Q 363 response
Well, where is the rule / citation for 3.5? I may be able to bring up the 3.5 rule as a argument
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Q 363 response
Well, where is the rule / citation for 3.5? I may be able to bring up the 3.5 rule as a argument
A 363 additional
The most explicit ruling can be found in the 3.5 FAQ. Since it's not strictly Pathfinder, I've put the details inside a spoiler block. At the risk of dragging the thread too far off topic, in my opinion it's best that if there's more follow-up questions then a new thread would be a good idea.
Spoiler
Quote:
Originally Posted by 3.5 FAQ (June 30, 2008 version), page 43
Q 364
I'm trying to find this but seem unable to... Critical fumbles, the dreaded natural 1. Does this exist in the Pathfinder rules?
A 364
Depends what you mean. A natural 1 on an attack or save fails, no matter what your bonus is.
Quote:
Originally Posted by Combat section of Pathfinder SRD, attacks
So if by "critical failure" you simply mean the attack or save fails, there's your reference. (note: caster level checks, ability checks and skill checks do not auto-fail on a 1.)Quote:
Originally Posted by Combat section of the Pathfinder SRD, saving throws
However, if by "critical failure" you mean something bad happens to your character (other than missing / failing), then that's not in the core rules. It is an optional rule that's available as part of the Critical Fumble Deck of cards produced by Paizo in their GameMastery product line.
Q 365
Hello everyone, I am going to repeat here my question about one specific Battle Scout Ranger Archetype problem, that wasn't really answered on Paizo Pathfinder forum. All I got was "yeah, I think it works" but I'm still confused :smalleek:
So, without further ado:
The Battle Scout can have only one favored enemy, because the other choices are replaced with his terrain abilities. Does he still gets +2 bonus increase on levels 5 and 10 to his single favored enemy? Or do Battle Scouts have only permanent +2 bonus on a single fav. enemy?
The problem emerges in the core book ruling where it states: "At 5th level and every five levels thereafter the ranger may select an additional favored enemy." But the Battle Scout only gets two favored enemies, first one at first level and second one at the level 20.
The really confusing part: "In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2."
I can think of reasons why it should get the bonuses and reasons why it shouldn't, so please, share your opinions and experience before my GM and me houserule it... :smallbiggrin:
A 365
Nothing in the battle scout archetype alters the ranger's first level "favored enemy" class feature, other than replacing new favored enemy types with new class features.
So...
By my reading, the first sentence is (effectively) removed by the archetype. But there is nothing in the archetype that removes/replaces the second sentence. So at 5th, 10th, and 15th levels you gain the new class feature of the archetype and your favored enemy you selected at 1st level increases by +2.Quote:
Originally Posted by PF SRD, Ranger Class
Q 366
May a Bladebound Magus' Black Blade be enchanted like other weapons? It seems like it may because they state nothing about it other than it's treated as a masterwork weapon, but I'd like to be sure.
A 366
Nothing about the black blade would indicate that it cannot be further enhanced. It sure looks to me like you could, for example, add keen to the sword if you (and it) desire.
Q367:
Metamagic: The Intensify Spell feat raises the maximum number of dice you can have by 5.
Now this in mind can a 7th-level wizard prepare Intensified Burning Hands and shoot 7d4 flaming wrath on his enemies? or would it be 10d4, as it "increases the maximum number of damagedice by 5 levels."
Q368:
Magic Item Creation:
a) Is the DC for completing an item really just 5+item-casterlevel+(5/not meeted prereq)? I ask this because this DC seems rather low and I think I miss something.
b) Adding abilities to slotted items. Does this *50 increase in number of abilities?
Example would the exampled ring of protection +2 and invisibility enhanced by blinking would I use 1.5 the cost of a ring of blinking or 1.75 (increasing the 50% increase by 50%). (this can be a bit due to language as i reread that text 5 times already and can't decide which is now right...)
A367
You still need a high enough caster level to get the extra damage dice. In your example, the wizard would do 7d4 damage with that spell.
A368
A. Yes, that is the correct formula for craft DC's.
5 + (item caster level) + (5 * (number or missing prereqs))
B. No. The cost of enhancing an item does not change based on what abilities the item already has.
Adding Invisibility to a Ring of Protection +2 would cost 15,000 gp.
(1.5 * 10,000 gp)
Adding Blinking to said ring would cost 20,250 gp.
(1.5 * 13,500 gp)
Thanks, I have again another question about the cost reduction through certain restrictions and some other things with magic weapons:
Q369:
a) Can I restrict Weapon enchantments?
For example our Paladin has a +1 Longsword. Now I would like to enchant him Holy for 8000 GP. Could I reduce that by restricting it to a paladin? Leaving the price in materials at: 5600 GP?
b) can I then decide if the weapon "shed's light" or gives a clue? Or do I have to randomly roll for that?
(the last two I can't find the rules for... )
c) can someone assist me while making those items? For example can our Cleric give me the Holy Smite spell? Or how would this affect the Check at the end?
d) can someone use the aid another skill to help me with the spellcraft check at the end?
