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LibraryOgre
2014-05-15, 01:52 PM
(This is a fairly high procedure thread; please read the entire instructions carefully before posting. Thanks.)

Ever have a simple, straight-forward rules question that you can’t figure out the answer to? Ask it here. No question is too simple. No more worrying about whether your question is “worth” starting a thread. Ask here and receive an answer. You are, of course, welcome to start a thread for your question, and if you think your question is subject to many interpretations or will start a debate, you are encouraged to start a new thread for it.

This thread will serve as a catch-all for simple, discreet questions that can be answered quickly according to the RAW (Rules As Written). This thread is for all simple RAW questions about Pathfinder.

If your question is about D&D 4e, ask here (http://www.giantitp.com/forums/showthread.php?p=6837321)
If your question is about real world weapons and armor ask it here. (http://www.giantitp.com/forums/showthread.php?p=11941948#post11941948)
If your question is about homebrew rulings start a thread regarding it.
If you are looking for the meaning of an acronym or abbreviation look here. (http://www.giantitp.com/forums/showthread.php?t=18512)
If you want to find a certain feat or ability, Lists of Stuff (http://community.wizards.com/go/thread/view/75882/19871954/Lists_of_Stuff) and X stat to Y bonus (http://community.wizards.com/go/thread/view/75882/19871590/X_stat_to_Y_bonus) are both useful threads.

The Procedure:

Do:
Label your questions with bold Q#s.
Label your answers with the bold Q# that you are responding to and/or quote the question.
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Specify if your question is for a system other than Pathfinder (the default for this thread).

Don’t:
Ask Homebrew rules questions here.
Ask trick questions or attempt to “stump the panel,” so to speak.
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Offer contradictions, clarifications, exceptions, or extensions of prior answers unless, in your opinion, the answer give is plainly and completely wrong.
Post to debate the answers given.
Post to carry on other conversations whether tangentially related or wholly unrelated.

Dispute Resolution Procedure:
If you dispute someone’s answer – meaning that they got it wrong in a critical fashion – post your answer and suggest that the original questioner start a thread to discuss it further if they want it hashed out.
If someone disputes your answer, don’t respond. Just wait to see if the original questioner starts a new thread to discuss it.
If your question leads to a disputed answer, start a new thread if you’d like it discussed further.

Here are some sample questions. “Bad” questions just mean they should be asked in their own thread where you can get many answers and opinions. “Good” questions just mean that these are the types of questions that are amenable to a quick straightforward answer (probably).

Sample “Bad” Questions:
How do I play Pathfinder? (Great question, but not for this thread.)
What is a good 10 level TWF build? (Far too broad and requires much opinion)
Which is better GURPS or D&D?

Sample “Good” Questions:
Q.1. Are there any Large for PC races?
Q.2. As a sorcerer/rogue, do I get to add sneak attack damage to my attack spells?
Q.3. What effect would Dispel Magic have on a golem or similar construct?
Q.4. Is there a feat that allows me to get a familiar?

{The first several versions of this thread seemed to run pretty efficiently, but if you have any comments about how this thread could be improved please PM me.}

Spore
2014-05-16, 05:45 AM
Q1 What do you see if you use "Detect Magic" or "Detect Evil" against an invisible creature?

Yanisa
2014-05-16, 06:04 AM
A1
Well you don't see* the creature, but you do sense the presence of an aura, either magical or evil, and after studying it for 3 rounds you know the location of the aura (if the creature did not move outside your range by then).

*Many DMs and stories I know depict the aura as something visual, but that is pure fluff an not in the RAW.

ninjamaster1991
2014-05-16, 08:15 AM
Q2: Can a Tiefling with the variant ability that says

You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability
animate Bloody or Burning skeletons?

Yanisa
2014-05-16, 09:16 AM
A2
Yes but remember: The variant skeletons counts as double HD to create (Bestiary 251) as per the animate dead spell.
So a Bloody skeletons made from a 1 HD creature counts as a 2 HD skeleton for the animated dead spell, so that wouldn't work. But a bloody skeleton from a 1/2 HD creature counts as a 1 HD skeleton and would be okay. You still end up with a 1/2 HD Bloody Skeleton.

Amphetryon
2014-05-16, 01:58 PM
Q3: Does the Spell 'Eruptive Postules' function against Reach weapons? The relevant text is:

Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round.

Spore
2014-05-16, 05:27 PM
Q3 By RAW yes. By rule 0? Ask your DM. :)

Benthesquid
2014-05-16, 07:02 PM
Q4:

According to the text of the Moonstruck spell "the target behaves as if under simultaneous rage and confusion spells, attacking with its natural weapons in preference to other actions." In this context, what does "in preference," mean? Does it merely mean that when it attacks, it does so with the natural weapons rather than with a manufactured weapon? Or does it have a higher probability of getting one of the "attack," results on its confusion roll?

Yanisa
2014-05-16, 11:37 PM
A3 Addendum
While Sporegg is right, I do want to add two comments to this.

First of the spell specifies a "hand-held weapon", a undefined term. Interesting enough all weapons except things like siege weapons are hand-held weapons, this includes ranged weapons (in fact my Google associates "hand-held weapon" with "gun" in 50% of the results). It already is badly worded and could use some common sense interpretation.

Secondly it shares wording the Fire Shield (http://www.d20pfsrd.com/magic/all-spells/f/fire-shield) spell, but that one has a line lining with reach. Because of the same wording it sounds right to use the reach clause for Eruptive Pustules too.

Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
It specifies melee reach weapons though, so by RAW a hand held crossbow would still trigger Fire Shield.

A4
Part of the confusion spell (http://www.d20pfsrd.com/magic/all-spells/c/confusion) is that there is a 25% chance to act normal. So when you roll "act normally", the moonstruck target still wants to attack with its natural weapons in preference to other actions (for example: aiding a friend, fleeing, or drinking a healing potion). However he still could take other actions when acting normal because nothing in the spell actually prevents him from doing so.

Occasional Sage
2014-05-17, 01:02 PM
Q5

If a critical hit is scored when targeting a spell which does damage over multiple rounds, such as Excruciating Deformation (http://www.d20pfsrd.com/magic/all-spells/e/excruciating-deformation), does the damage double on all rounds or only on the first?

torrasque666
2014-05-17, 07:27 PM
Q6a: How does a creature with a fly speed begin to fly? Do they just have to move at a 45 degree angle, and thus half speed while doing so? Or can they just try to go straight up by meeting the DC 20 for greater than 45 degree movement?

Q6b: ​And if moving at greater than 45 degrees what is the movement penalty? Is it still half speed?

Talothorn
2014-05-17, 09:27 PM
Q7: What type of bonus is the +3 bonus to class skills?

Yanisa
2014-05-18, 12:24 AM
A5
Well, maybe, but in the case of Excruciating Deformation the answer is no, probably.

In general: The critical hit (http://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits) rules seem to be written with only one damage roll in mind but nothing within the same rules limit or prevent rolling multiple times over multiple rounds. Especially his sentence:

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.
Seems to hint that there is only one damage roll for the critical hit, because you add all the rolls together, but it doesn't limit damage over round.
The best solution is to roll damage for the first round, and apply that damage per subsequent round, but that is not RAW, so ask your DM first.

In the case of Excruciating Deformation we can apply the letter of the RAW to prevent it.

A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
After the first round the spell doesn't require an attack roll to deal damage (but a fort save) and doesn't satisfy the critical hit rules anymore.

A6a
Lift-off is generally going upwards at an angle, but it would depend on the creature at what angle they would fly up. Going straight up does seem something for magical flight, but nothing in the rules prevent normal birds from doing it.
A6b
Yes. Although not states by the RAW the half speed is to represent the diagonal movement (http://www.d20pfsrd.com/gamemastering/combat#TOC-Measuring-Distance). Also see this FAQ entry (paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o76).

A7
Untyped.

In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.
(Source (http://www.d20pfsrd.com/skills#TOC-Class-Skills))

jaydubs
2014-05-18, 12:29 AM
Q8

Haunting mists - Do creatures have to save every round or take wisdom damage? The first time they enter? Only when the spell is cast?

Is the caster immune from the damage (I'm not well versed in illusion/disbelief rules)? Can he cast it so that he does not start within range of the spell?

Am I understanding the range rules correctly that casting it centered anywhere but on the caster creates a much smaller cloud?

