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Mark Seifter wrote:
Just a heads up: There's a pending FAQ from yesterday for FAQ Tuesday that we've written and sent out, but it's for a new book (Ultimate Wilderness), so we have to wait for a FAQ page. Getting a FAQ out right away like for Occult is imo the best way to handle early questions from a new book because then it comes out before any entrenched opinions on the topic or people building characters based off one interpretation or the other (it also helps that Occult has been super low on number of errata people found outside those first questions, so we wound up covering most of them right away thanks to all you guys!)

Well it has been three weeks so I think the "catch the problem early" strategy is a bust. Any chance we could just get the FAQ posted in a thread for now?

Shadow Lodge

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The day before Thanksgiving? Are you mad? :)


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TOZ wrote:
The day before Thanksgiving? Are you mad? :)

Many people have made that claim. ;)

More seriously, my understanding is that the FAQ has already been written and approved so it should be possible to post it in a thread in a few moments.


Hi~ Mark, I have a question about archetype stacking.

FAQ wrote:

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it's OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as 「weapon training I, II, III, or IV」) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can't take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

So such as magus's archetype Spellblade or Fiend Flayer, they only add new magus arcanas to the list, like this kind of ability to add new options also treat as altering the parent class feature, like the example in FAQ, adding an additional bonus feat to the list of bonus feats you can select?

I know in a normal game, GM can set the houserule. But it's in a PFS game.

Thank you!

Fiend Flayer wrote:

Magus Arcana

A fiend flayer gains access to the following magus arcana. He cannot select any arcana more than once.

Fiendblade (Su):...

Bypassing Strike (Su):...

Spellblade wrote:

Spellblade Arcana

A spellblade gains access to the following magus arcana. He cannot select any arcana more than once.

Pool-Sourced Athame (Su):...

Spellblade Parry (Su):...

Throw Athame (Su):...

Silver Crusade

I you cast the spell Spell Immunity on yourself can you choose the spells Dispell Magic and greater dispel magic?

Dark Archive

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Lou Diamond wrote:
I you cast the spell Spell Immunity on yourself can you choose the spells Dispell Magic and greater dispel magic?

You can pick them, but it is no use.

Spell Immunity wrote:
The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply.
Dispel Magic and Greater Dispel magic wrote:
Saving Throw none; Spell Resistance no

Since those two spells do not interact with any form of Spell Resistance, Spell Immunity cannot make you immune against them. Aroden's Spellbane can stop the Dispel Magic spells, but by the time you can cast that one, you have other problems...


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Ziegfeld wrote:
Hi~ Mark, I have a question about archetype stacking.

Not Mark, but they don't stack. Adding an option to a feature as a choice is considered altering that feature and thus makes it not work with anything else that looks at, touches, modifies, mentions, alters, replaces, changes, or thinks about that feature.


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This might be better in website feedback but have you guys ever considered some sort of consolidated FAQ-posting thread or 'most recent' sort option for FAQs?

Keeping up with FAQ releases can be hard if you're not active in the forum and even if you are you can miss them if you're not active in the right places. That can be a big deal given that some FAQs end up being pretty sweeping rules changes.

Following the post history of Mark's account and the PDT account can help, but that's not a super intuitive process, especially for people who aren't forum regulars.


Chess Pwn wrote:
Ziegfeld wrote:
Hi~ Mark, I have a question about archetype stacking.
Not Mark, but they don't stack. Adding an option to a feature as a choice is considered altering that feature and thus makes it not work with anything else that looks at, touches, modifies, mentions, alters, replaces, changes, or thinks about that feature.

Thank you for your reply. Although I already know the answer to this question generally, but some of my friends will not give up without seeing the official or designer reply, because that is a PFS game group with strict rules, so I had to come to here to ask Mark.


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Have you shown them the FAQ entry itself (aka, the entire Design Team's response to the question)?

If you have and they still aren't listening, I don't know what to tell you.


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Hello Mr. Seifter,

I am trying to rework the Medium class around the Cosmic Caravan (or the Zodiac Signs) with 12 zodiac spirits in place of the 6 legends. Do you think the Medium class with acess to 12 spirits would need a major rework for added versatility or can i just create the 12 spirits and put in place of the 6 legends ?

