry before becoming encumbered.

That's where you said it -- which is why I kept asking for proof of such a position, I've not seen anything on the subject from staff since the thread that JJ was in, and at the time it was my understand he was taking an official position on that subject (since he came in to provide clarification -- something you do when you are officially providing such -- not when you are simply offering your houserules).

Yeah JJ did at one time in that thread enspouse such a position -- but then he 'actually looked in the book' and realized that I was right (not being rude, but it's still true).

EDIT:

My position is this -- You claimed staff had confirmed your position. That's claiming that you had proof that this was the way it was intended to work. You basically said, "Trust me because the people behind it have said that this is right."

But then you didn't provide the quote to prove they had actually said any such thing. Can't claim confirmation from the Staff for something then wave it off when I can provide a counter claim from the Staff.

It's rude because:

1. You are claiming something and then not backing it up.

2. You are calling me a liar (JJ was officially clarifying stuff in that thread as it's from the time he was doing the FAQ), and

3. then handwaving off my Staff comment as 'unimportant' when you brought the subject up to begin with -- and didn't provide support for your position that staff had confirmed your position.


Abraham spalding wrote:
mdt wrote:


Yes, they do.

Staff has confirmed this. You lose access to those spells until your stat is restored. Same way with strength, your maximum possible weight before being encumbered is your base strength, you lose that until the stat is restored, same as you lose access to the 1st level spell slot your 20 INT grants you if it drops to 15. If you restore your int, you get the spell slot back. If you restore the strength, you up the amount of load you can carry before becoming encumbered.

That's where you said it -- which is why I kept asking for proof of such a position, I've not seen anything on the subject from staff since the thread that JJ was in, and at the time it was my understand he was taking an official position on that subject (since he came in to provide clarification -- something you do when you are officially providing such -- not when you are simply offering your houserules).

Yeah JJ did at one time in that thread enspouse such a position -- but then he 'actually looked in the book' and realized that I was right (not being rude, but it's still true).

Ok, Now I'm confused. You're saying that the quote above is that I am saying that devs confirmed your str nerf affects your encumbrance? But that is *NOT* what I was saying, and you can read that. The spell slot loss is what I was referring to, not the weight.

*sigh*


But in context of what he said -- remember he quoted you at the time and was continuing the logic of what you had claimed -- that since it worked that way for encumbrance that it worked that way for mental stats too (a position that the staff haven't confirmed for a default rule).

Now -- don't stress too much about it -- I'm seeing where we have our differences more clearly now... however I'm explaining where I was coming from so you may see my position (on this part) clearer.


Mdt Buddy, I think your interpretation of what Encumbrance is, is very valid, and I understand you.

But the part of the rules that's REALLY important in this is where it says, as pointed earlier, that when you take damage or penalties to an ability score, that score does NOT change.
That's why it's impossible to agree with you, see?

Although, I do understand that it would make more sense and be more "REal"

EDIT.: Read Stéphanes post.


*shrug*

I guess I just don't see how it makes any sense to interpret it any other way. Call it a house rule or whatever, to me, if I have +4 enhancement to str from bull strength, I can lift more, because, you know, I'm stronger. By the same token, if I've been poisoned, and my muscles are weakened, I can't lift as much. :)

I still think that, RAI, whether they are RAW or not, is that if you are weaker than normal, you can't lift as much as normal. :)


Let me offer some different ideas on the fluff for a minute mdt:

Lets say you pop some pills -- you feel stronger, you swing a bit harder you think you can handle more... but really you can't. Your body hasn't changed, it's still the same strength it had before you just got a feel of being stronger. Now instead you find this book on exercising and start following its instructions and actually do fortify yourself and you actually are stronger... but until that happens you actually try and lift that heavier object and you're going to snap something. This is the difference between a temporary boost and an permanent one.

Now consider when you are sick -- you aren't actually weaker -- your body has the same capacity that it's had before when it comes to lifting and what have you -- but you don't feel like it's there. This is ability damage or penalty -- you really aren't weaker... but you sure feel like you are. Another example would be some downers or tranquilizers -- your body can still handle the same amount it could before... but you can't use your body as well. You physically can still handle as much even though you can't bring yourself to do it because of the drugs influence.

Now lets take it a step further and say something has really permanently hit you -- you've taken some drain -- you feel weaker because you are weaker. Now this is ability drain -- you are weaker and you feel it -- you got a really nasty wasting disease and it's eaten away your muscles.


Ok Abraham, let's look at those.

I've been hospitaled with Pneumonia once, and should have been a second time. It lasted two weeks the first time, and three weeks the second time. That's not enough time to lose muscle mass.