Yanisa
2014-05-18, 01:42 AM
A8
First off, the spell (http://www.d20pfsrd.com/magic/all-spells/h/haunting-mists) is horribly written. There are a lot of issues and the spell doesn't work according its school and subschool. There is no disbelieve even though its a illusion spell and it deals damage even though its a glamor. So by the normal general rules this spell cannot function, so let's treat it as a complete exception and answer your question as best as the spell allow it.

The wisdom damage (and fear effect) only applies once, when it is cast and nothing states multiple rounds. Compare to Cloudkill (http://www.d20pfsrd.com/magic/all-spells/c/cloudkill), who does deal damage over time.

The caster is not immune to the damage. There is no disbelieve to prevent damage. (This comes back to the fact it doesn't function like an illusion spell and especially not as a glamor spell.)

A 20-feet radius, so the spell will always look like this: picture (http://940ee6dce6677fa01d25-0f55c9129972ac85d6b1f4e703468e6b.r99.cf2.rackcdn.c om/products/pictures/291082.jpg).
It doesn't matter where it is cast, you pick 4 squares (technically the center of 4 squares) that fall in reach of the range (20 feet) and the spell starts at that point.
This also means the caster is always in his own cloud, at best he stands on the very edge.

If you have more troubles with the spell; a simple Google query will reveal tons of Paizo forum topics about it or start a thread/PM me and I can link you to the better ones.

torrasque666
2014-05-18, 09:12 AM
Q9 If there are multiple functions of an archetype that say "X functions at class level -Y" do the penalties stack? Like for say a Reincarnated Druid and any of the Shamans?

Yanisa
2014-05-18, 09:41 AM
A9
No, if two different archetypes alter the same ability, you cannot take both archetypes at all. Both Reincarnated Druid and all Shaman Archetypes alter the wild shape ability, so you cannot "stack" Reincarnated Druid with a Shaman Archetype in the first place.

Also see here (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes#TOC-Alternate-Class-Features), last sentence states:

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature.

Spore
2014-05-18, 10:06 AM
A9 tip Housruling is where it's at. If it's a numerical modifier on an existing ability I am sure you can work something out with your DM.

Rossebay
2014-05-19, 03:05 PM
Q 10
Is a Drow Summoner's Eidolon sent back to its home plane while he meditates/rests, or can it stay for indefinite periods of time?

Yanisa
2014-05-19, 03:38 PM
A10
The rules on sleeping are vague, and it has always been ambiguous on whether elves sleep or not (http://www.enworld.org/forum/showthread.php?262997-Why-do-elves-sleep-now&p=4903875&viewfull=1#post4903875). I assume the same goes for Drow.

But say if you are playing a setting that allows to trance rather then sleeping, it is something you need to work out with your DM. The precise line is "If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished" and most likely trance doesn't fall under asleep or unconscious (or killed for that matter), so it is logical that the eidolon sticks around. But your DM ruling may very.

Karoht
2014-05-19, 04:02 PM
A10
The rules on sleeping are vague, and it has always been ambiguous on whether elves sleep or not (http://www.enworld.org/forum/showthread.php?262997-Why-do-elves-sleep-now&p=4903875&viewfull=1#post4903875). I assume the same goes for Drow.

But say if you are playing a setting that allows to trance rather then sleeping, it is something you need to work out with your DM. The precise line is "If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished" and most likely trance doesn't fall under asleep or unconscious (or killed for that matter), so it is logical that the eidolon sticks around. But your DM ruling may very.A10: Addendum
I could see an argument via the DM that the answer is no, just based on the idea that a Synthesist could be in demon mode 24/7 by that logic. So be sure to clarify with your DM if you are or are not going to be a Synthesist if you want to make the argument that trance should work and keep the Eidolon active.

ZeroHEart10
2014-05-19, 07:26 PM
Q11
I've been told that liches count as objects for the spell Disintegrate, but it has a fort save, which undead automatically pass, so wouldn't it not effect them?

Karoht
2014-05-19, 08:03 PM
Q11
I've been told that liches count as objects for the spell Disintegrate, but it has a fort save, which undead automatically pass, so wouldn't it not effect them?A11


When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.Source: www.pathfindersrd.com
And yes, objects get saving throws, especially if they are attended. Undead are basically Fort save = yes. So a Lich would take 5D6 points of damage.

A11 Addendum
Poor choice of spell on a lich. Targeting his attended items would be a better expenditure of this spell (but who wants to nuke the loot?), or perhaps the load bearing brick above the Lich (thank you again Knowedge: Dungeoneering and Knowledge Engineering) would make for a better tactic in the event that one needed a distraction for a hasty retreat.

EDIT: Though come to think of it, I'm unsure if they would roll Fortitude normally (chance for failure) if they would just take the 5D6 automatically, do not pass go, do not collect $200. See below, taken from the Undead template description.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

ZeroHEart10
2014-05-19, 08:09 PM
A11

Source: www.pathfindersrd.com
And yes, objects get saving throws, especially if they are attended. Undead are basically Fort save = yes. So a Lich would take 5D6 points of damage.

A11 Addendum
Poor choice of spell on a lich. Targeting his attended items would be a better expenditure of this spell (but who wants to nuke the loot?), or perhaps the load bearing brick above the Lich (thank you again Knowedge: Dungeoneering and Knowledge Engineering) would make for a better tactic in the event that one needed a distraction for a hasty retreat.

EDIT: Though come to think of it, I'm unsure if they would roll Fortitude normally (chance for failure) if they would just take the 5D6 automatically, do not pass go, do not collect $200. See below, taken from the Undead template description.

Thank you very much, me and the person actually playing the lich couldn't decide, I was thinking what you were, she was thinking she'd have t roll for a save.

Yanisa
2014-05-20, 12:52 AM
A11 Correction
You said all the right things, but made a wrong end conclusion.

Undead, including Liches, are affected by Disintegrate as normal creatures. They need to roll the save, and if that save fails they take the full blast. Nothing in the quotes you provided or the rules implies that an undead, or Lich, always succeeds on fort saves, they can fail. They just happen to be immune to 95% of all effects that require an fort save, but again that doesn't mean they auto succeed on a fort save.
Also to save confusion, Undead and Liches don't count as object for the Disintegrate spell. They are affected by the spell as normal creatures. They would be immune if the spell didn't had a clause against objects, but that doesn't mean undead or Liches are objects for the effects of the spell.

In fact Disintegrate is known to be a bane to undead, because they have a poor fort save. At least they get their charisma modifier on fortitude save, unlike their 3.5 brethren.(Who feared disintegrate even more!)

Edit: P.S. If someone disagrees with me, just send me a PM and I will start a thread, or start a thread yourself. I am kinda infamous for derailing these simple Q&A questions, so please don't tempt me. :smalltongue:

ZeroHEart10
2014-05-20, 12:59 AM
A11 Correction
You said all the right things, but made a wrong end conclusion.

Undead, including Liches, are affected by Disintegrate as normal creatures. They need to roll the save, and if that save fails they take the full blast. Nothing in the quotes you provided or the rules implies that an undead, or Lich, always succeeds on fort saves, they can fail. They just happen to be immune to 95% of all effects that require an fort save, but again that doesn't mean they auto succeed on a fort save.
Also to save confusion, Undead and Liches don't count as object for the Disintegrate spell. They are affected by the spell as normal creatures. They would be immune if the spell didn't had a clause against objects, but that doesn't mean undead or Liches are objects for the effects of the spell.

In fact Disintegrate is known to be a bane to undead, because they have a poor fort save. At least they get their charisma modifier on fortitude save, unlike their 3.5 brethren.(Who feared disintegrate even more!)

Edit: P.S. If someone disagrees with me, just send me a PM and I will start a thread, or start a thread yourself. I am kinda infamous for derailing these simple Q&A questions, so please don't tempt me. :smalltongue:

hmm, well, okay then! Sorts that out, thank you kindly! I was wrong on this one, and the person ACTUALLY playing the undead was right ^^; my bad

Kurald Galain
2014-05-20, 05:01 AM
Q12 In Pathfinder, am I considered my own ally? Specifically, various blessings of the new warpriest class may be used on any ally, may I also use these on myself?

Yanisa
2014-05-20, 05:22 AM
A12
Yes and no, but mostly yes. It is depended on context.

From the FAQ (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nda)

Ally: Do you count as your own ally?
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."


Following that same logic that also implies that the line "you can touch an ally" (which is commonly stated in Warpriest Blessings) can also be read as "you can touch yourself or an ally".

ZeroHEart10
2014-05-20, 11:29 PM
Q13
Can you apply metamagic feats to ninth level spells? and if you can, does it burn extra slots instead of higher slot, or, what, precisely?

