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ckdragons wrote:
Can baleful polymorph be removed by dispel magic since it has a duration of "permanent"? Or is it a curse and requires remove curse as mentioned in Curses in CRB?

Since "permanent" spells are vulnerable to dispel magic, see Magic-Duration, and baleful polymorph doesn't say that it is not affected by dispel magic, then it is able to be removed by dispel magic with at least a caster level check DC of 20 (11 + base caster level of 9).


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Pathfinder Roleplaying Game Superscriber

Bit of a weird question about surprise and being Flat-footed.

Flat-Footed CRB 178 wrote:
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed.

So what is "your first regular turn" in a combat? Is it the first turn where you can can act (surprise round or not) or is it the first turn after the surprise round?

I've always played it as the first where after you have acted in the combat you are no longer flat-footed and I still think that's right, but after reading this I'm not entirely sure.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

So I assume you take rule questions? .-. At least lot of people seem to be asking such stuff


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CorvusMask wrote:
So I assume you take rule questions? .-. At least lot of people seem to be asking such stuff

Yeah, though nothing he says is official. But it's nice to hear a Dev's thoughts on some rules.


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Mark, you were one of the authors on Familiar Folio. Here's a thread discussing the Familiar Adept:

http://paizo.com/threads/rzs2ug5g&page=3?So-whatre-the-leastoptimal-opt ions-these-days

Dasrak bring up these points, and I have seen similar points. "Familiar Adept Wizard
One of those archetypes that is incomprehensibly punitive for meager benefits. The archetype literally has one benefit: once per day your familiar can use your 1st level school power. This is the kind of ability you forget you have, but it's even worse than that since you're saddled with witch familiar rules so using your familiar in combat is a big no-no. And to be clear, witch familiar rules are very flavorful but mechanically are purely a downgrade from wizard spellbook rules due to the higher cost to learn spells, inability to keep backup familiars, and much worse replacement rules. If that were all the downsides maybe we could let this archetype off the hook, but you also lose 3 bonus feats and take an additional opposition school. But what really adds insult to injury is that the archetype actually has the gall to nerf your familiar. It's not a particularly onerous downside compared to the other ridiculous ones I've already listed, but on an archetype called the Familiar Adept it's a slap in the face."

I love that book, and looked at this archetype myself and came away with a big "Huhwat???" . I cant figure out why all the nerfs with such (to me) tiny benefits.


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Mark Seifter wrote:

D-d-d-d-d-d-d-d-double FAQ!

FAQs wrote:

Haste: Haste says a hasted creature can make an additional attack during a full attack with a natural or manufactured weapon, but what about other sorts of attacks like unarmed strikes?

Unarmed strikes and other attacks that work via full attacks (such as mystic bolts, kinetic blade, and flame blade) all allow an extra attack with haste. However, single attacks such as incorporeal touch attacks or melee touch spells delivered round by round after holding the charge do not.

Touch Spells: In the Magic and Combat chapters, it says that I can touch a single ally as a standard action or up to six allies as a full-round action and that I can combine delivering a touch spell with a natural attack or unarmed strike. But what if I just want to deliver the touch spell to an enemy? It just says I can do it “round after round.”
Making a touch attack against an enemy by touching it, beyond the free action to do so as part of casting the spell, is a standard action. It can’t be used with a full attack.

Despite two this week, we still might be able to have one next week, but definitely not the week after.

How long can you "hold the charge' on a touch attack?


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Third question- what exactly, does a bottle of alchemist fire do to a swarm of Diminutive creatures?

Say I roll a "six" for damage: Does the direct hit do nothing, do 6, do 9, or something else? The splash damage does only 1 pt, right?

Sovereign Court

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Pathfinder Starfinder Society Subscriber
DrDeth wrote:

One of those archetypes that is incomprehensibly punitive for meager benefits. The archetype literally has one benefit: once per day your familiar can use your 1st level school power. This is the kind of ability you forget you have, but it's even worse than that since you're saddled with witch familiar rules so using your familiar in combat is a big no-no. And to be clear, witch familiar rules are very flavorful but mechanically are purely a downgrade from wizard spellbook rules due to the higher cost to learn spells, inability to keep backup familiars, and much worse replacement rules. If that were all the downsides maybe we could let this archetype off the hook, but you also lose 3 bonus feats and take an additional opposition school. But what really adds insult to injury is that the archetype actually has the gall to nerf your familiar. It's not a particularly onerous downside compared to the other ridiculous ones I've already listed, but on an archetype called the Familiar Adept it's a slap in the face."