However, for those two and three week periods, I could barely lift my own arms. Carrying my plate from the stove to the couch to eat left me physically wasted and my hands trembled. I had trouble lifting my glass. Now, I wasn't drained of muscle mass, I had the same muscle mass before and after the sickness. However, I couldn't use that muscle mass. I didn't have the energy in my body. This is exactly like str damage, I can't use my full strength, even though there was nothing wrong with my muscles. My body couldn't convert energy to muscle use due to being too busy fighting off the sickness. Same effect for a poison, there's nothing wrong with the muscles, but they can't get enough energy conversion to be used. In both situations, you can't exert those muscles to their full capacity, and that affects how much you can carry, because your not able to fully power your muscles.

Now, lets look at the other side, the drain. This is like Anthrax or being laid up for a couple of months in bed. In both situations, you've lost actual muscle max, and your maximum strength is affected. Even after you recover from the anthrax or get out of bed, your muscles simply arent' there to be used, even if you have enough energy to power them.

The commonality between these two (and the your examples above, if you will be honest) is that in all the situations, you can't pick up as much as you could normally, either because the muscles are damaged, or because the body itself can't power the muscles you have.

I've never heard of, and can't possibly imagine, a situation where you are physically weak but can still dead lift your maximum weight on a barbell.

EDIT :

As to your temporary boost, your example is a poor one, sorry. Drinking an energy drink gives you energy, and let's you operate at peak muscle mass for a bit, and yes, you can lift more, for a very short time. Then your energy runs out.

A better example of a D&D temp boost to strength like Bull's Strength would be dosing someone with PCP. The body's self protection mechanisms get shorted out, and they dump massive amounts of adrenaline into their blood string. They get stronger, and they can lift things they couldn't before (We've all heard of the woman lifting a 2 ton car off her child due to adrenaline surges).


Which is exactly what the temporary boost is -- how is that a bad example? It's extremely short, it's not much of a boost... but it's exactly what this is a temporary boost that doesn't really help much.

As for pneumoia -- okay that's not quite the example I was going for -- I was thinking more of the common flu or a 'simple' cold. Even with the Pneumonia I would suggest you hit zero -- barely able to do anything and essentially helpless -- that sounds about right to me considering that's what happens when your strength damage equals your strength score. Everything was still there but you couldn't use it because you got too much damage. I imagine the first time you "failed your save" wasn't so bad -- probably not the second time either -- by that third/fourth/fifth save? Yeah you were wiped.

PCP actually damages you -- so it would be more like something that gives the temporary boost only with after effects that are nasty.

People take a bit of damage here or there from the cold or what not and still go to work and still do their job -- remember generally you don't have to operate at extreme capacity in 'day to day living' even with lifting -- it's still within your light range -- you just feel horrible doing it -- you don't want to... but you still do.


Abraham spalding wrote:
Which is exactly what the temporary boost is

Personally I don't agree with the PF change that separates 'temporary' from 'permanent' here, but I have to admit it is written very clearly.

You are correct, but it is not only a change from 3.5 it's one that doesn't sit well with people.. thus the resistance you're seeing here and the disbelief.

-James


Mynameisjake wrote:
Mok wrote:


Mule Cords out the APG fix the encumbrance problem just fine with +8 Strength for encumbrance purposes, and for only 1000gp to boot!

Don't forget that the Cords take up the shoulder's slot, thus preventing the use of a Cloak of Resistance.

There are rules for adding other magic item abilities to an existing item. Just make it a Mule Cord of Resistance +5 and now it has the properties of both items. Costly, but effective.


human magus 3rd lvl 18 dex human fighter 3rd lvl 18 str
fighter variant - weapon master
4 feats / 1 arcana 5 feats
weapon focus weapon focus (bastard sword)
weapon finesse (scimitar) power attack
dervish dance furious focus
arcane strike shield focus
close range (arcana) exotic weapon proficiency

attack / damage attack / damage
basse attack +2 -- base attack +3 --
masterwork weapon +1 -- masterwork weapon +1 --
main stat (dex) +4 +4 main stat (str) +4 +4
weapon focus +1 -- weapon focus +1 --
arcane strike -- +1 power attack -- +2
arcane pool +1 +1 class variant +1 +1
total +9 +6 total +10 +7

AC: 22 chain shirt +4 AC: 22 full plate +9
dex +4 shield +2
shield spell +4 feat +1
AC: 18 touch AC: 10 touch

This is the bext min/max comparison I can come up with. Very close comparison. A few mor HP's for the fighter and slightly stronger weapon damage, especially for 2 handing the weapon with loss of AC. Magus does gain the advantage of the off-hand attack with the ray of frost spell every turn (+6 touch attack) and a greater critical threat but with a -2 weapon attack. All said and done, both are quite powerful, especially with the magus being a 3rd level CASTER. Please add your comments!!!


james maissen wrote:

Personally I don't agree with the PF change that separates 'temporary' from 'permanent' here, but I have to admit it is written very clearly.