Yanisa
2014-05-21, 01:14 AM
A13
Not with metamagic feats. The metamagic would still increase the spell level, but there aren't way to gain 10th level spell slots, or higher (Unlike 3.5).

You can do it with greater metamagic rods (http://www.d20pfsrd.com/magic-items/rods/metamagic-rods).

Firest Kathon
2014-05-21, 07:55 AM
A13 - Addendum

You can also apply a Metamagic feat to a 9th level spell if you can offset the spell level increase, e.g. via the Magical Lineage (http://www.d20pfsrd.com/traits/magic-traits/magical-lineage) trait.

Irk
2014-05-21, 08:35 PM
Q 14
Hello, I'm new to Pathfinder, and I had a quick question on the Trip Arrows. When they hit a target, do they deal regular damage followed by a trip attempt? Or does it just trip instead of dealing damage? By RAW, if you hit someone with the arrow as an improvised weapon, would it have the same effect? I would suspect that the arrows only trip, and that they would do the same when wielded in melee combat, but I was not sure.

EDIT: Q 15
Can PCs have templates? if so, what book are they listed in? Are they on the OGL or PFSRD?

Thank you!

Yanisa
2014-05-22, 01:19 AM
A14
According the maker of the item they don't deal damage. Link (http://paizo.com/threads/rzs2k1r0?Elves-of-Golarion-Trip-Arrow-deals-damage).
Also be careful because the item was written before the Core Rulebook was published, and the text on the PFSRD (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-bow-arrow-trip) doesn't match the books text due the changes in the rules and I am unsure abut who updated the online version. (The original text can be found in the topic (http://paizo.com/threads/rzs2k1r0?Elves-of-Golarion-Trip-Arrow-deals-damage) I linked earlier)

Also improvised weapons don't have special qualities, so I would assume using a weapon with special qualities will lose them. So in the case of the trip arrow it will lose its trip special ability. However you can still use the arrow to trip with, but if you fail the enemy can trip you back. Then again you are better off tripping with your hands, that way you avoid the -4 improvised penalty and avoid rule confusion.

A15
That is mainly something the DM decides, so ask your DM.
In general though Pathfinder doesn't really deal with the subject of allowing players to be monsters or have templates, there is a small paragraph of rules in the Bestiary about playing a monster as a PC, also found here online (http://www.d20pfsrd.com/races/other-races), but that one doesn't name templates at all, so I assume templates are not intended for players. But a DM can always allow it using the same rules as the rules for playing an monster.

torrasque666
2014-05-22, 02:03 AM
Q16: With ranged weapons that have a capacity larger than 1, such as a pepperbox firearm, is the rapid shot feat necessary to fire multiple times with a full attack, given that the rotation of the barrel is a free action?

Yanisa
2014-05-22, 02:30 AM
A16
No, just like you said.


Capacity: A firearm’s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.

A pepperbox has a capacity of 6, so can be fired up to 6 times (if you have that many attack) in a full round.

Reloading however still takes a standard action, per barrel (so 6) and Rapid Reload* reduces it to a move action. So when the barrel is empty do you spend a lot of rounds reloading, and Rapid Reload can reduce that time by half.

*I assume you mean Rapid Reload (http://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat) rather then Rapid Shot (http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final). Confusing names indeed.

jaydubs
2014-05-22, 02:32 PM
Q17

When summoning multiple creatures with a single spell, do you have to summon them near each other?

Yanisa
2014-05-22, 03:18 PM
A17
Depends on the spell, Planar Ally has a clause that states "two called outsiders, [...], which cannot be more than 30 ft. apart when they appear". Summon Monster and Summon Nature's Ally don't, so those restriction don't apply.

jaydubs
2014-05-22, 10:59 PM
@Yanisa - Thanks by the way. I know I pitch of random stuff into this thread.

Q18

The Legacy of Fire player's guide has a sentence stating that a 1st level caster with Create Water will only be able to provide a party with 6 gallons of water, unless they use higher level spell slots. It's never mentioned again, and doesn't really explain it further.

Given LoF is a desert based campaign, is this a campaign rule to make dehydration a threat? Did the writer just get confused with 3.5, when orisons were limited? Is it referencing something else entirely?

Benthesquid
2014-05-22, 11:07 PM
A18:

Legacy of Fire was released under the 3.5 rule system, the last Pathfinder Adventure Path to be so released.

Yanisa
2014-05-24, 01:23 AM
Q19
The Paladin Smite (http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-) has the following line:

If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite.
For damage it specifically states all, unlike attack which specifically states her(as in the paladin).
Does that mean my allies also deal more damage? Does that mean natural hazards deal more damage? Does that mean that when one evil creature betrays its smitten friend he deals more damage?

(I can't find anything on this one, and it seems a very strong use of smite.)

Amphetryon
2014-05-24, 08:26 AM
Q20

Is there a mechanical (automaton-type) Familiar option available to Wizards in Pathfinder?

Yanisa
2014-05-24, 08:55 AM
A20
Not in the default list, but Improved Familiar (http://www.d20pfsrd.com/feats/general-feats/improved-familiar) opens a lot of options. The most notable is Clockwork Familiar (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar).

The Arbiter (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/inevitable/inevitable-arbiter) might sort off count too, it look like a robot of sorts (http://uo-planescape.wdfiles.com/local--files/arbiter/Inevitable_Arbiter_by_Florian_Stitz-D%26D_3ed_%282011-01%29_Paizo_Publishing_Pathfinder_-_Pathfinder_Roleplaying_Game,_Bestiary_2.jpg.jpg).

kkplx
2014-05-24, 05:58 PM
Q 21

On Handle Animal tricks in combat

If a trained animal knows the tricks defend, guard, attack and down, and basically every morning is told to "defend x", what are the conditions under which it takes action against a possible threat?


The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Is it a matter of proximity, completed hostile action or intent alone?

torrasque666
2014-05-24, 06:45 PM
Q22a: How does an Undead Lord's free Command Undead feat work with when multiclassing with a wizard specializing in Necromancy? Would the Wizard have to take Turn undead instead?
Q22b: In the event that it goes Necromancer then Undead Lord, does this mean that they get both their INT and CHA as bonuses to channel or just whichever was first?

Yanisa
2014-05-24, 11:48 PM
A21
There are no extensive rules on how tricks work, even within 3.5 it is kinda vague. So it's a case for ask your DM.

Video Game Logic taught me that animals that are defending only attack after their master is hit, which is perhaps the easiest way to handle it.

A22a
In general when two different classes/class features give the same feat, or even when you already selected the feat and then get it from a class feature, you only get the benefits of the feat once. The second time you get it, it is wasted. (Unless you can take the feat multiple times.)

So in this case too, if you already have Command Undead from the Undead Lord Archetype, taking it again trough the Necromancy Arcane School does indeed do nothing.

A22b
Unlike feats, when you get a class feature twice, you get it twice. They don't blend together and become one, they keep being separate. Also having it doesn't prohibit gaining it again.

So in this case too, if you get Channel Energy from the Necromancy Arcane School and one from being a Cleric, you have two different ways of Channel Energy. You get 3+intelligence Channels from being a Necromancer and 3+charisma Channels from being a Cleric.

torrasque666
2014-05-24, 11:57 PM
Addendum to Q22b: In this case then, would taking Control Undead still work as a necromancer, as it would then have two pools(3+Int and 3+CHA) to pull from?

Yanisa
2014-05-25, 12:19 AM
A22a+A22b Addendum
My mistake, I thought the Necromancy Arcane School just gave Channel (Negative) Energy.

So indeed when you select Command Undead as bonus feat from your Necromancy Arcane School the feat itself doesn't add anything (everything it adds is already gained by the first Command Undead feat from Undead Lord), but the class feature tied to it gives you more channels for that feat (or the feat from Undead Lord, doesn't matter really).

Or easier said: Yes, you are right.

Psyren
2014-05-25, 01:04 PM
Q23a: Can a druid wild shape and still gain the benefits of Ice Armor (http://www.d20pfsrd.com/magic/all-spells/i/ice-armor) while the spell is active?

Q23b: If no to the first, could he wild shape first and then cast it? Would he have to be immersed in water to put it on?

Yanisa
2014-05-25, 02:05 PM
A23a
No, you create a suit of armor (see the spell effect), as per Wild Shape*, the suit would meld into your body and the Armor Class bonus ceases to function.

*Technically Wild Shape emulates Beast Shape, which is a polymorph spell and the polymorph rules state that the gear you wear melds into you and that AC bonuses don't give any effect.