Thanks for you answer and kind dedication to Pathfinder´s fans.


Draco Bahamut wrote:

Hello Mr. Seifter,

I am trying to rework the Medium class around the Cosmic Caravan (or the Zodiac Signs) with 12 zodiac spirits in place of the 6 legends. Do you think the Medium class with acess to 12 spirits would need a major rework for added versatility or can i just create the 12 spirits and put in place of the 6 legends ?

Thanks for you answer and kind dedication to Pathfinder´s fans.

There are archetypes (one is outsider focussed) for the medium that takes the spirits and gives different things by trading out an ability or two that spirit gives. I'd suggest having the original 6 and just adding 6 of these tweaked copies as options too. Doing this would probably not require any further balancing or changes to work.


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Merry Christmas, Mark, and all who post here!

Paizo Employee Designer

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Tacticslion wrote:
Merry Christmas, Mark, and all who post here!

I hope everyone has a joyous Crystalhue eve tonight, and be sure to have your zonzon dolls ready for tomorrow!


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*sells boxing day flame throwers to get rid of the dolls*


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99% of us know that you can not wield two handed weapons in one hand without a rules exception(such as a feat). The equipment section says the following.

Quote:
Two-Handed: Two hands are required to use a two-handed melee weapon [b]effectively[/]. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.

Even in conversational English which is how most of the rules are written it can seem like it's possible to do so, but with penalty.

So I have two questions.

1. Can a two-handed weapon be wielded normally(without any rules exceptions in one hand?<----This is to prove a point to another post.

2. Is it possible to get the word "effectively" removed without having anyone start an FAQ since it doesn't add to the reading of the rules.

PS: If I do have to start an FAQ should I just ask that "effectively" be removed or should I actually ask question 1?


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Also the current FAQ that speaks of the basted sword talks as if it's a two-handed weapon, but it's a one-handed weapon. Do I need to FAQ that one also?

Link to FAQ


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Not sure if you're the right person to ask, but why do some races detailed in books have Race Point values when others don't? Is it up to the person making the race to do it and some people just don't want to?


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Possibly long question(s) about kineticists:

Many kineticist infusions have damage significantly reduced if the blast to which they are applied is physical. (See, e.g. Spindle, Mobile Blast, Torrent, Wall, Eruption, Singularity, etc.)

Some of these have energy damage doing full and physical doing half, while others have energy damage doing half and physical doing quarter damage.

I'd like to know whether this design is due to complex mathematics that suggests actual relative parity between a full-damage energy blast and a half damage physical one (and by the same token a half damage energy, quarter damage physical) or whether this design is due to simple math (that is, "people can do halves and quarters and anything else is too hard") or something else entirely (For example, random choice, or flavor that energy should be better at "area" stuff including 1-square areas like Mobile Blast).

Two secondary question arise:
1)Do you think that outside of those infusions (i.e. just regular blasts) physical damage (attacking against regular AC, but getting reduced by DR) is doing way more damage than energy damage (attacking against touch AC, but getting reduced by energy resistance) such that energy blasts need a boost (or physical ones need a nerf)?

(According to this guide (link) physical blast damage is about 33% higher than energy blast damage at all levels (but of course has to hit AC not Touch AC, which makes them hard to compare)

2) For composite blasts that are half physical, half energy in their damage (e.g. Blizzard Blast) but which are categorized as "physical blasts": should they be treated entirely as physical blasts for the above infusions (and similar ones) or should each part be treated as appropriate to its type (so for Blizzard the piercing damage would be 1/2 and the cold would be full damage or whatever). If they're treated as fully physical, is that just a math/time/ease issue or something else?

I am genuinely interested in hearing the reasoning, and while the kineticist I'm making may not like your answers, as a player who has seen tables with 8 summoned monsters running around at the same time (2 summoners at one table...) I understand that simplicity has significant virtues too.


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What does achoring spells to a ship means?

