A120: Yes, Change Shape does not affect a creatures type and subtypes.
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A120: Yes, Change Shape does not affect a creatures type and subtypes.
I know, it just seems a bit of a stretch to play it like that. It feels like the ranger should either have favored enemy Humanoid (human) and Animal or Humanoid (shapechanger) to effectively combat this particular type of menace. I guess it's gonna be up to the DM.
Q121: When a character gains a particular bonus feat, but they already have that feat, do they get to choose a different one, or is it wasted?
A121 Unless otherwise specified in the description, you don't get to choose a different feat if you already have it. You could ask the DM if he would let you retrain the old one but that's outside the RAW, so...
Q122: Can a Half-Elf choose human or elf traits or are they limited just to half-elf traits?
A122: They can select both Human and Elf traits:
Quote:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Q123
Is the x2 cost multiplier for cold iron weapons applied before or after the 300 gp premium for masterwork weapons. (ie: does my MW cold iron daggers cost 304 GP, or 604 GP?)
A123
See A104 above, it's always 300gp
Edit:
To quote the SRD
The masterwork-part of your weapon does not depend on what you're making, it's just a 300gp ingredientQuote:
To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20.
Q124 How possible is Barbarian/Rogue to sneak up behind an enemy in full-plate armor then sneak attack them with a Greataxe?
A124: That depends entirely on the barbarians Stealth modifier and his victims Perception modifier. However, there is no rule that prevents him from trying it and if his Stealth roll is higher than the victims Perception roll, he can do a sneak attack.
The Shadow, Improved Shadow, and Greater Shadow armor enchantments can give him a +5, +10, or +15 bonus to his Stealth checks.
If he uses mithral full plate instead of normal masterwork full plate, the armor check penalty to Stealth checks is reduced by 3.
Also, heavy armor only limits the Dexterity modifier that can be added to the characters Armor Class. It does not limit the Dexterity modifier for Skills, so everything that improves the characters Dexterity, like a Cat's Grace spell or gloves of dexterity also improves the Stealth modifier.
Barbarians and rogues are not proficient with Heavy Armor and you take the Armor Check Penalty to all attack rolls and Skills that include movement unless you have learned the Feat Heavy Armor Prodiciency. This is even the case if you have mithral armor.
Q125 does an enchantment on a weapon with the blocking quality increase the shield bonus?
Q126 errata says that none of the weapons with the 'monk' descriptor from the newer books give the monk proficiency in these weapons unless descriptions says otherwise but does the unarmed fighter variant gain proficiency with them?
Q127after a quick look it doesn't seem like any of the new weapons state that monks are proficient with them does this mean that the monk hasn't gained any weapon proficiency since release? (this is bordering on a complaint rather than a question feel free to ignore it)
A125: No, the bonus is always +1.
A126: The term "Monk Weapons" is not defined. It could either mean weapons that a monk is proficient with, or weapons that a monk can use with flurry of blows.
My personal view is that it probably means the weapons that monks are proficient with, but the rules don't clearly say that.
A127: Yes, it probably means just that.
R126: "Monk Weapon" actually is defined as any weapon a Monk can use when making a Flurry of Blows attack. Monks are not necessarily proficient with all monk weapons:
By raw, the Unarmed Fighter variant does gain proficiency with all of these weapons:Quote:
Originally Posted by Pathfinder Errata, Monk Weapons
R127: Yes, this appears to be the case by RAW. However, I would consider it completely reasonable(over-reasonable?) to give the Monk proficiency with all Monk weapons, since that is one of the few things they get over other classes(and Monk weapons are rarely anything special anyway).Quote:
Originally Posted by Pathfinder SRD, Unarmed Fighter
No. In pathfinder, by the RAW, Stealth does not make your foe lose his DEX, thus no sneak attack. Well, you can sneak into a flanking posn, and you get flat-footed at the start of a round before your foe Init has gone, but Stealth does not grant sneak attack.
Now, there’s a Paizo Blog where they discuss changing the definition of Stealth, etc to allow this. But they are discussing a RULE CHANGE, not a FAQ. Thus even the blog makes it clear that under the RAW, stealth does not grant Sneak attack. Only Invisibility, ( + flanking or flat-footed. )
It's the same limitation that apply to a rogue in leather armor.
Q128:Snatch/Deflect Arrows says it can be used on "ranged" attacks. Does this means it can be used on bullets (Ala FFT Blade Grasp) ?