You are correct, but it is not only a change from 3.5 it's one that doesn't sit well with people.. thus the resistance you're seeing here and the disbelief.

-James

For every person who doesn't like the change, there's at least as many people who do like it. You generally don't hear from as many of those people because they tend to be the more casual players, than the more in-depth ones. And many of the casual ones aren't actively involved in forum discussions on the matter; they're too busy either playing or doing other things.

Still though, I'm a bit closer to the in-depth side, and my personal opinion (both as a DM and as a player) is that the PF distinction between temp and perm works fine for me. I like to be able to do mean things to my players, but ability damage and penalties are far too easy to come by when you get creative. If they actually nerf all aspects of the stat like they did in 3.5, I'd regularly have encounters where someone in the party gets boned hard. Which is fun to some people, but many players consider it a real jerk move on the DM's part; especially when it happens often. Ability drain is harder to access on both sides, so it makes sense for drain to have the worse effects. But damage and penalties can get tossed around rather easily; by that logic alone, they really shouldn't be as overpowering as all that.


KillioWatts-WOP wrote:
Please add your comments!!!

This is a bit hard to read until I went to quote it. I see you tried spacing things out now..

So a few comments..

You have some errors now that I can look over it more readily.

1. A magic weapon and masterwork bonus to hit don't stack, so your magus has a +8 to hit, +6 damage when he can take a swift action to activate the arcane strike (so not the first round).

2. Also the shield spell does not apply to touch AC, only attacks from incorporeals.

3. Moreover the magus only gets 3 feats by 3rd level (human bonus, 1st level and 3rd level feats).

Then a few comments:

What DEX did you give the fighter? It seems a 10 for some reason, why? Give him a 14 at least for 2 more AC. Furious focus I believe only works for two-handed weapons and you're using sword and shield here. You're pulling him in two directions for no reason.

I see that you're having the magus already have a shield spell active, which really should happen during the combat rather than before. He's only got 3 spells so they have to be husbanded.

In the end you're getting a 3rd level magus with (after removing arcane strike as you don't have that many feats) +8 to hit and 1d6+5 damage on a hit and a 22AC if they can prep a round a head of time (via shield spell) else an 18AC (can try to cast in melee, best chance is a 65% by taking a -5 to hit via spell combat).

If you are using spell combat with a ray of frost (using close range arcana) you have (assuming a 16INT) a +6 concentration check so a 60% chance of succeeding to cast defensively.

So you can either attack at +8 for 1d6+5, or you can try a 60% concentration check for +6/+6 for 1d6+5 with a +1d3 on one hit, but failing the concentration check would leave you with +6 for 1d6+5.

Now a 3rd level fighter isn't going to need a side 16 stat, so is better off. But let's say they just go with an 18STR.

Feats: WF (greatsword), Power attack, cleave, cleaving finish, and dodge.

AC 22 (9 full plate, 2DEX, 1dodge)

Attack +8 (3BAB +4STR +1focus +1weapon -1PA) for 2d6+9(6STR+3PA)

So when the magus is able to prepare ahead of time to cast shield, when he can make a concentration check then he can flurry for +6/+6 for 1d6+5 and a 1d3 on one.

Meanwhile the fighter has the same AC all the time, the same attack all the time, can get extra attacks when two are adjacent and/or when one drops and does near the same damage with one hit as the magus does with both when the magus makes a 60% roll.

To see numbers let's go against AC 19.

The Magus without spell combat does:
Hit but no threat: 11-17 = 35% x 8.5 = 2.975
Threat but no crit: 18-20 then <11 = 15%x50% x 8.5 = .6375
Crit: 18-20 then >10 = 15%x50% x17= 1.275

For a total of 4.8875 expected damage.

The Magus with spell combat does:
Fail concentration check (40% x):
Hit but no threat: 13-17 = 25% x 8.5 =2.125
Threat but no crit: 18-20 then < 13 = 15%x60% x 8.5 = .765
Crit: 18-20 then >12 = 15%x40%x17=1.02

For a first half total of 40% x 3.91 = 1.564

Now Make concentration check (60% x):
Each of the above twice, so 60% x 2 x 3.91=4.692

Now the chance of 2 misses here is 60%x60%=36%, so ignoring a crit on the ray of frost we're looking like 64%x2=1.28 then x60%=.768 from the ray of frost.