Paizo Employee Designer

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Odea wrote:

Possibly long question(s) about kineticists:

Many kineticist infusions have damage significantly reduced if the blast to which they are applied is physical. (See, e.g. Spindle, Mobile Blast, Torrent, Wall, Eruption, Singularity, etc.)

Some of these have energy damage doing full and physical doing half, while others have energy damage doing half and physical doing quarter damage.

I'd like to know whether this design is due to complex mathematics that suggests actual relative parity between a full-damage energy blast and a half damage physical one (and by the same token a half damage energy, quarter damage physical) or whether this design is due to simple math (that is, "people can do halves and quarters and anything else is too hard") or something else entirely (For example, random choice, or flavor that energy should be better at "area" stuff including 1-square areas like Mobile Blast).

Two secondary question arise:
1)Do you think that outside of those infusions (i.e. just regular blasts) physical damage (attacking against regular AC, but getting reduced by DR) is doing way more damage than energy damage (attacking against touch AC, but getting reduced by energy resistance) such that energy blasts need a boost (or physical ones need a nerf)?

(According to this guide (link) physical blast damage is about 33% higher than energy blast damage at all levels (but of course has to hit AC not Touch AC, which makes them hard to compare)

2) For composite blasts that are half physical, half energy in their damage (e.g. Blizzard Blast) but which are categorized as "physical blasts": should they be treated entirely as physical blasts for the above infusions (and similar ones) or should each part be treated as appropriate to its type (so for Blizzard the piercing damage would be 1/2 and the cold would be full damage or whatever). If they're treated as fully physical, is that just a...

I'm too intrigued by this question not to answer, even though I'm waaaay behind on this thread! (I've read them all, just don't have the time to go back and answer them all)

Anyway, you've done a lot of good analysis, so you're very close to discovering the missing link: Physical blast damage is going to be around 33% higher (more or less depending on level and other bonuses), and deals with AC (a very strong defense you'll need to build to deal with) and not SR. Energy blast damage is lower but goes against touch AC (quickly becomes a non-defense for most opponents) and then SR for some creatures that have it (non-universal defense that almost never scales higher than 11+CR but is still a pain if you don't buy Spell Penetration when it comes up)...at least, that's true for the default form, right? So it makes sense that physical does more because AC is more annoying to handle than touch+maybe SR. But what about those AoE form infusions then? You'll notice that AoE form infusions that require an attack roll or you lose everything (like sharding or impale) don't decrease the damage for physical. Why? Because the analysis above still applies. But if there's no attack roll, suddenly we're looking at physical (Reflex save, 4/3 damage) and energy (Reflex save AND SR, regular damage). That's not good! By dividing the physical blast damage by 2, it now does 2/3 of the energy blast's damage while ignoring SR (instead of 1/3 more and ignoring SR for no downside).

So basically: You are correct that physical buys its bonus damage off of the fact that AC is harder to hit than touch AC, so the next step is, whenever that fact is no longer true (non-attack-roll AoEs), physical still ignores SR and therefore should do lower damage.

Composite blasts are full physical for all the same reasons. They target full AC (or not, for an AoE) and ignore SR; one could theoretically allow SR against only the energy part, not add extra damage per die on the energy part, and not divide the energy part, but then you have to do a ton of math as well as file for joint custody of all your extra bonuses.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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Hi Mark! Have you ever had a Patreon page? If so (or if you know people who have), do you have any pointers for tier rewards and whatnot? I'm starting one soon so I can design games full-time, but I have zero experience with Patreon. O_O

Dark Archive

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Pathfinder Battles Case Subscriber

What happened to FAQ Tuesday?

Dark Archive

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Pathfinder Battles Case Subscriber

What is the range for an Life Oracle to establish a Life Link with an ally? Is it touch? RAW doesn't indicate the range to establish the link, only to maintain it. Thanks.

Dark Archive

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Pathfinder Battles Case Subscriber

Is the Shaman's Life Link an updated version of the Oracle Life Link, making the older version obsolete? Thanks.