Q129: How is the damage for throwing a ranged attack back from deflect arrows calculated?
A128
Yes you can for most types of bullets, it's under "firearms" in the SRD:
A129Quote:
Originally Posted by Pathfinder SRD
Couldn't find a specific rule for this, but seeing as the feat mentions that you "throw it back", I'd say that you treat the projectile as a thrown weapon.
@RndmNumGen: Good catch.
R129: You can't throw bullets, arrows or bolts back:
You can catch projectile weapons, but you can only throw back things such as javelins, darts, shuriken, etc.Quote:
Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Q130: If someone is struct with a disease (onset: immediate) multiple times in rapid succession, does the onset ability damage/other effects take effect multiple times? (please cite source, I can't find it)
A130: I don't see any reason why. You already are afflicted with the disease and you can have a disease only once, it doesn't stack. Catching a disease while already having the disease would mean that the second time nothing happens at all.
A130+ The same rules apply to disease as does to poison, in the case of multiple exposures, if they happen in the same round. In the case of multiple doses you only roll to save once, and increase the DC of the save by +2 for every exposure.
If a character is bitten three by a critter with and infective bite, the DC to prevent getting sick would be the base DC +4.
I have not got time to look it up atm, but I believe it is under poisons somewhere.
Q131: If a weapon effect activates on the threat of a critical, can it still apply to creatures that are immune to critical hits?
What? No they don't, poisons follow completely different rules. Where did you read that? :smallconfused: You can't contract a disease more than once, you're either infected or you're not, there are no other effects if you're exposed to it again until you get rid of it.
No, since you don't threaten a critical on any number against a monster immune to crits.
Q132 If being reincarnated into a creature that usually has racial hit dice (such as bugbear), you don't gain those, right? In fact if I understand it correctly, it's more like a polymorph spell, you just look the part and your racial modifiers change.
Q133 Are there any official rules for haggling?
Well as far as I know, it's not spelled out specifically in the rules (I couldn't find it either and I've looked on several occasions). But as far as I know, you can't contract any particular affliction more than once at the same time, onset is irrelevant. There are exceptions such as poisons which have special provisions written in the description to point out how the effects stack (but you don't take damage multiple times from poisons either).
The way we handle disease is, you have to roll one save for any one particular source. If you make the save, you can can ignore that source from then on but you're still liable to get it from a different source (such as when there's several creatures attacking you), if don't make a save then you're infected and that's basically that, until you're cured, any other sources of the disease have no effect.
Q134: Do crafters half the cost of the material for a weapon, armor, or shield, if they are creating the weapon themselves, instead of simply buying it?
Example: A crafter wants to make an adamantite weapon. The item cost modifier is +3000 gp.
Would the crafter halve the adamantite cost after gp calculations thus meaning +3000 go is the base price, or would buying the weapon instead of crafting cost an extra 6000 gp instead of 3000 gp?
Q135: Eidolons are Outsiders, and the Detect Magic spell can detect outsiders... What is the caster level/spell level used to summon them and therefore determine the strength of the magic?
A130 by RAW Okay. I did some scouring of the rules, and this is what I came up with. It appears my recollection was erroneous (Sorry:smallfrown:) as the rules regarding poisons do not extend to disease or other afflictions.
In the example given in the original question, when you are exposed to infection you roll to save. If you are so unlucky that you contract the disease, you do not need to try and save against contracting it again, as you already have it. If you have a cold, you have a cold. You cannot logically have it twice at the same time.
Now, in all fairness RAW does not explicitly state whether or not you can contract the same bug more than once at the same time. However, while it might make sense to vary the initial saving throw according to levels of exposure it makes no sense that the disease should be more violent because of this.
So basically Yora is right. In the case of the common cold, once you've caught it your body builds immunity to that specific bug, so you cannot be afflicted by it more than once.
A134 Crafters don't halve any price. When crafting an item, the crafter must pay one third of the total price. So to craft an adamantine longsword, you would pay 1005gp for raw materials and barring any failed checks, that's all. If you wanted to buy the weapon at a merchant, it would generally cost 3015gp.
A135 A summoned eidolon would register with an aura equal to the summoner's caster level. There is no spell level since it's not a spell nor a spell-like ability (although if you ever needed such a thing I'd say it would be equivalent to the highest level spell the summoner can cast, but that's not RAW, so...).
Q136
Exactly what is the relationship between different attack types and different DRs?