Total is looking like 1.564+4.692+.768= 7.024 expected damage against AC19.

The fighter power attacking against AC19 does:
Hit but no threat: 11-18 = 40%x16 = 6.4
Threat but no crit: 19-20 then <11 = 10%x50%x16=0.8
Crit: 19-20 then >10= 10%x50%x32 =1.6

For an expected damage of 8.8.

This is without a round to buff where the fighter could have quaffed an enlarge person potion and increased the damage to 11.275.

And the '3rd level caster' magus is spending all his spells above cantrips on the shield spell, the fighter is not counting opportunities to cleave and/or cleaving finish, and the fighter has around 1/3 more hps than the magus.

The fighter doesn't get infringed upon here.

-James


james maissen wrote:
You are correct, but it is not only a change from 3.5 it's one that doesn't sit well with people.. thus the resistance you're seeing here and the disbelief.

In 3.5, there were no real rules for ability penalty, and under the interpretation "Str penalty affects encumbrance", ray of enfeeblement was a die-no-save spell. Maybe it's a great game-design, but maybe it's not.

Anyway, the origin of this discussion is someone who explained that if a PC dumps Str, he would let the PC do, and then bones him. Thus, I was mentioning that it doesn't work as he want, because that what I would do at a table: if the DM allows dump stats, then the DM allows dump stats, he shouldn't invent some rule to screw the character afterward: if he doesn't want any dump stat, he should simply say "no ability under 10" at the beginning. The DM can try to disbelieve what's clearly written in the book, but he only creates a rule to bone a PC he accepted in the first place.

and anyway, that's (again) a houserule which screw the Fighter in favor of the Druid (and other class witch don't need many stuff), then hey... Even if you like this houserule, you should forget it as soon as possible (except if you plan to play without any non-caster).

Liberty's Edge

Stéphane Le Roux wrote:
james maissen wrote:
You are correct, but it is not only a change from 3.5 it's one that doesn't sit well with people.. thus the resistance you're seeing here and the disbelief.

In 3.5, there were no real rules for ability penalty, and under the interpretation "Str penalty affects encumbrance", ray of enfeeblement was a die-no-save spell. Maybe it's a great game-design, but maybe it's not.

Anyway, the origin of this discussion is someone who explained that if a PC dumps Str, he would let the PC do, and then bones him. Thus, I was mentioning that it doesn't work as he want, because that what I would do at a table: if the DM allows dump stats, then the DM allows dump stats, he shouldn't invent some rule to screw the character afterward: if he doesn't want any dump stat, he should simply say "no ability under 10" at the beginning. The DM can try to disbelieve what's clearly written in the book, but he only creates a rule to bone a PC he accepted in the first place.

and anyway, that's (again) a houserule which screw the Fighter in favor of the Druid (and other class witch don't need many stuff), then hey... Even if you like this houserule, you should forget it as soon as possible (except if you plan to play without any non-caster).

Can you restate this in a way that makes sense to folks who speak English on these boards?


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Aspasia de Malagant wrote:
Can you restate this in a way that makes sense to folks who speak English on these boards?

I can at least try.

I'm just saying that allowing a character to dump Strength, and then creating houserules to screw this character, is not a very good way of DMing. The DM should instead disallow any dump stat in the first place.


I built my magus several ways and fleshed out the levels through level 7. I just don't like the dervish build. It gives up way to much at levels 1-2 compared to a Strength build, not to mention you have more flexibility with feats with a strength build. Encumbrance is not an issue with the strength build either. Also, a strength build offers more flexibility with melee weapons, as the Magus can use all martial melee weapons with his strength bonus. Yes, you lose a bit of dex accuracy and ranged weaponry, but just don't dump your dex, keep it at a 14 or so and you'll be in good shape. Besides, once you are in medium armor, a higher dex isn't doing you any good. (mithril aside)

I was able to pull off a Half Elf Magus with an 18 Str, 12 Con, 14 Dex, and 16 Int on a 20 point buy just from dumping charisma (7)and a bit of wisdom (9). I also used the ancestral arms trait and picked up the Katana vs. Scimitar. Just a better weapon with same crit range.

Take toughness at 1st level and start with 14hp and light armor for an AC of 16. Not too terrible. And you can avoid most defensive casting situations early on by planning your Spell combat.

Cast/5ft step/Attack or Attack/5ft step/cast. If you fight someone with reach or someone has a ranged weapon equipped then sure, but most enemies are not going to do that at early levels. And at 2nd level you get Spellstrike so your damage gets nasty even without a crit.