A23b
Yes, if you have Natural Spell of course. I don't see any limitations on size, wielder and whether the intended wearer must be humanoid or not, so I assume it makes breastplates for everyone. (And there is a thing called barding, aka armor for animals.)

As for putting it on: You don't have to be immersed in water, but you can't put the armor on alone, due the lack of hands to put on armor.

Spore
2014-05-25, 10:26 PM
As for putting it on: You don't have to be immersed in water, but you can't put the armor on alone, due the lack of hands to put on armor.

A23b nitpicking Unless you wildshape into something with hands and thumbs. ;)

MilesBeyond
2014-05-26, 10:59 AM
Q24

For the Rogue Talents Minor Magic and Major Magic, is the spell choice locked in when the talent is taken, or does the Rogue have the option of changing the spell? If so, when do they have the option of changing it?

Yanisa
2014-05-26, 11:24 AM
A24
The choice is locked when you take the talent.

However you can retrain rogue talents (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining#TOC-Class-Feature). So you could just retrain and pick up minor/major magic again but select a different spell.

Psyren
2014-05-26, 04:40 PM
A23b
Yes, if you have Natural Spell of course. I don't see any limitations on size, wielder and whether the intended wearer must be humanoid or not, so I assume it makes breastplates for everyone. (And there is a thing called barding, aka armor for animals.)

As for putting it on: You don't have to be immersed in water, but you can't put the armor on alone, due the lack of hands to put on armor.

A23b followup: So you can put it on alone if you are immersed in water, but if not you need help, is that right? (Assuming a handless form of course.)

killem2
2014-05-26, 07:58 PM
Q 25: We have a magus who has lost her spell book. To replace all those spells she has is it correct that she must:

1. Pay for a new spell book (or find a replacement one)
2. Already know the spells in question (prepared or not doesn't matter)
3. Pay for the materials needed as found here. (http://paizo.com/pathfinderRPG/prd/magic.html)

Then she can have all her spells back again to use. Right?

Fenryr
2014-05-26, 10:41 PM
Q26.

Large or larger monster has reach of 10' or more. Poor Jimmy is 10' away. Monster makes grapple on poor Jimmy. What happens to poor Jimmy?

A) He remains at 10'.
B) He's pulled into any of the monster's square.
C) He's pulled in a square adjacent to the monster.
D) All of the above and Poor Jimmy dies.

Yanisa
2014-05-27, 12:08 AM
A23b followup
Yup. In water the armor forms around you, otherwise you create an armor that you still need to don. And donning armor seems impossible if you lack hands. [Citation Needed]

A25
Step 2 is wrong. You need to have the spell prepared. However you can prepare the spell from another Magus (or Wizards) spell book, albeit with a failing chance. (Which is odd, because owning a second hand spellbook doesn't come with preparation failure chance, but rules are rules.)

Replacing and Copying Spellbooks (http://paizo.com/pathfinderRPG/prd/magic.html#replacing-and-copying-spellbooks)

A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.
Wizard Spells and Borrowed Spellbooks (http://paizo.com/pathfinderRPG/prd/magic.html#wizard-spells-and-borrowed-spellbooks)

A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.

A26
The answer is C.

It's hidden in the grapple rules (http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple).

If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).

Randalfin
2014-05-28, 03:13 AM
Q27
Okay, our dm is having an issue. One of our players campaigning against the hells successfully killed asmodeus and gained regeneration while becoming the new lord of the hells. Problem is, hes an 'Unarmed Fighter' who gained immunity to nonlethal damage as a class feature.

Wasn't an issue, but we have another character who wants the title. My question is simple. Is the 'lord of the hells' immune to ALL damage except from holy and epic sources because of that combination of regeneration and non-lethal damage immunity?

Yanisa
2014-05-28, 04:08 AM
A27
Unlike 3.5, Pathfinder Regeneration (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-) does not convert lethal damage to non lethal damage, so his class abilities are unrelated to his near immortality.
Instead a creature with regeneration cannot die as long as his regeneration still functions. He still can get lethal damage and fall unconscious when his hit points go below zero, but does not die from the damage unless/until his regeneration is stopped. (Which happens in the round after he gets hit by holy or epic damage it seems.)

He is not immune to all damage.

Randalfin
2014-05-28, 05:17 AM
Q27
Thank you! As you can tell, we're 3.5 converts and some small changes like that slip past us.

Yanisa
2014-05-28, 05:31 AM
A27 Addendum
Yeah Paizo did a lot of minor changes, it can be sometimes annoying if you have had 3.5 experience.

Besides that the reason why they changed Regeneration is because they changed nonlethal damage (http://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage). They fixed the fact nonlethal damage cannot kill you (which lead to silly things like not eating doesn't lead to dead in 3.5) by making any nonlethal past your total hit points into lethal damage. Thus a creature with 3.5 regeneration, but pathfinder nonlethal rules would still die from his non-lethal injuries, which is not the intend of regeneration, hence they changed regeneration. (The more you know, and knowing is half the battle.)

Also, just something to note, but being immune to nonlethal damage and fatigue/exhaustion also means you don't have to eat, drink or sleep, worry about weather and you can run all day at top speed without getting tired. Just a silly it of extra info while I am add it.

Odessa333
2014-05-28, 10:00 AM
Q28

My current group is playing with "Retraining' where you can swap out feats and such during 'down time.'

From what I have read, it's designed to switch out low level or weak feats/abilities for ones for new abilities/powers in case you made a mistake or found something doesn't work well. The example I read was switching out your level one feat for a new feat you wouldn't have met the requirements for at level one, which intrigues me.

Can this be used to get rid of a feat tax? Say I take Weapon Finesse, then later take Dervish dance. Could I then retrain to switch out Weapon finesse for another feat (say improved initiative for an example) while still keeping the powers/abilities of Dervish dance?

I've seen plenty of opinions on this, but was wondering if there was ever an official ruling on this. The idea seems to be to keep a mid/late late character powerful/relevant, and what would be more useful to that then ditching a worthless feat tax? It makes sense to me and seems to fit the spirit of the rule, but I can't find an official ruling. Anyone know?

Yanisa
2014-05-28, 10:06 AM
A28
Nope, you don't get rid of feat tax.


You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.
(Source (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining#TOC-Feat))

rexreg
2014-05-28, 05:48 PM
Q29:
A Wizard in my campaign has the Mythic Feat - Flexible Counterspell. He wishes to spontaneously counter a Fireball spell. He spends the Mythic Point. Fireball is neither memorized nor in his spell book.

The PC Wizard argues that as the Feat description states "...instead of using the exact spell or dispel magic..." (emphasis mine); ie. a Fireball spell to Counterspell a Fireball spell, there is no Counterspell check rolled.

I have argued that as the wording at the beginning of the Feat states "...attempt to counter a spell..." (again, emphasis mine) he needs to roll a Counterspell check.

Does the PC Wizard roll a Counterspell check when utilizing this feat to counter a spell he does not have in either memory or spellbook, or is the spell automatically countered, as if by a prepared Fireball spell (in this case)?

Thanx in advance

Yanisa
2014-05-29, 02:28 AM
A29
I am unsure what you mean by a Counterspell check (there is no such thing?) but there are two other rolls involved with Counterspells (http://www.d20pfsrd.com/magic#TOC-Counterspells). A Spellcraft check to identify the spell, and if you use dispel magic, a dispel check.
The former, spellcraft, is unmodified by the text of Flexible Counterspell, and specially called out by the line "This ability otherwise works like readying an action to counter a spell". (The other parts of Counterspell are overwritten by Flexible Counterspell, so it's the only one left one the line could call out.)
The latter, dispel, is only when you use dispel magic, Flexible Counterspell let's you counter with anything and doesn't care for the original spell. See the line: "instead of using the exact spell or dispel magic". (This seems to be a way to still use Dispel Magic to counter, but no longer roll the Dispel check.)

So your player doesn't have to roll a Counterspell check or a Dispel check, but he does need to roll a Spellcraft check to identify the spell being cast.

Doorhandle
2014-05-29, 04:20 AM
Q30: When you apply the giant template, do you just add the stats bonuses from the template or from both the size increase and the template?

Yanisa
2014-05-29, 05:02 AM
A30
Just the ones from the template.

It is a simple template and does not take in account that different size changes come with different stats. For example going from fine to diminutive should give other size bonuses then going from medium to large, but the template threat both the same. Just to keep the template rules simple so a DM can apply them on the fly.