I love that book, and looked at this archetype myself and came away with a big "Huhwat???" . I cant figure out why all the nerfs with such (to me) tiny benefits.

I don't think either of you actually looked at what the School Familiar archetypes do. The Familiar Adept gets early access to those abilities. Normally, it is two feats and level 10 for a wizard to get the greater abilities. The Familiar Adept has the feat costs built in, gets earlier access, and an additional minor ability as well.

Having a familiar as a spellbook is tough, but thematically very appropriate.

Designer

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Just a heads-up to you guys: There was a recent meeting with various teams where we've been requested to move FAQ Friday to FAQ Tuesday so it doesn't abut a weekend (since answering questions can often lead to grar from stakeholders in the answer we didn't give, but people aren't at the office to moderate on weekends). So there should be a pretty frequently asked question this coming Tuesday for our first FAQ Tuesday!


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Mark Seifter wrote:
Just a heads-up to you guys: There was a recent meeting with various teams where we've been requested to move FAQ Friday to FAQ Tuesday so it doesn't abut a weekend (since answering questions can often lead to grar from stakeholders in the answer we didn't give, but people aren't at the office to moderate on weekends). So there should be a pretty frequently asked question this coming Tuesday for our first FAQ Tuesday!

Can we at least rename it to Foozday? ._.

Designer

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Fossibly, but I'd say funlikely.


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Any day we get a FAQ is a good day, but does this mean I have to move tacos to Friday?


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Gisher wrote:
Any day we get a FAQ is a good day, but does this mean I have to move tacos to Friday?

If you're the sort that works Monday to Friday, I'd say leave tacos where they are. Friday's good enough on its own, and Tuesday needs all the help it can get.


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If you could demolish one building on Golarion, which one would it be.

Asking for a friend.

Dark Archive

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Achaekek, He Who Walks In Blood wrote:

If you could demolish one building on Golarion, which one would it be.

Asking for a friend.

Clock tower in Underbridge - that building is a death trap!


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Pathfinder Roleplaying Game Superscriber

Mark, what's your favorite Starfinder iconic pregen to play at first level, and why?

Designer

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FAQ Tuesday begins with an extremely-asked FAQ!

FAQ wrote:

Cost Multipliers for Items: When an item has a cost multiplier, for instance for its size, unusual shape, or composition, does that apply before or after additional costs such as for making the item masterwork or using a special material?

All cost multipliers apply after you add up the total cost of the item before the multiplier. For example, a chain shirt costs 100 gp and a mithral chain shirt costs 1,100 gp after the +1,000 gp cost for mithral. If you were applying the 1/3 cost multiplier for crafting the item using the Craft skill, the cost multiplier from Table 6-8 based on size and body type, or both, you would apply those multipliers to the full 1,100 gp cost for the mithral chain shirt. This means a mithral chain shirt built for a rune giant costs 8,800 gp and a mithral chain shirt built for the tarrasque costs 35,200 gp.

Silver Crusade

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Cool, Thankies!


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Adds Mithral Chain Shirt to Christmas list for Tarrasque.

The Exchange

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Incoming tiny sized armor with resizing property everywhere for colossal discounts XD

Scarab Sages

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Those without opposable thumbs are getting ripped off by the blacksmiths union.


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Yay! FAQ Tuesday!


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On the back of the temp hp FAQ, if an ally falls unconscious at -1hp and I cast false life on him to give him 5 temp hp, does he regain consciousness (sustained by necromantic energy! Rawr!)? Will he continue to bleed? Is he staggered?

Grand Lodge

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Mark, did the PDT consider that this FAQ is effectively an errata on cold iron weapons rather than an FAQ?

The official costs for cold iron weapons have always doubled the item base price and then added the masterwork cost. In fact, short of an errata or reprinting of the CRB and Ultimate Equipment, certain cold iron items are still available for purchase at those prices.

Was the FAQ possibly not meant to effect Cold Iron?

Silver Crusade

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I would say so, that its pricing is based on doubling the base rather than being a static number might have slipped their minds (it does mine all the time). Are there any other materials that are priced similar to Cold Iron?