At first level just color spray and hack your way to many kills. At second level switch your primary spell to Shocking grasp and then its: cast shocking grasp/5ft step/2 attacks with one adding the shock damage! (or 5ft step/cast shocking grasp/then following round 2 attacks)

Grand Lodge

Name Violation wrote:
GeraintElberion wrote:

Would it be brokkedee-brokkedee-brokken to allow someone to have a feat called Fencing Grace which just swapped out the word 'scimitar' for 'rapier'?

It would suit the flavour of my Magus better and, to be honest, it seems weaker (because rapier is already piercing, so your not getting as many little extras).

so dervish dance with a rapier? not broken. Just cange the word like you said.

Except you can't use the Agile enchantment or Pirhanna Strike or any other ability requiring a finessable weapon with a Scimitar even if you have Dervish Dance. A Rapier does not have that restriction.


trollbill wrote:
Name Violation wrote:
GeraintElberion wrote:

Would it be brokkedee-brokkedee-brokken to allow someone to have a feat called Fencing Grace which just swapped out the word 'scimitar' for 'rapier'?

It would suit the flavour of my Magus better and, to be honest, it seems weaker (because rapier is already piercing, so your not getting as many little extras).

so dervish dance with a rapier? not broken. Just cange the word like you said.
Except you can't use the Agile enchantment or Pirhanna Strike or any other ability requiring a finessable weapon with a Scimitar even if you have Dervish Dance. A Rapier does not have that restriction.

A rapier still can not be usded with piranha strike. And if you are dervish dancing a rapier then agile is useless to you.


Helaman wrote:
For myself I am not a fan of the Dervish dance magus thing - leads to a pretty monochrome set of builds and feat choices, but different strokes for different folks.

Are discussing using the Bard archetype 'Dervish Dancer' or a feat I can't locate in the PRD?


Kwauss wrote:
Helaman wrote:
For myself I am not a fan of the Dervish dance magus thing - leads to a pretty monochrome set of builds and feat choices, but different strokes for different folks.
Are discussing using the Bard archetype 'Dervish Dancer' or a feat I can't locate in the PRD?

It would be a feat that you don't seem to be able to locate, which is strange as the Bard archetype gives it as a bonus feat..

-James

Dark Archive

The feat is from ISWG (A Golarion setting book), hence its absence from the PRD which contains only the setting-neutral stuff. You can find it on the PFSRD instead. It's still OGL.


Psyren wrote:
The feat is from ISWG (A Golarion setting book), hence its absence from the PRD which contains only the setting-neutral stuff. You can find it on the PFSRD instead. It's still OGL.

Thanks!

Shadow Lodge

james maissen wrote:
Kwauss wrote:
Helaman wrote:
For myself I am not a fan of the Dervish dance magus thing - leads to a pretty monochrome set of builds and feat choices, but different strokes for different folks.
Are discussing using the Bard archetype 'Dervish Dancer' or a feat I can't locate in the PRD?

It would be a feat that you don't seem to be able to locate, which is strange as the Bard archetype gives it as a bonus feat..

-James

Dervish Dancer bard archetype does not give it as a bonus feat.

Dawnflower Dervish bard archetype does, but comes with serenrae baggage.

Liberty's Edge

OK, so I assume it takes 24hours for mule cords to take effect...or temporary Str Is accountable on the table, even as a penalty. Immediately.


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EldonG wrote:
OK, so I assume it takes 24hours for mule cords to take effect...or temporary Str Is accountable on the table, even as a penalty. Immediately.

Muleback Cords don't actually change your Str, so it's never a "permanent" stat bonus. They say you treat your Str as 8 higher when calculating carrying capacity, and that's all they do: Change the number you use to calculate carrying capacity.

Muleback Cords wrote:


These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.


thistledown wrote:

Dervish Dancer bard archetype does not give it as a bonus feat.

Dawnflower Dervish bard archetype does, but comes with serenrae baggage.

Ah good catch... too many dervishes running around!

Liberty's Edge

Akerlof wrote:
EldonG wrote:
OK, so I assume it takes 24hours for mule cords to take effect...or temporary Str Is accountable on the table, even as a penalty. Immediately.

Muleback Cords don't actually change your Str, so it's never a "permanent" stat bonus. They say you treat your Str as 8 higher when calculating carrying capacity, and that's all they do: Change the number you use to calculate carrying capacity.

Muleback Cords wrote:


These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

And encumbrance is based on Str.

The point is the same - consider a belt giving a Str bonus instead - for 24 hours, it's temporary.

Shadow Lodge

Heavyload belt will give you the carry bonus right away.

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