SnowballMan
2014-05-29, 03:00 PM
Q31: Are the "protection from" spells considered separate spells or one spell with four options?

The confusion stems from it being listed on one line in the spell list (Protection from Chaos/Evil/Good/Law) but having separate entries for each spell.

Yanisa
2014-05-29, 03:19 PM
A31
Because they have separate entries they are different spells. Compare and contrast to "Blindness/Deafness" which also has a slash, but unlike the protection spells there is only one entry.

ZeroHEart10
2014-05-29, 11:20 PM
Q32: would a sorcerer be able to use a spell book, and use it as a reference of sorts to scribe a scroll/learn the spell/cast the spell, even if it's not on THEIR spell list?

Yanisa
2014-05-30, 12:06 AM
A32
No. Unlike scrolls, a spellbook is not magical and cannot assist anyone outside wizards and other classes that specifically have the spellbook class feature.

evillemming
2014-05-31, 11:11 AM
Q33: For Intellect Devourers, they can cast inflict serious wounds and invisibility at will (along with other spells), but they cannot speak outside of a host. Does that mean that they cannot use any of their at will spell-like abilities when not in a host?

Thanks!

evillemming
2014-05-31, 11:20 AM
A33: Sorry for clogging the forums, I found my own answer...

A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

http://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-

Thanks anyway!

jaydubs
2014-05-31, 02:15 PM
Q34

Let's say a character takes the Humble Beginnings trait and picks "boot." Does this mean if he picks up a longspear, he now threatens at both 10' and 5' as long as he's wearing at least 1 boot? Would a boot be considered one handed, two handed, or off hand for purposes of things like strength bonus and power attack?

Q35

As a follow up to the above, can one enchant a boot as a magic weapon? Would such a thing occupy the foot slot, or work like a normal weapon and a hand slot (can use both)? If it occupies the slot, can you apply an enhancement bonus to wondrous items and use them as improvised weapons, using the multiple different abilities rules to determine cost?

Yanisa
2014-05-31, 03:55 PM
A34
First off, I think the intend of Humble Beginnings to use any of the listed as an actual weapon, rather then wearing the item to gain some weird improvised unarmed strike. However this is not that the rules offer us, instead mechanically we get something similar to a improvised Gauntlet (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/gauntlet). The short answer would be; Treat the boot as a Gauntlet, but like Gauntlets there are some grey areas.
Now on to the questions.

Yes, you would threaten both at 5ft and 10ft.
Also it will most likely be an Unarmed Atrike (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/strike-unarmed), like a Gauntlet (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/gauntlet), thus would be considered as Light Weapon for feats and strength damage. (And for power attack, light weapons are basically one handed weapons you cannot wield in two hands thus you cannot gain the 50% bonus damage. You still get the full normal damage unless you use the glove as a offhand attack.)

A35
Well it is not really clarified in the rules and discussions go either way. I say you most likely can (they are still weapons, improvised, but weapons), but check with your DM first.
As whether it conflict with the boot slot, it is also not very clear. Similar to Gauntlets, harsh reading of the rules states that a Magical Gauntlet would take up the hand slot (http://www.d20pfsrd.com/magic-items#TOC-Magic-Items-Slots) (Gauntlets are listed under hand slot items), but at the other side it is a weapon and weapons are not limited (you can wield as many weapons as you have hands, but only one pair of magical gloves) plus weapons have their own slot that would not interfere with other slots. Again I would allow it (weapon first, boot second), but check with your DM first.
In both cases there is no clear RAW answer, but even with the Non-Improvised Core Weapon Gauntlet you get the same problems.

torrasque666
2014-05-31, 06:42 PM
Q36: How would taking levels in both Wizard and Sorcerer work? I'm trying to figure out how a Sorcerer who classes into Wizard after a few levels would work for spells, seeing as they use the same list.
Q36a: Would the level of spells stack, so that a Sorcerer 1/Wizard 2: get 3rd level spells?
Q36a: If a is true, I would imagine that they would be limited to spontaneously casting only their spells from the sorcerer levels, correct?

Odessa333
2014-05-31, 07:08 PM
Q37.

Could a level one fighter pick Weapon focus as a starting feat?

Kurald Galain
2014-05-31, 07:49 PM
Q38 Is it possible for an Oracle to pick up a Cleric domain, e.g. with a feat or archetype? Alternatively, is it possible for a Cleric to pick up an Oracle Revelation? (other than by multiclassing orac/cler)

Yanisa
2014-06-01, 03:34 AM
A36
The spells and caster levels still won't stack, even if they have the same general spell list. You would track spells per day, highest spell level, caster level and other features per class, similar to a Cleric/Wizard multiclass. (In general no spell casting from a base class stacks with any other spell casting from a base class, regardless from which spell list they gain their spells.)

A37
Yes. (As long as he is proficient with the chosen weapon, obviously.)

A38
Beyond multiclassing/dipping I don't know of an option.

Well, maybe you can get away with UMDing a Ring of Revelation (http://www.d20pfsrd.com/magic-items/rings/ring-of-revelation). Even though James Jacobs Creative Director said it wouldn't work, I disagree. UMD allows you to "Emulate a Class Feature" not "Emulate a Class", but it is still a dubious option at best.

jaydubs
2014-06-01, 10:30 AM
Q39

Let's say a character has a bite and 2 claw attacks. He is also holding a bow.

a) On a full attack with the bow, he can make his iteratives with a bow, and then make a secondary with a bite. Can he also make a secondary attack with his free claw? Or does it count as used for the round because he was using a bow?

b) Further, is there a defined order in which this character would have to make his full attacks? If adjacent to an enemy, could he choose to full attack, using his secondary natural attacks first, then 5-foot step in the middle of a sequence to then use his iteratives? I know he must go from highest to lowest on his iteratives, but am unsure how natural attacks fit into it.

c) Let's say the character with a bow is now engaged in dedicated melee. The FAQ/Errata lists that it's a free action to let go of and re-grab a weapon. Can he make a bite attack, make a claw attack, switch the bow to the other claw using 2 free actions, then make another claw attack? Or is he limited to bite + claw while holding a bow?

Kurald Galain
2014-06-01, 01:44 PM
Q40 Alter Self states that if I turn into a medium creature, I get a +2 size bonus to strength. Do I understand correctly that if I am already a medium creature and then turn into another medium creature, I still get that bonus?

Yanisa
2014-06-01, 03:01 PM
A39A
It counts as used for this full attack. Using a weapon in a limb with a natural attack, in this case claw, means you cannot use your natural attack that round. Its hidden in the Natural Attack section (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks) with this line:

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam)

A39B
Even though the paragraph on full attacks specifically names calls out extra attacks from base attack bonus, it is most likely that you make all your attacks in order from highest bonus to lowest. This is also how the Bestiary portrays every creature's full attack. (See for a decent example with weapon and natural attacks see the Tanuki (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/tanuki).)

A39C
Although the FAQ (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qda) you mention does not allow it (the second free action is to grasp the item with both hands), it would most likely be the same amount of effort (or you could do with three free actions). I agree you would be able to deal 2 claws attacks, but it is not really covered by the rules or FAQ.

A40
Yup. No reason to assume you don't get that bonus, polymorph spells are written with small/medium humanoid (player) characters as the main target.

RedMage125
2014-06-01, 05:37 PM
Q32: would a sorcerer be able to use a spell book, and use it as a reference of sorts to scribe a scroll/learn the spell/cast the spell, even if it's not on THEIR spell list?


A32
No. Unlike scrolls, a spellbook is not magical and cannot assist anyone outside wizards and other classes that specifically have the spellbook class feature.
First a clarification:
A32.1
While having a spellbook in front of him may not help the sorcerer immediately, he can use it to learn a new Sorc/Wiz spell the next time he levels up. For example, if your DM has initially limited you to spells from the Core Rulebook, but you defeat an enemy wizard and capture his spellbook, and it contains spells from Ultimate Magic, then such spells are valid for you to take as spells known the next time you level, assuming you gain a new spell known of that level.

This is a good way for DMs who were initially restrictive to start allowing new spells into their game.


Now, I have a question of my own:
Q41
I'm new to Pathfinder, and a buddy gave me access to all of his books. I'm having trouble finding information on what exactly the Earthfall Cataclysm was. In what book would I find that information? As well as the other cataclysm (I think I remember hearing of another one).