Edit just saw it:
e) can I upgrade a +1 Flaming weapon to a +1 Flaming Burst weapon?
A369 Partial
EDIT: Oh, wow, answering questions in both threads and I got all mixed up! Sorry! Thanks for pointing it out, Zherog. Spoilered everything cause it's not the right system.
SpoilerB. You can choose to make a weapon glow, but only a weapon and only at the time of creation.
This clause can only be found in the creating magic weapons section. Armor, Shields and other magic items do not glow without having another magical ability or effect make them do so.Quote:
Originally Posted by d20SRD
E. Yes, you can upgrade weapon's Flaming ability into a Flaming Burst. As per page 225 of the Magic Item Compendium, these abilities now have the [synergy] tag. Essentially, Flaming Burst is a +1 requires that a weapon be Flaming, also a +1 ability. The end effect is that Flaming Burst is a total +2 ability that functions exactly as the DMG says it does except that you can upgrade to it from Flaming.
A 369E additional
Magic Item Compendium has nothing to do with Pathfinder, though. ;)
Q 370 Is there a way for an Alchemist to get Minor, Major, and/or True Creation as a spell-like ability?
Q 371
Do I actually have to make a Concentration check to cast Feather Fall while falling?
A 371 No. The section on Concentration Checks does not list falling as something that interrupts concentration. Vigorous motion, violent motion, and extremely violent motion are the only movement/motion based situations that call for a concentration check and their descriptions do not include falling.
Q. 372 For a Sorcerer with the elemental ray from the bloodline of that name, does SR apply to it?
A 372
As a pure, letter-of-the-RAW answer, I'm going to say no, SR doesn't apply to elemental ray.
Quote:
Originally Posted by PF SRD, Elemental Bloodline
So, elemental ray is a spell-like ability. And we know from the UMR that SLAs are subject to SR if the spell it's based on is also subject to SR. But it appears (at least to me) that elemental ray is not based on any specific spell. Given that fact, and the fact the description doesn't say otherwise, I'll go ahead and say that pure RAW the answer is no SR on the abilty.Quote:
Originally Posted by PF SRD, Universal Monster Rules
Non-RAW stuff:Spoiler
That said, elemental ray sure looks to me to be based on scorching ray. And scorching ray does permit SR. But without the ability specifically saying it's based on that spell, it's just conjecture on my part.
Q. 373
http://www.d20pfsrd.com/classes/pres...t-of-the-grave
I was wondering what kind of action agent of the grave's "Lich Touch" ability, is, It says it's an attack, but is it a natural attack or just an ability? Can it be used in a full attack? Can it be used more than once per round? The ability is really vague.
A373
As a supernatural ability, it defaults to a standard action.
Q 374
A character has the Greater Whip Mastery and Equipment Trick feats.
Quote:
Originally Posted by Whip Mastery
Quote:
Originally Posted by Equipment Trick (Rope)
A character wields a piece of rope as a whip and attempts to tie an opponent up with it. Do they take a -5 penalty, or no penalty?Quote:
Originally Posted by Equipment Trick (Rope)
A 374
-5. Both abilities set the penalty at -5, so there's no "stacking" go on. If one of them reduced the penalty by 5 then you'd be in a situation where you could get down to no penalty.
Q375 Do Bards (or Sensei Monks, as it specifically applies to) need ranks in Perform to actually use Bardic Music (or Advice, again as applying specifically to Sensei Monks)? 3.5 required specific rank thresholds but from what I can find, it seems to have gone to a level-only mechanic for unlocks.
A375 No, ranks in perform are unnecessary. While no uses of Bardic Performance require ranks, many require a Perform check. Though Perform can be used untrained, ranks would likely be beneficial.
Q376
Would a forcecage without bars block Paladin's aura?
I think so, but I am not sure, so I am asking.
Q377Do thrown weapons uses your strength or your Dex for to-hit?
A 377
All ranged weapons - thrown or projectile - use your Dex mod to modify the attack roll. Thrown weapons use your Strength mod to modify damage.
Q 378
Can a character attacking with a rope dart weapon use Hamatula Strike?
Q 379
Do the effects of the 'Quick Learner' and 'Arms Master' traits stack?
Q 380
Does a character with weapon focus (Unarmed strike) Apply this bonus to grapple checks, or only to the attacks made for Trip, Sunder, and Trip the only combat maneuvers that bonuses to the attack roll are applied to?
A378 Hamatula Strike implies it's meant for melee weapons only but it doesn't not specify such, so a Rope Dart could technically be used with it. A bow or crossbow could be used with it, given how poorly worded it is. I don't quite understand why a Rope Dart is a ranged weapon and not a reach weapon, especially since the description says it has 12' of rope yet has a 20' range increment. Yeah, bad editing is bad...
A379 Given Arms Master makes the default penalty -2 and Quick Learner reduces the penalty by 2 (though the statement saying 'to a -2 penalty' may raise some DM eyebrows), it would seem they could stack, as they go about the end results in different ways.