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This recently came up on the PFS Facebook forum. From the PFS FAQ:
http://paizo.com/paizo/organizedplay/faq#v5748eaic9vi0

This discusses what stat you can use for UMD. The relevant bit of this follows:
"If more than one class could have created the scroll following the rules in the Guide, you may choose the class. For example, endure elements is a 1st-level spell on the cleric, druid, and sorcerer/wizard lists. You may choose to purchase a scroll crafted by a cleric or druid to use Wisdom, a scroll crafted by a sorcerer to use Charisma, or a scroll crafted by a wizard to use Intelligence."

From the Guild Guide:
"All potions, scrolls, wands, and other consumables are
made by clerics, druids, wizards, or psychics in Pathfinder
Society Roleplaying Guild play."

These seem to contradict one another, as Sorcerer couldn't have created the scroll following the rules in the Guide, yet its listed as an option in the FAQ.

What was the intention here? Is the FAQ incorrect? Is the intention to say that any class that could have created the scroll at that either caster level, or possibly spell level, can be purchased/used as the primary casting stat for UMD? Also, if this is meant to discuss what can be *purchased* this feels like an odd place for this ruling.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories, Rulebook Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

Did the Starfinder team put a lot of thought into whether battery powered weapons would “usually” be recharged on the PCs’ ship or whether DMs would typically require PCs to pay?

I’m wondering if the resultant difference in running costs of an energy vs projectile weapon was a factor in balancing the two types of weapon? Or if the intention was basically “do whatever works best in the story you’re trying to tell” and if your collective view was that it doesn’t matter very much.


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Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Rulebook Subscriber

IANMark, Steve, but Owen K. C. Stephens addressed the question here.

Starfinder Society assumptions can be found in this blog.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories, Rulebook Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

Thanks very much, Joana. Exactly what I was looking for.
Cheers.


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tivadar27 wrote:

This recently came up on the PFS Facebook forum. From the PFS FAQ:

http://paizo.com/paizo/organizedplay/faq#v5748eaic9vi0

This discusses what stat you can use for UMD. The relevant bit of this follows:
"If more than one class could have created the scroll following the rules in the Guide, you may choose the class. For example, endure elements is a 1st-level spell on the cleric, druid, and sorcerer/wizard lists. You may choose to purchase a scroll crafted by a cleric or druid to use Wisdom, a scroll crafted by a sorcerer to use Charisma, or a scroll crafted by a wizard to use Intelligence."

From the Guild Guide:
"All potions, scrolls, wands, and other consumables are
made by clerics, druids, wizards, or psychics in Pathfinder
Society Roleplaying Guild play."

These seem to contradict one another, as Sorcerer couldn't have created the scroll following the rules in the Guide, yet its listed as an option in the FAQ.

What was the intention here? Is the FAQ incorrect? Is the intention to say that any class that could have created the scroll at that either caster level, or possibly spell level, can be purchased/used as the primary casting stat for UMD? Also, if this is meant to discuss what can be *purchased* this feels like an odd place for this ruling.

So the main thing here is that's PFS specific rules and a PFS specific FAQ, and Mark is an RPG designer and thus doesn't really have anything to do with PFS rules and FAQs.

Paizo Employee Designer

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FAQ Tuesday returns...on Wednesday because it didn't manage to clear everything it needed to on Tuesday. That's because this one is special!

FAQ wrote:

Shifter Claws: Shifter claws can bypass a wide variety of damage resistances, even epic, but not magic. Is that intentional?

No, at 3rd level, the shifter’s claws should also count as magic.

Shifter Wild Shape: If my 4th level shifter shifts back to human form, can I really not shift into animal form at all for the rest ot the day?
You should be able to shift back and forth more easily. Remove "once per day" from the first sentence. Remove the 4th sentence from the shifter’s wild shape. Replace the second-to-last paragraph with “A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.” This change will be reflected in the next errata.

Silver Crusade

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

Woohoo!

Silver Crusade

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Pathfinder Adventure Path Subscriber
Mark Seifter wrote:

FAQ Tuesday returns...on Wednesday because it didn't manage to clear everything it needed to on Tuesday. That's because this one is special!

FAQ wrote:

Shifter Claws: Shifter claws can bypass a wide variety of damage resistances, even epic, but not magic. Is that intentional?