Spore
2014-06-01, 05:44 PM
A41 (incomplete) What I gather from this (http://www.pathfinderwiki.com/wiki/Earthfall) and that (http://pathfinderwiki.com/wiki/Aroden#cite_note-5) is that roughly 5000 years ago meteors crashed onto Golarion (which where actually space ships). They blotted out the sun and created an "Age of Darkness", similar to a short Ice Age. What I get from this is that the incident is called "Earthfall" and "Starfall" in different sources (meaning the same thing).

Occasional Sage
2014-06-01, 10:08 PM
Q42
If one of a wizard's two hands is full, can he utilize a metamagic rod when casting a spell with a somatic component?

Yanisa
2014-06-02, 12:38 AM
A42
No. You need to hold a rod in order to use it and you need at least one free hand to cast spells with a somatic component.

Kurald Galain
2014-06-02, 01:57 AM
Q42
If one of a wizard's two hands is full, can he utilize a metamagic rod when casting a spell with a somatic component?

A42 addendum, I believe the answer is "yes" if you've got additional limbs somehow, such as with the Alchemist's extra arms discovery, or a Tiefling's prehensile tail trait.

Spore
2014-06-02, 05:20 PM
Q43 If you have natural attacks as say a Dragon Disciple, can you trigger spells like Elemental Touch via an Attack action? If yes can you do one or several attacks with that?

torrasque666
2014-06-03, 12:37 AM
Q44: Can an Eidolon with multiple arms use them like a Thri-keen from 3.5 to dual wield two-handed weapons?

Yanisa
2014-06-03, 01:10 AM
A43
Yes, but one attack only.

From the PFSRD: Elemental Touch (http://www.d20pfsrd.com/magic/all-spells/e/elemental-touch)

You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons.

In case you were asking about the more general rule. In most cases you need to hold the charge of the touch spell (http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Spells-in-Combat), and then you can deliver the spell next turn with an attack action, but it gets discharged on the first hit (unless the spell allows more hits). Elemental Touch seems to be an exception.


A44
There is no real ruling on this subject, so you probably can. Just be wary about some wonky rules, you only have 1 main hand and 3 off-hands and there are no rules for holding a Twohanded weapon with 2 off-hands, but most likely you will deal less damage, as per the off-hand rules.

RedMage125
2014-06-03, 03:23 AM
A44
There is no real ruling on this subject, so you probably can. Just be wary about some wonky rules, you only have 1 main hand and 3 off-hands and there are no rules for holding a Twohanded weapon with 2 off-hands, but most likely you will deal less damage, as per the off-hand rules.

A44.1
Going off the way 3.5e handled that, with Multiweapon Fighting, you are correct. Any attack made with a weapon in an "off hand" only uses 1/2 the wielder's STR bonus.

So fighting with 2 double weapons would be one end of one weapon would get full STR bonus, and the others would all be 1/2.

But going off the rules for 2-handed weapons adding half and again, I would say that a 4 armed creature with a STR of 18 (+4 bonus) using 2 greatswords would get a +6 damage bonus with the "Primary" set of arms, and a +3 with the "secondary" set of arms.

Firest Kathon
2014-06-03, 06:00 AM
A41: The details of those events can be found in The Inner Sea World Guide (http://paizo.com/products/btpy8ief), the campaign setting book for Golarion.

jaydubs
2014-06-03, 10:14 AM
Q45

"A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

Does this mean that a creature with epic DR that uses natural attacks ignores all other DR except B/P/S/-?

Yanisa
2014-06-03, 11:53 AM
A45
The literally, RAW, wording seems to point to yes, your weapons are treated as +6 for overcoming DR, and weapons of +6 would also ignore cold iron, silver, adamantine and alignment based DR.

In practice there are a couple of monsters that have DR/Epic and Alignment (Mythic Rakshasa (http://www.d20pfsrd.com/mythic/mythic-monsters/mythic-rakshasa)) or DR/Epic and Magic (Julunggali (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/julunggali)) or even ones with the metal ones. (Demon Lord, Baphomet (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords/demon-lord-baphomet) has DR/cold iron, epic, and good). If the answer was yes, and epic would ignore alignment/magic/metal based DR, these double DR would be pointless. Thus that means there is a way to bypass epic, but not alignment/magic/metal based DR. Creatures with DR/Epic could be one of those, but the RAW doesn't really support that answer. I do like to point this out, because it's at least an odd oversight.

Raven777
2014-06-03, 04:01 PM
Q46 Is a Simulacrum the same Type as the original (Humanoid, Outsider, Undead, whatever)?

Spore
2014-06-03, 05:56 PM
Q46 I think the alchemical discoveries Alchemical Simulacrum and Doppelganger Simulacrum gives us insight into the developer's intention:


The created simulacrum is a creature, not a supernatural effect.

http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/alchemist.html#_doppelganger-simulacrum

So no, the created shadow illusion is a spell effect and supernatural in nature. Thusly it has no type or subtype. It might as well be an object with the described HP and saves, skills, abilities and spells.

Odessa333
2014-06-03, 09:06 PM
Q47

Part 1: Confirm/Deny: I thought that one could use the pummel of most swords (Long Swords, Scimitars, etc.) as a blunt improvised weapon, netting a -4 penalty. Is that right?

Part 2: I am looking at the feat "Catch off Guard" which would negate the -4, but it also states "Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon." Would any unarmed opponent then be flat footed if I used the pummel of my sword? If I'm a rogue and they are flat footed, I then get my sneak attack damage, yes?

I had the idea of a rogue disarming opponents, and getting sneak attacks with the pummel of my blade as unarmed opponents are now flat footed. Would this work?

Karoht
2014-06-03, 09:53 PM
Q47

Part 1: Confirm/Deny: I thought that one could use the pummel of most swords (Long Swords, Scimitars, etc.) as a blunt improvised weapon, netting a -4 penalty. Is that right?

Part 2: I am looking at the feat "Catch off Guard" which would negate the -4, but it also states "Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon." Would any unarmed opponent then be flat footed if I used the pummel of my sword? If I'm a rogue and they are flat footed, I then get my sneak attack damage, yes?

I had the idea of a rogue disarming opponents, and getting sneak attacks with the pummel of my blade as unarmed opponents are now flat footed. Would this work?...
If that works, that is quite clever. Even if it doesn't, Kudos. That is an intriguing line of thinking.

Yanisa
2014-06-04, 12:10 AM
A47 Part 1
It is not specifically called out (in pathfinder) thus, like many improvised weapons, it's up to your DM. The specific rules do talk about objects not normally used as weapons, not weapons used in an unconventional matter. However there are no rules for using a weapon in an unconventional matter, so it might as well act like an improvised weapon.

A47 Part 2
Yes, if you manage to disarm an enemy and you yourself are armed with an improvised weapon, you get to sneak attack.

Ravens_cry
2014-06-04, 02:04 AM
Q48
Can you use Litany of Righteousness with Improved Share Spells feat?
If so, what is half the duration of a one round spell?

Yanisa
2014-06-04, 04:36 AM
A48
Well the rules would allow it, but the half duration means the duration would be 0 rounds, as per the rounding glossary (http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Rounding).

pi4t
2014-06-04, 10:55 AM
Q49 The rules for the downtime system indicate that combining the checks to generate GP or capital should result in the same earnings on average. For instance:


If you have multiple buildings or organizations in a settlement and they can generate the same kind of capital, you don't have to roll for them separately—you may add all their capital modifiers together and attempt one check for that kind of capital.

However, your earnings for a check seem to be modifier+roll sp, or modifier+10 if you take 10. Surely by combining the checks you miss out on the increase for the second roll, ie 10sp/day/check? Am I missing something, or are the downtime rules RAW broken in this regard?

Edit: Downtime rules for reference (http://www.d20pfsrd.com/gamemastering/other-rules/downtime)

Ravens_cry
2014-06-04, 05:51 PM
A48
Well the rules would allow it, but the half duration means the duration would be 0 rounds, as per the rounding glossary (http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Rounding).
Ah, so, by RAW any way, it works if I Extend spell it. Since those are damn cheap, and/or Blessing of Fervour is an awesome spell anyway, that's still pretty neat.

jaydubs
2014-06-04, 08:52 PM
Q50

Clerics can leave spell slots open to prepare later in the day.

A cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.

This seems to suggest these open slots can't be used to spontaneously cast cure/inflict spells. Am I reading that right? Are there any rules/faq/errata to the contrary?

torrasque666
2014-06-05, 01:02 AM
Q 51: Can a non-spellbook using class such as a sorcerer still write spells they know in a spellbook, even though they won't gain any use of it?

Yanisa
2014-06-05, 06:05 AM
A49
I ain't no expert, but it seems to be a oversight. I can't find any clarification but that shouldn't be needed as you could just take the better paying option.