Can the DR only be beaten by the needed descriptor?
As in, a creature with DR/Cold Iron will receive reduced damage from all sources except for Cold Iron weapons?
What if it's DR/Good? Only Good attacks can bypass it? Not even magic?
And attacking a creature with DR/- with a +1 weapon? Full damage or only the +1 bypasses the DR?
EDIT: Btw, sorry if this was already asked, I can't remember and the search is being a brat.
A136
The item after the "/" is what bypasses the DR.
In the case of DR/- NOTHING bypasses it.
Keep in mind DR only applies to physical damage such as from weapons. Elemental and magic damage ignores DR.
A136
In most cases, yes. A +3 weapon can overcome cold iron and silver DR, a +4 adamantine and a +5 alignment-based DR.
That is correct, barring the aforementioned exception.Quote:
As in, a creature with DR/Cold Iron will receive reduced damage from all sources except for Cold Iron weapons?
Attacks from a weapon with the Good enhancement will bypass it. Spells and spell-like abilities ignore DR.Quote:
What if it's DR/Good? Only Good attacks can bypass it? Not even magic?
DR X/- represents DR that is effective against all attacks that do not explicitly ignore DR. The +1 doesn't factor into it all, it just represents a slightly higher chance of dealing actual damage. If you attack something that has DR 3/- with a dagger and a +2 Str mod, but roll a 1 on damage, your total damage is 3 and is negated. If that were a +1 dagger instead, your damage would be 4. 3 would be negated, but 1 would successfully get through.Quote:
And attacking a creature with DR/- with a +1 weapon? Full damage or only the +1 bypasses the DR?
Similarly, if you had DR 5/- and were attacked by someone with a +1 dagger and a Srt mod of +0, you could stand there all day and not feel a thing, as the weapon's maximum damage in that case would be 5, and would be negated by your DR with each attack
Source.
Q 137
Hi everyone!
Will Dimensional Agility (http://www.d20pfsrd.com/feats/genera...sional-agility) allow me to take the rest of my actions if I use the Teleport subschool's 1st level ability? (http://www.pathfindersrd.com/classes.../teleportation)
You are "using" Dimensional Door, after all... thoughts?
Thanks in advance!
A137 By RAW, no. But since the ability is close enough to dimension door, the DM might allow it anyway. It only takes a swift action though, so it might affect game balance.
Q138 When smiting, the first successful attack deals 2 points of damage per level (instead of 1). Is this the first successful attack since activating the ability or the first successful attack in an attack action?
A138: Since smite has effectively an unlimited duration and it doesn't say "each round" or "in a full attack", it seems that it applies to the very first hit the paladin makes after activating the Smite.
q139
Amateur Gunslinger mentions deeds gained through items. A quick (emphasis) check of the items section of the SRD fails to produce any. Are there items that grant deeds or is this a "just in case" provision?
Q140
Does the old IF loophole of "anything is an improvised melee weapon" from 3.5 let a Magus use Spell Combat with a pistol (as it only requires a melee weapon, not melee attacks)?
A139
I'm no Gunslinger expert, but it seems like a "just in case" as well as friendly reminder for DMs making custom items.
A140
While I couldn't find anything that supports it, I couldn't find anything that goes against it either, so I'd say that there's no reason why you shouldn't be able to do it while spanking people with your gun.
Funny to notice that Magi can't do that while unarmed, even if they have IUA or claws.
Q141:
The text of a tower shield reads:
Now - it's not specified what situations a tower shield does not grant its AC bonus. It is implied that when you use the 'Total Cover' function, you lose that AC bonus, but is that an incorrect reading?Quote:
Benefit: In most situations, a tower shield provides the indicated shield bonus to your Armor Class. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
A141 Yes, you can either use it as a shield or as a cover.
A141+
The text strongly implies that you cannot receive a shield bonus to your AC on the same turn that you use the tower shield for full cover. To be clear, The Glyphstone's initial reading of the paragraph is not incorrect!
Think about it: once you have effectively converted your shield into a wall, you cannot move it about to deflect incoming attacks.
Q142
Does Spell Focus add to the DC of Spell-Like abilities?
A142: No, because spell-like abilities are not spells.
I've been looking for something that could be used as proof that this is indeed the case, but all I got right now is this line from a quite different context:
"Spell-like abilities cannot be used to counterspell, nor can they be counterspelled."