No, at 3rd level, the shifter’s claws should also count as magic.

Shifter Wild Shape: If my 4th level shifter shifts back to human form, can I really not shift into animal form at all for the rest ot the day?
You should be able to shift back and forth more easily. Remove "once per day" from the first sentence. Remove the 4th sentence from the shifter’s wild shape. Replace the second-to-last paragraph with “A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.” This change will be reflected in the next errata.

Damn, those are some excellent quality of life changes that vastly improve the shifter. The incremental shifts alone are fantastic, but penetrating DR magic puts the Shifter back in the game as far as DPR.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I'm down with that.

RPG Superstar Season 9 Top 16

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I'm curious why the aetherkineticist doesn't get any physical composite blasts? Because they have a lot of utility? It feels weird their physical blasting doesn't scale as much as other elements when it's an element where you can literally throw buses and small buildings at people.

(Also, those shifter changes are awesome. Look forward to see more.)


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Hi, I saw the Nature-Bonded Magus archetype and I'm perplexed with that it removes the Arcana Pool, partly with that most of the Magus Arcanas discoveries spend points from this pool. Is it an error? or how is the archetype balanced versus a regular magus?

Paizo Employee Designer

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BENSLAYER wrote:

Hello Mark,

I am new to all of this and hoping that you can help. The Intelligence Table for Familiars sets them at 9 Intelligence when the respective P.C. is Level 7 in a single Class or combined Classes granting Familiars. This is beneficial until your take on an Improved Familiar, where apart from certain factors (irrelevant to Intelligence), the rest stays the same as regular Familiars. Creatures able to become Improved Familiars are normally above 9 Intelligence, (e.g., Cat Sith = 11 Intelligence) - so do they get reduced down in Intelligence at the earliest Levels, (Level 7 = 9), or do their higher baseline Intelligences stay the same until their "Master/Mistress" increases to Levels granting Intelligence Ability Scores above said baseline?

Familiar Intelligence Table : Core Rulebook > Classes > Wizard - Found under Familiars, 'Familiar Ability Descriptions', (p.83).

Improved Familiars using regular Familiar rules :

'Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).'

Kind regards,

Ben

Whew, not quite one year since I was able to do my last set of question answering. Sorry everyone, I was just so busy with Starfinder and all!

Anyway, this is a question with reasonable support on both sides. I tend to allow the familiar to use the better of the two options so that you don't wind up with a situation where you keep all the other stats (even lyrakien's incredible Cha) but for some reason not the Int, leading to the potential of familiars that are severely dumber than normal members of their species. However, despite my enduring fondness for them, I recognize that Improved Familiars are pretty powerful already, so I don't begrudge any GMs who try to enforce the restrictions. It gets worse if you pick a high-Int IF and trade out the Int advancement for something else (say as a Mauler); in those cases, I might be inclined to work with the player to say that the IF actually does have low Int for its kind (Maulers don't even communicate via language after all).

Paizo Employee Designer

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Luthorne wrote:

So, I've got a game where one player mostly specializes in nonlethal damage, and one thing I've noticed is that, as-written, nonlethal damage essentially bypasses ferocity, which seems strange to me. Even a single point of nonlethal damage means that an orc will go down considerably faster at low levels than it would if it was normal damage...which seems a little strange to me. What's your opinion on it?

I'm considering implementing the following change: When a creature with ferocity has taken nonlethal damage equal to their current hit points, instead of going unconscious, they're staggered (but don't take additional damage every round), and only go unconscious when the amount of nonlethal damage they've taken is equal to their current hit points plus their Constitution score. Do you think this seems fair, or would you adjust it, or is it better to just stick with the rules as-written?

Edit: I mean, kineticists exist, and PC races can snag ferocity in various ways, but being staggered can be pretty brutal, considering they can't gather energy...not sure if this might be abusable or not. My gut thinks it isn't too bad, but I don't have that much faith in my sense of game balance...