A50
BY RAW you are right, and it might be on purpose. Spontaneous casting specifically calls it "stored spell energy" and "any prepared spell", where as open slots are... well open... There is room in your slots to store spells but you haven't actually put spell energy in it, there is no energy to convert to healing (or damage).
But I can't find any clarification, but it was already an issue in 3.5 and never got solved there.

A51
Nope, like anything related to spells book, you need to be a wizard, or have a class feature stating you can use spellsbooks as a wizard could (Like Alchemist and Magus). Spellsbooks and all text related to spellbooks specifically call out wizards after all.

However a Sorcerer can write a spell on a scroll with scribe scroll, which a wizard can transcribe in his spellbook.

gr8artist
2014-06-05, 06:33 PM
Q 52: Is there any way to acquire the constrict, entrap, grab, or trip special attack on a creature/character that does not normally have it? I am already aware of the final embrace feat, but need constrict to qualify as a non-naga.

Q 53: Is there any way to acquire improved trip or improved disarm (or the benefits of either feat) without combat expertise? Specifically, I'd like the ability to trip or disarm without provoking attacks of opportunity.

Q 54: Is there a way to give an undead creature a constitution score, or is there precedent for undead creatures which possess a constitution score?

kkplx
2014-06-05, 09:29 PM
Q 55

Does the Bonus to damage rolls of divine favor apply to ranged touch attacks and rays, since weapon focus (ranged touch/ray) are possible?

genderlich
2014-06-06, 12:30 AM
Q 56

When the Beast Totem rage power (and similar ones) says that the AC bonus increases by +1 for every 4 levels, is that character levels or Barbarian class levels?

Yanisa
2014-06-06, 06:23 AM
A52
The easy answer are the various Polymorph Spells, especially Beast Shape.
Another all around option all around option is a Summoner/Synthesist, because the Eidolon have access to those abilities.

A couple of trip ones:
Skirmisher (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/skirmisher) (Ranger Archetype) has an ability named Upending Strike that allows you to Trip after an successful hit. 5 Levels of investment though.
An Order of the Seal (http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-seal) Cavalier can make a free trip attempt during a full round attack on the target is his challenge. Any 11th level Cavalier can make a free trip after a charge.
There are more free trip attempt after specific other actions (Like Crits (http://www.d20pfsrd.com/feats/combat-feats/tripping-strike-combat) or Bull rush (http://www.d20pfsrd.com/races/core-races/dwarf/foehammer-fighter-dwarf)) but I don't think you are looking for those.

An Alchemist can gain an tentacle (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/tentacle-ex) which has grab.

Also a White-Haired Witch (http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo---witch-archetypes/white-haired-witch) gains Constrict, and Free Trip Attempts after an attack.

But a lot of these are locked to classes and require levels of investment. I can't find any feats or the like for easier access.

A53
The easy answer is Monk, they can choose those feats without having the prerequisite at level 6 as a bonus feat.
Another way around is using weapons with reach.

Beyond that you are stuck to the feat tax.

A54
No, it's a set trait for being undead. But even having a constitution score won't do anything for Undead as any ability that is normal keyed to Constitution works on Charisma for an undead.

A55
Yes. Also see this FAQ entry (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9oag).

A56
Barbarian levels only, the wording is a bit vague, but the Core Rules (http://www.d20pfsrd.com/classes/character-advancement) also offer us this:

Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.
Rage Powers are a class ability, so they are based on Barbarian class levels only.

kkplx
2014-06-06, 06:51 AM
A55
Yes. Also see this FAQ entry (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9oag).


Q 55 clarification?

The FAQ entry specifically talks about rays - would ranged touch attacks (and melee touch attacks) in general still profit from buffs the same way that rays do?

Spore
2014-06-06, 07:19 AM
A55 addendum It says attack rolls. So even combat maneuvers will profit here.

Again: This is balanced fine. It's a standard action (or a 5th level slot quickened which might've been a regular righteous might), fixed duration of 1 minute for a spell that's a cornerstone of lowlevel Clericzillas.

Yanisa
2014-06-06, 07:34 AM
A55 Addendum
I assumed Ranged Touches are Rays, but there must be exceptions. Pardon me for forgetting that.

The rare non-Ray Ranged Touches, and Melee Touches in general, are not clarified as Rays are. They aren't called out by Weapon Focus (but the Similar Natural Attack, Unarmed Strike and Ray are named) so it is debatable (This topic (http://paizo.com/threads/rzs2o0a3?Weapon-Focus) goes back and forth a lot and makes good points for both sides, but sadly no conclusive answer) and I can very easily see them count as weapon-like. But again it is not stated within the RAW or the FAQ, so the harsh answer is that they would not be weapon-like and cannot benefit from bonuses for weapon-like weapons.

Edit: @Ninja Sporeegg, it is not a question if they are attacks, they are, but whether they are weapons, which has no answer. However there is a certain logic in that if the attack bonus would apply, why would the damage bonus not apply?

jaydubs
2014-06-06, 10:15 AM
Q56

What are some ways (if any) to reload an atlatl without provoking attacks of opportunity?

jaydubs
2014-06-07, 12:54 AM
Q57

There are two mythic feats (greater vital strike and quicken spell) that have 10th mythic tier as a prerequisite. But it looks like mythic tiers only go up to level 10. And you get mythic feats at odd tiers, so the last one comes at tier 9.

Am I just missing something simple? Is this an oversight? Is it designed for higher than 10 mythic tiers?

Yanisa
2014-06-07, 03:18 AM
A57
Each Mythic Tier you can select an Universal Path Ability, and one of those is Extra Mythic Feat, so you could get a Mythic Feat at 10th level.

On a side note, both feats from the same third party, and I saw in some reviews and comments that the balance between Mythic Tier and BaB is a bit wonky for some feats. If you are interested, here is the most detailed review (http://endzeitgeist.com/ezg-reviews-mythic-options-missing-core-feats/), and also check the comments, the developer himself talks about some of those decisions. If these two feats were intentional to only be taken with the Extra Mythic Feat or not is not clear, but the developer included some high level hard to get feats on purpose.

kkplx
2014-06-07, 01:45 PM
Q58

Large weapons cost twice as much as medium ones and weigh double, too.

What about huge and bigger sized weapons?

Assume a medium sized weapon costs 50g and weighs 5lb. The Large version would cost 100g and 10lb.

What would be the price and weight of a huge, gargantuan and colossal sized weapon of that base price and weight?

Yanisa
2014-06-07, 02:55 PM
A58
There are no real rules for price and weight beyond the normal Small/Medium/Large weapons. Even 3.5 didn't had rules for it. The most common houserule is to keep doubling the numbers, so a huge weapon would be twice the price and twice the weight of a large weapon (Or four times the price and weight of a medium weapons).

kkplx
2014-06-07, 04:06 PM
Q 59

http://www.d20pfsrd.com/magic/all-spells/s/storm-of-blades

Does the caster need proficiency and the appropriate size for the weapon to avoid taking penalties for nonproficiency (-4) and size difference (stacking -2), or does he/she roll the ranged attack for the spell, not the weapon?


You make a ranged attack roll for each sword (spell description)
instead of

You make a ranged attack roll with each sword (wording that would mean you take penalties due to size&type)

manny2510
2014-06-08, 05:26 PM
Q#60

I would like to Create a variant of Deliquescent Gloves From the pathfinder Ultimate Equipment book.
The gloves confer a +1 Enhancement Bonus effect to attacks made, and cost the same as a +2 Enhancement bonus. May I create a similar item that confers a +2 Enhancement Bonus effect to attacks made by making the gloves cost equal to a +3 Enhancement Bonus?

Please clarify so my DM can avoid Rule 0.

Psyren
2014-06-08, 10:35 PM
A60: The gloves confer a very specific effect on your attacks. Changing that property to a different one would indeed require rule 0 (i.e. a custom item.) It is not like, for example, choosing to create a +1 Corrosive Burst spiked gauntlet instead of a +1 Corrosive one.

Q61: Is it possible in the rules to automatically escape a grapple by shrinking or shapeshifting to a very small size relative to your attacker? (e.g. Tiny or smaller.)

weckar
2014-06-09, 07:05 AM
Q62 Do intelligent undead have souls?

Yanisa
2014-06-09, 07:58 AM
A61
I can't find any mention of it in the rules. Closest thing I found to grapple and polymorph is the Tenori (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/tetori) monk, that is able to prevent creatures from polymorphing in a grapple.