But this should prove that spell-like abilities are not spells, but an entirely different type of ability that is not interchangeable with spells. There's probably a more direct line about that hidden somewhere in the rules. But the description for spell-like abilities is always explicit about creatures using "spell-like" abilities and never refering to the casting of them as "spells".
Edit: Here's a direct quote from the developers, why it's "No."
Q142b
While spell-like abilities do not have slots, they are still part of the same school of magic as the spell they are, well, like.
So the answer may not apply.
A 142b
The answer is still no.
(emphasis mine)Quote:
Originally Posted by PF SRD, Universal Monster Rules
(emphasis mine)Quote:
Originally Posted by PF SRD, feats
Spell Focus adds one to the saving throw against spells. Spell-like abilities, by their definition in the UMR, are not spells.
Q142b:Epilogue
Thanks for the clarification.
Q: 143 When my crafter is making wonderous items, what kind of raw materials do I need? My DM asked me, and I had no idea. I just assumed I turned gold into magic items, and I cannot find anywhere in the books that clarifies this process.
I keep my workshop in a portable hole, so I can craft anywhere, will I need to go back to town to get materials? Or is there anyway to convert my gold to supplies without going to town?
A143: To the absolute best of my knowledge (because I once scoured many 3.P books for this myself) The raw materials required aren't specified. What they actually are is just a matter of fluff and is up to you and the DM. They could include a bunch of witch-y, "eye of newt" type materials if you want but just remember, logic dictates that the raw materials should include the materials that make up the physical (not magical) structure of the item. So if you're creating a necklace, you'll want some metal, jewels, etc. Again, pure fluff. If you and your DM want to assume that you transmute money into magic items, good for you.
As for portability, generally, you buy unspecified raw materials equal to half the desired item's cost while you're in town and can carry them (within reason and at the DM's discretion) around while you work on the item. In your case, you could store them with the rest of your crafting stuff in your portable hole. So yes; if you buy the materials in town and/or find them, etc and keep them with you, you can craft on the go.
But as I said, I've never found a concrete source for this. So I could be wrong, and in that case I welcome being proved such.
http://i54.tinypic.com/200whs1.jpg
Q144: Are there any limitations as to the number of templates one can add to a Corpse Companion?
Q:145
If a halfling Paladin of at least 3rd level with the feat lucky halfing made a save vs fear for an ally would, would he get the +2 racial bonus and the +4 moral bonus from Aura of courage on the saving throw?
A145:
Emphasis is mine.Quote:
Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it.
By wording, I believe that your paladin is now considered the target of the fear effect and, due to being immune to it, would not be required to make a roll.
A144 I cannot see any indication that you would be allowed to give your corpse companion any templates at all. Although I suppose that any acquired templates that affect undead could be applied to a corpse companion when/if the situation arises (up to your GM) and there's generally no limit to how many templates a creature can have.
A145 Your aura of courage gives you immunity to fear (no bonus to rolls). This situation is rather unique but I'd generally have to agree with Azazer that, since you're immune, you don't have to roll. There are 3 possible solutions to this however; with the suggested one, you would grant your ally immunity for that one save but your GM may also rule that you either a) can't use this ability for this purpose since it explicitly says "as if you were affected" and your immunity means you cannot be affected or b) even though you don't have to roll a save, you can still choose to if you wish to use the ability, in which case you only get a +2 bonus from racial.
I'm only just starting PF and I have what I think is a dumb question. I've looked through the PF Core Rulebook and the 3.5 to PF conversion guide and I didn't see my answer, though I might have missed it.
Q146: Does Pathfinder use level adjustment for powerful races?
Thanks in advance.
Q. 147
I hope this hasn't been asked already in the thread.
How many skill ranks per HD do animal comanions get?
I know their max rank is equal to their HD.
Thanks
Q144A: The reason I'm asking is because of this part...
A146: By RAW, it does not...(?)Quote:
She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level.
A147:Quote:
Originally Posted by James Jacobs
Animals get skill points equal to 2 + Int modifier per hit die with a minimum one point (before favored class modifiers).
A146: No, it doesn't. The recommended procedure to play other races is to treat the creatures CR as a character of the same level. So an ogre without any levels would be a 3rd level character and an ogre with one level in a class would be a 4th level character. But since some abilities are a lot more or less useful in the hands of player characters, GMs should check if the level of the creature should be a bit higher or lower than the CR to make it comparable to the other characters in the group.
Q 148
If a target has fallen 'prone' are they denied their Dex to CMD?