My home group noticed this and I've used it at various times to avoid both ferocity and things like the reefclaw's final attack that it doesn't get if you don't kill it. Giving them the extra Con score is what I would probably change it to as well if I changed it, since that gives the same number of bonus HP as they would get from lethal. You wouldn't need to worry about kineticists, as they have an escape clause that prevents them from staying awake when you have burn thanks to the playtesters catching some weirdly designed stuff like a Zon Kuthon feat that makes you never KO from nonlethal. The one big problem you might run into is that it's hard to not kill ferocity creatures with very low HP (consider a 2 HP 10 Con commoner with ferocity; you can only KO it if you deal at least 12 damage but no more than 14 since the excess becomes lethal). This may not be a concern, since ferocity things are more of a "fight to the death" style anyway.

Paizo Employee Designer

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Thrawn007 wrote:
Are there any more upcoming opportunities where we might see a Harrow Archtype for Mediums?

As I've said before, the prospect doesn't look good. Eventually, when it was clear that the book version of it had draw issues (mainly that a whole book on one topic doesn't draw diverse interest) that mentioning it again at a "brainstorm new products" meeting wouldn't help with, I floated just putting it out there in a post or something at some point (since even editing and laying it out is a lot of work). However, that idea of just doing that opened up a final sliver of interest (not a big one, don't get excited). Still, who knows. I will point out that the Harrowed Medium was shelved before the final book came out so many of the spirits have incomplete spell lists that were expected to be filled with occult spells, so it's not like it's 100% done (all 216 powers and 54 seance boons are done though). Thinking through spell lists to make them perfect is a lot more work than their word count might suggest.

Paizo Employee Designer

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CanisDirus wrote:
Mark, we had something come up in pfs that we couldn't figure out. The core says that you can identify active spell effects using knowledge arcana, but unlike using spellcraft doesn't specify needing to use detect magic or arcane sight. Was that intended? Can a character with no magical ability and lots of knowledge figure out active spells on someone? Thanks!

I would rule it on a case by case basis depending on whether there's anything there to notice with normal senses. For instance, if you see a wall of fire and make the Arcana check, you might say "Guys that's a wall of fire. One side is going to be hot so don't even get near it, but the other side is safe unless you cross into it." But if someone is charmed, you won't know that until you interact long enough and make the Sense Motive check (in which case, you could try Arcana to determine what kind of mental control it seems to be rather than just vaguely "they're under an influence").

Paizo Employee Designer

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dynilath wrote:

Hi Mr. Mark Seifter I'm confused with something here.

I find that many spells, especially those deal sonic and force damage, have a fortitude partial save.
Since their target are not object, they don't have "(object)" after the save description.
But when consider constructs and undeads, they are immune to any effect that requires fortitude save unless the effect also works on objects, so they're immune to those spells that deals sonic and force damage with a fortitude save, this looks quite weird.

spells for example:
Rebuke
Thundering Drums
Force Punch

Also, Malfunction targets only constructs, and is fortitude-negates-spell.

Area effects almost never mention (object) since they have no target and that parenthetical means you can target an object, not that it wouldn't be nice to have. But for instance fireball specifically mentions melting objects or blowing through object barriers but doesn't have it either. In theory it would be nice to always include it (though it would probably put the "object" tag on a huge percentage of non-mental spells), but it's missing a reasonable amount of the time and sometimes a judgment call is necessary. For instance, I can easily see someone force punching a table out of the way. Anything that specifically targets a construct or undead has a specific beats general exception.

Paizo Employee Designer

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Kobold Cleaver wrote:

Hey, Mark,

What are your favorite kinds of questions to answer on this thread?

In the long term, my favorite questions to answer are honestly probably some of the same ones that cause me to stop answering because the response is so long or complicated but I feel happy I covered them if it doesn't stop me entirely. Things that could probably go into a design blog or something. In the short term, my favorite questions are fun light questions that I can always answer easily with a smile and that keep me on track to keeping up to date with the thread.

Paizo Employee Designer

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Haldelar Baxter wrote:
Are you surprised by the success and attention the kineticist class has received?

I am not surprised that it has received a lot of attention. The concept of the class was strong, and at-will magical class has also always been popular, enough so that warlock became a core class in 4e.