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Rysky wrote:
I would say so, that its pricing is based on doubling the base rather than being a static number might have slipped their minds (it does mine all the time). Are there any other materials that are priced similar to Cold Iron?

I believe dragon hide is double the masterwork price and is considered masterwork.


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Are you happy with the current path of Pathfinder? Or is there a different direction you'd personally like to take thing, but are compromising on? And I'm talking BIG contested things, like views on errata, blog fixes, dex to damage, some of the recent FAQs.

Like I understand that compromising needs to happen to do anything, I'm just curious how well things line up with "Markfinder"

Designer

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Omigosh, omigosh, omigosh guys: The PDT can edit FAQs now!

That means we can adjust them whenever the PDT comes up with a good edit for clarifications, addenda, or fixes instead of having a multi-step process. On behalf of whichever awesome awesome tech team member added that ability, I bring you this FAQ update:

FAQ wrote:
First add up the total cost of the base item, including any special material. Then multiply by any multiplier for the size and unusual shape from Table 6-8. After that, add any additional cost for masterwork, if that isn't already part of the special material. Finally, apply any multiplier for discounts such as the 1/3 cost multiplier for crafting the item. For example, a chain shirt costs 100 gp and a mithral chain shirt costs 1,100 gp after the +1,000 gp cost for mithral. If you were applying the 1/3 cost multiplier for crafting the item using the Craft skill, the cost multiplier from Table 6-8 based on size and body type, or both, you would apply those multipliers to the full 1,100 gp cost for the mithral chain shirt. This means a mithral chain shirt built for a rune giant costs 8,800 gp and a mithral chain shirt built for the tarrasque costs 35,200 gp. On the other hand, a Large masterwork cold iron greatsword costs 550 gp (50 gp for a greatsword, doubled for cold iron, doubled again for a Large weapon, then adding masterwork last because cold iron isn't always masterwork).


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I bet it was Cosmo.

He fixes everything!


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Alright, I'll admit it. FAQ Tuesdays has a perfect track record so far.

But just remember, now that you guys are in the office during the week when you put out FAQs rather than heading out the door for the weekend, we're gonna grill you extra hard when you take the nerf bat to things. :P


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Dark Midian wrote:

Alright, I'll admit it. FAQ Tuesdays has a perfect track record so far.

But just remember, now that you guys are in the office during the week when you put out FAQs rather than heading out the door for the weekend, we're gonna grill you extra hard when you take the nerf bat to things. :P

Ooooo! What are you guys taking me to? That grilled PDT sounds delicious.


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Mark, I have a really odd idea and I just want to know if its even something worth considering for my own experimentation.

Unchained has this beautiful table for the Automatic Bonus Progression (ABP). I loved it because it gave me a great guideline about when I should expect to have certain items based on the internal math of the game.

What I'm wondering is this... could you turn the ABP around as a sort of scaling debuff to monsters?

Designer

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FAQ Tuesday's second appearance!.

FAQ wrote:


Negative Levels: On page 562, it says that you get a save to remove temporary negative levels each day, but the universal monster rule for energy drain, as well as nearly every mention of temporary negative levels I can find, say that after 24 hours, the temporary negative levels become permanent if I fail my save. Which one is right?
The rule on page 562 is the general rule, but almost every specific rule in the game functions differently, and specific overrides general. Incidentally, the universal monster rule for energy drain doesn’t explicitly say that the negative levels are considered temporary before they become permanent (it just says “negative levels”), and we want to make it clear that they are temporary negative levels at that time (and thus that you can remove them more inexpensively with <i>restoration</i>). The only text directly in error is the reminder text at the end of <i>enervation</i> which claims that becoming permanent after 24 hours is the general rule.

Silver Crusade

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And Succubi summoners everywhere cheered!

Woohoo!

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Ah, a much less contentious FAQ this time around. :)

Silver Crusade

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TriOmegaZero wrote:
Ah, a much less contentious FAQ this time around. :)

Of course, who doesn't love Succubi? :3

Designer

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Whenever we do one of the Top 3 most FAQ clicked questions, it is guaranteed to be contentious, but that doesn't mean we can avoid them forever either. It's a damned if you do, damned if you don't.


