PokeyCA |
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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).
thewastedwalrus |
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Bit of a weird question about surprise and being Flat-footed.
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.
DrDeth |
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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.
DrDeth |
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FAQs wrote:Despite two this week, we still might be able to have one next week, but definitely not the week after.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.
How long can you "hold the charge' on a touch attack?
KingOfAnything |
2 people marked this as a favorite. |
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.
Mark Seifter 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!
Renkosuke |
4 people marked this as a favorite. |
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? ._.
Mark Seifter Designer |
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FAQ Tuesday begins with an extremely-asked FAQ!
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.
Jurassic Pratt |
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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?
Chess Pwn |
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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?
I believe dragon hide is double the masterwork price and is considered masterwork.
Chess Pwn |
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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"
Mark Seifter 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:
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).
Nerf Bat |
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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
Ooooo! What are you guys taking me to? That grilled PDT sounds delicious.
Wraithguard |
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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?
Mark Seifter Designer |
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FAQ Tuesday's second appearance!.
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.
Mark Seifter Designer |
KingOfAnything |
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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.)
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.
Mark Seifter Designer |
MichaelCullen |
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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?
Master of None |
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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?