Paizo Employee Designer

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Ectar wrote:

Hello again, Mr. Seifter!

I'm back with a few questions regarding scroll usage.

First regarding requisite ability score: Does it depending on what class made the scroll? If a wizard made a 2nd level scroll, would a sorcerer need 12 INT to cast it, or 12 CHA, since that's their casting stat?

Second regarding caster level: Does it matter if the scroll user isn't high enough to actually cast the spell? For instance, a 7th level warpriest trying to use a cleric-made scroll of restoration. The warpriest can't cast 7th level spells, but his caster level is the same as a cleric-made scroll of restoration made at minimum CL.

I'd say you use your own casting stat, or whichever casting stat of the class you're faking with UMD. It might matter if the scroll is divine and you want to use Int since there's no non-archetyped divine class that uses Int.

Caster level is what matters, not whether you can actually cast it, so the warpriest in your example is fine to use the scroll. Our Ironfang group has gotten use out of that when our hunter needs to use druid scrolls, for instance.

Paizo Employee Designer

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Kalindlara wrote:

This came up in PFS the other day, and while I'm inclined to disallow it, I figured I'd get a second opinion. ^_^

Does a magus's black blade have to be a manufactured weapon independent of the user, or could - let's say - a changeling choose her claws as her black blade? What about a multiclassed ectoplasmatist spiritualist choosing their lashes? A multiclassed kineticist choosing their kinetic blade?

It's for sure a manufactured weapon. There's lots of little textual cues that it's a new object you get from the archetype (aside from the fact that the use of the word weapon almost always means manufactured weapon in general outside from the mess that is "weapon attack" and "weapon damage") such as "called to carry a black blade" and "the bladebound magus gains a powerful sentient weapon" and such.

Paizo Employee Designer

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CookietheFerret wrote:
If you could choose two classes to feature in a future Pathfinder Tales novel, which two would you choose and what sort of personality would you want each to have?

Yoon (iconic kineticist) and the eccentric mysterious kami medium who helped her out when she was dying from the Shojinawa void curse might be a fun tag team for a novel.

Paizo Employee Designer

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Renkosuke wrote:

Thanks for answering all these questions! (I mean, I guess that's what the thread is for huh...)

Here's another question about wording and whatnot. The impale infusion reads:

Impale wrote:
Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit.

The line about the critical threat seems to imply that this means "Roll once, compare that result to every enemy's AC, roll damage against what you hit", but "Make a single attack roll against each creature or object" can be interpreted as meaning one attack roll per target.

I see it played the first way more often (ie: one attack roll, compare against all creatures) but that seems to make it pretty all-or-nothing since a lot of the time creatures bunched up that close together have similar ACs. Then again, perhaps that was the intent of the infusion in the first place...

I was planning on using this with an Air Purist, like one of those cool anime air cannons that blow holes through people and buildings and stuff (Big O immediately comes to mind).

It's a feast and famine style ability, yes.


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Mark Seifter wrote:
Kalindlara wrote:

This came up in PFS the other day, and while I'm inclined to disallow it, I figured I'd get a second opinion. ^_^

Does a magus's black blade have to be a manufactured weapon independent of the user, or could - let's say - a changeling choose her claws as her black blade? What about a multiclassed ectoplasmatist spiritualist choosing their lashes? A multiclassed kineticist choosing their kinetic blade?

It's for sure a manufactured weapon. There's lots of little textual cues that it's a new object you get from the archetype (aside from the fact that the use of the word weapon almost always means manufactured weapon in general outside from the mess that is "weapon attack" and "weapon damage") such as "called to carry a black blade" and "the bladebound magus gains a powerful sentient weapon" and such.

Hey, now. Hey, Seifter. I saw those edits! You can’t fool* me!

(Welcome back!)

* EDIT: see?! I Mark** my edits!
** Heh.


Mark Seifter wrote:
Kobold Cleaver wrote:

Hey, Mark,

What are your favorite kinds of questions to answer on this thread?