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Rysky wrote:
TriOmegaZero wrote:
Ah, a much less contentious FAQ this time around. :)
Of course, who doesn't love Succubi? :3

People who took iron will :)

Scarab Sages

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Mark Seifter wrote:
Whenever we do one of the Top 3 most FAQ clicked questions, it is guaranteed to be contentious, but that doesn't mean we can avoid them forever either. It's a damned if you do, damned if you don't.

At least with succubi, the damned part is fun...

Silver Crusade

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BigNorseWolf wrote:
Rysky wrote:
TriOmegaZero wrote:
Ah, a much less contentious FAQ this time around. :)
Of course, who doesn't love Succubi? :3
People who took iron will :)

... you can have a high Will Save and still love Succubi.

Shadow Lodge

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Depends on the succubus, honestly.

Silver Crusade

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TOZ wrote:
Depends on the succubus, honestly.

*nods*

Dark Archive

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Sorry for my confusion, I don't understand this FAQ "clarification" regarding negative levels. Do they still become permanent after 24 hours with a failed save or do they stay temporary indefinitely? (As the general rule, minus enervation text and specific rule text elsewhere.)

Sovereign Court

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Pathfinder Starfinder Society Subscriber
ckdragons wrote:

Sorry for my confusion, I don't understand this FAQ "clarification" regarding negative levels. Do they still become permanent after 24 hours with a failed save or do they stay temporary indefinitely? (As the general rule, minus enervation text and specific rule text elsewhere.)

That depends on the specific spell or effect.

Generally, temporary negative levels are indefinitely temporary. But energy drain is a more specific implementation in which negative levels become permanent negative levels on a failed save.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Aaaaaaaah. That... makes a lot of sense. Awesome.


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Mark! I have a very important and slightly urgent question that needs your attention.

What's your opinion on ducks?

Designer

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FAQ Tuesday returns!

FAQ wrote:

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

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


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Surprised this got answered, but it's what I always expected it to be.


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Mark Seifter wrote:

FAQ Tuesday returns!

FAQ wrote:

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

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

What if they can prepare a spell via versatile spontenaity?


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Pathfinder RPG Ultimate Equipment FAQ wrote:
A klar counts as a light shield for the purpose of using it as a shield (for instance, it grants a +1 shield bonus to AC, has a –1 armor check penalty, and has a 5% arcane spell failure chance). For the purpose of using it as a weapon, it is a one-handed weapon that deals 1d6 slashing damage, but it is otherwise similar to using a spiked shield (for instance, the damage doesn’t stack with the bashing ability, you lose the shield bonus to AC when attacking with the klar unless you have Improved Shield Bash, and so on). As a side note, anywhere that lists klars as counting as shields with “armor spikes” is a typo that will be handled in the next errata.

I have a character that uses a klar. I have figured out the rules for enchanting the klar but I have never been able to figure out what to do when making a klar out of special materials. There are a few different ways you could interpret it and I am not sure which one is the most correct. I was just going to avoid using special materials with this weapon to avoid all the confusion but I thought it was worth one more try to figure it out.

If I treat a klar as a weapon and make it out of mithral then it would cost 3000 gp because it weighs 6 lbs but since that is the entire weight, it would make sense that the shield part is then also mithral and therefore masterwork. This option seems pretty simple but not very flexible. Also very few materials affect both weapons and shields.

The FAQ says that in most ways to treat a klar as a spiked shield which makes sense for a lot of materials but fails for anything priced by weight because a light steel spiked shield is 6 lbs + 5 lbs for shield spikes while the whole klar is 6 lbs so it is unclear how much of the klar is spike and how much is shield.

You could instead treat the klar a double weapon and use the appropriate rules for special materials that have them (silver, cold iron). So for example, if I wanted to make a klar with a cold iron spike and a living steel shield with both parts being masterwork then the cost would be 12gp (base cost) + 6gp (+50% for cold iron) + 300gp (masterwork weapon) + 100gp (living steel shield) + 150gp (masterwork shield) = 568gp. This makes the most sense to me but is also more complicated.

On a somewhat related note, if I made one end of the double weapon out of mithral which you pay for by the pound, would I only use half the weapons weight to calculate the cost? And since mithral halves the weight, I assume it would only halve the half that is mithral making the whole weapon weigh 25% less?

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