In the long term, my favorite questions to answer are honestly probably some of the same ones that cause me to stop answering because the response is so long or complicated but I feel happy I covered them if it doesn't stop me entirely. Things that could probably go into a design blog or something. In the short term, my favorite questions are fun light questions that I can always answer easily with a smile and that keep me on track to keeping up to date with the thread.

I see. So long detailed questions of no particular substance are out. Would you please expound on the detailed social, cultural, and psychological pressures and elements at-length with cited sources and current science about why that may be the case as well as a series of essays describing specific strategies tailored to each individual poster here how to avoid that particular aversion?

Paizo Employee Designer

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Oh yeah, three new FAQs!

FAQ wrote:

Shifter Major Forms: The shifter major forms are supposed to tell me everything I need aside from the size adjustments, but a few things seem to be missing, such as the owl’s fly speed and some of the natural attacks. Does this mean I actually get more unlisted abilities, are they meant to be missing, or something else? What is my speed if there is no listed speed?

You still only get the listed abilities plus size-dependent effects (size bonuses and penalties and any natural armor). If the creature has no listed base land speed, use 30 feet as the base land speed. Here are the missing abilities:
Bat gains a bite attack (1d8 damage).
Bear gains two claw attacks (1d6 damage), a bite attack (1d8 damage), grab with its claws, and a 40 feet base speed.
Bull gains a 40 foot base speed.
Deinonychus’s bite deals 1d6 damage, its talons deal 1d8 damage, and its foreclaws deal 1d4 damage.
Frog’s bite attack deals 1d6 damage.
Monkey gains two claw attacks (1d6 damage) and a bite attack (1d6 damage).
Mouse gains a bite attack (1d4 damage).
Owl gains two talon attacks (1d6 damage) instead of claw attacks and a fly speed of 60 feet (average).
Snake gains a bite attack (2d6 damage).
Stag gains a gore (1d6 damage) and two hooves (1d4 damage).
Tiger gains two claws (2d4 damage) and a bite (2d6 damage).
Wolf gains a bite (1d8 damage).
Wolverine gains two claws (1d8 damage) and a bite (1d6 damage).
This will be reflected in the next errata.

Shifter Wild Shape: With the new version of wild shape, the shifter doesn’t get anything at level 6 and 18. Should it gain something at those levels?
Yes. At level 18, the shifter now gains both A Thousands Faces and Timeless Body, as the druid abilities of the same name. At level 20, add the following to the end of final aspect "and the shifter can use her major and minor forms at will." At level 6, the shifter gains the following new ability:
Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
This will be reflected in the next errata.

Oozemorph Shifter: How does the oozemorph’s fluidic body work? Can the oozemorph actually move at all in ooze form? Why does a supernatural ability still have an effect in an antimagic field?
Fluidic Body is essentially two effects in one. The first, which is a permanent part of your character once you become an oozemorph, is that your base form is now an ooze shape. Even if you lose fluidic body for some reason (antimagic field, violating your code of conduct, etc) your base form is still the amorphous oozelike form. The other half of the ability is a supernatural polymorph effect to transform into humanoid (and later bestial) forms.
Despite having an oozelike shape, an oozemorph’s base form is not an ooze, though it does also count as an ooze for the purposes of effects targeting creatures by type. The oozelike form doesn’t gain any abilities of the ooze creature type except as stated by the archetype itself. This form retains the base senses and land speed of the oozemorph’s original race, as well as racial abilities like dwarfs’ greed or gnomes’ obsession that don’t depend on shape, but it loses abilities dependent on form, including form-based speeds like strix’s flight (and most other racial speeds beyond land speed), racial natural attacks like catfolks’ claws, and other abilities like tieflings’ prehensile tail. However, if the oozemorph possesses a racial ability denied her in her oozelike form and transforms into a member of her own race with fluidic body, she gains the full benefits of that racial ability for that duration, even if it isn’t usually granted when using alter self (or the appropriate spell for a non-humanoid oozemorph). An oozemorph's compression, damage reduction, and morphic weaponry function in its oozelike form and any form it takes via fluidic body, though not in forms it takes via other polymorph effects.
These clarifications will be reflected in the next errata.

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