A62
Maybe. It seems to be confirmed for some undead, others are unmentioned. It also depends on campaign setting and even personal view, but lets avoid making this philosophical.

By the fluff in the books there are a couple of intelligent undead that have souls. Liches have bound their soul to an item to achieve immortality. Ghost and other incorporeal undead are described as lost souls (There is a small line in the GameMastery Guide even), stuck between this world and the next. Vampires in the Golarion setting also seem to have souls, as stated by The Great Beyond (http://paizo.com/products/btpy87uz?Pathfinder-Chronicles-The-Great-Beyond-A-Guide-to-the-Multiverse).

There is also the side note that when your body is transformed into an undead, you cannot be resurrected, even by spells that offer a new body (Reincarnation and True Resurrection). So being undead has some influence on souls and their ability to return the mortal plane, but whether that means if the soul is trapped inside the undead, or just stuck in the afterlife is unexplained. Again The Great Beyond (http://paizo.com/products/btpy87uz?Pathfinder-Chronicles-The-Great-Beyond-A-Guide-to-the-Multiverse) calls out that unintelligent undeads, like skeletons and zombies, have no souls. so make of this what you want.

jaydubs
2014-06-09, 10:57 AM
Q63

The mythic wall of thorns spell says "Any creature adjacent to the wall is automatically grappled by it."

Freedom of movement says that "All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin."

Since no check is required, does this mean that if you cast a mythic wall of thorns onto or next to someone with freedom of movement, they are grappled, and must use their standard action to escape?

And with only a listed CMD and no CMB, the spell maintains the grapple until a creature makes a successful escape check?

SpawnOfMorbo
2014-06-09, 12:01 PM
Q64

Has there been any official or unofficial support from Paizo when it comes to jump checks replacing Dex/acrobatics with a Strength check?

Q65

If you gain a natural attack such as from Mother's Teeth and can you use it as a standard action attack or does it take a full round action?

torrasque666
2014-06-09, 08:47 PM
Q66: Does Eldritch Heritage actually allow a sorcerer to count as having that bloodline for things that require a specific bloodline? Such as Dragon Disciple?

Starscythe
2014-06-10, 12:34 AM
Q67

are there any feats or inquisitor spells that increase damage against demoralized foes?

Spore
2014-06-10, 04:16 AM
A63 The way mythic spells are written I feel like they have priority before non-mythic spell versions. Then again Freedom of Movement is a very oddly written spell and the fact that it's permanent on most axiomatic outsiders is a clear indicator for me that it is intended that: No, this spell won't work on Freedom of Movement.

A64 No idea actually. I just wanted to replay so that your question isn't going to be ignored. I think raw attribute checks can be substituted for many things. You could even say that you write a feat/trait to attribute Strength to Acrobatics for Jumping (after all the Hulk - aka every Barbarian ever - doesn't jump from his insane Dex).

A65 Singular natural attacks are standard actions to use. A full attack with several natural attacks is a full-round action.

A66 Sadly no. But you can retrain your sorcerer levels with those rules: http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/retraining.html#_retraining (or just ask your DM to fudge your discovered Draconic blood in via Crossblooded).

A67 Not inquisitor specific but Blisterind Invective deals fire damage to demoralized characters. You can intimidate them via Dazzling Display, then Shatter Defenses (for the rogue to deal automatic sneaks). I don't know about more. You can't get Deadly Stroke without 8 levels of Fighter sadly.

Q68 Are there some pdf spell cards that allow me to type in short personalized spell descriptions (for my spont. casters)?

Raven777
2014-06-10, 04:52 PM
Q68 Are there some pdf spell cards that allow me to type in short personalized spell descriptions (for my spont. casters)?

A68 Have you tried these (http://www.thegm.org/perramsSpellbook.php)? Follow the Custom Card Creator link on that page, it lets you design your own spells for spell cards, so you could fill the details with those of an already existing spell, with a description of your own.

Spore
2014-06-11, 09:06 AM
Q68 reply I play in often poor lighting and these cards are simply too small. But thanks to you I have seen that you can enlarge the font by a great deal. Thanks.

rubycona
2014-06-11, 12:30 PM
Q69 - Do you know when someone's failed to scry you?

Generally, as I understand, if you succeed on a will save, you know that magic has been attempted on you. (I suppose first, if that is false, I certainly need to know!) But assuming I got that right, is that also true of scrying? If someone tries to scry you, and you pass your will save, do you know that someone's scrying you? Do you know that some sort of undefined magic was unsuccessfully cast on you? What would you know, basically?

Thanks!

Yanisa
2014-06-11, 01:12 PM
A69
There is no reason to assume that scrying is different from the general rule. So yes if you succeed a will save, even from scyring attempt, you are aware something happened. I would assume seasoned adventure would recognize it as magic, but the description is vague, so you don't know anything beyond something is messing with you.


Succeeding on a Saving Throw

A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

kkplx
2014-06-11, 05:32 PM
http://www.d20pfsrd.com/magic/all-spells/s/storm-of-blades

Does the caster need proficiency and the appropriate size for the weapon to avoid taking penalties for nonproficiency (-4) and size difference (stacking -2), or does he/she roll the ranged attack for the spell, not the weapons created by the spell?


You make a ranged attack roll for each sword (spell description)
instead of

You make a ranged attack roll with each sword (wording that would mean you take penalties due to size&type?)

Reposting one time since there was no answer so far from what I see and google-fu still fails me.

Karoht
2014-06-11, 07:32 PM
A67 Not inquisitor specific but Blisterind Invective deals fire damage to demoralized characters. You can intimidate them via Dazzling Display, then Shatter Defenses (for the rogue to deal automatic sneaks). I don't know about more. You can't get Deadly Stroke without 8 levels of Fighter sadly.Clarification:
Blistering Invective demoralizes AND lights them on fire.
http://www.d20pfsrd.com/magic/all-spells/b/blistering
"When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect."
Important, SR has no effect from the demoralize, even though the source is a spell, the spell itself calls this out.

The suggestion for Dazzling Display + Shatter Defenses is noteworthy.

Yanisa
2014-06-11, 11:48 PM
A59
There is no answer. It's an badly written spell from and the splashbook it comes from doesn't seem famous. There aren't enough people asking questions and it's already half a year since the book came out, so I don't expect they will fix this obscure little spell (besides, there is a lot wrong with this spell, a lot, more then a simple errata can fix, it would need a total rewrite).

That aside, by the most strictest of readings.

The spell is written with the idea magic causes the swords to fly, "magically propel them at your target", and feats that enhance the sword crit or damage don't apply, "each attack has the same threat range and critical modifier and deals the same damage as a standard sword of the type expended". By this wording it also gives the impression it doesn't even deal strength damage like a throwing weapon and makes it very debatable if you could apply any feats on it.
We also have the line "with no penalties for range increments or using melee weapons as ranged weapons" which is in essence telling us improvised penalties don't apply which is normal for spells but not for ranged attacks. So by that logic then it would also mean that non-proficiency also don't apply, you are clearly not throwing yourself, or else you were already dealing with improvised penalties. (And in essence non-proficiency and improvised IS the same penalty.)
Following that same logic range increments also don't apply, which are very normal penalties when you make an attack yourself, but spells never deal with distance beyond their set range. Similarly size penalties are normal to the wielder but never apply to magic
So this all hints very strongly to magic being the thrower, not the caster.

Still, your DM ruling may vary, and this spell is heavily subject to DM interpretation (because it's written so poorly, urgh).

Spore
2014-06-12, 02:42 AM
A59 addendum I would orient myself on the "throwing knives" effect of the official spell Telekinesis.


You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner).

That's what I would substitute because you're making an attack with your primary casting stat with a spell that might as well be known as Telekinesis Light.

Starscythe
2014-06-12, 04:35 AM
Q70
Is there a way for an inquisitor to use intimidate (or something else for that matter) to cause a fear effect greater than demoralized/shaken?

Spore
2014-06-12, 02:48 PM
Q71 Do the Change Words from the Words of Power feature cause yourself to be unable to cast spells? http://paizo.com/pathfinderRPG/prd/ultimateMagic/wordsOfPower/effectWords/changeWords.html#_bestial-form-%28change%29

Yanisa
2014-06-12, 03:08 PM
A71
The Change Words don't actually specify you change into a different creature type, so you keep being humanoid and keep being able to cast spells. (Also no gear melds into you when you transform)

Barstro
2014-06-12, 06:29 PM
Q72 Spectral Hand, Bouncing Frostbite

Reposting from wrong thread.

Can a PC use Spectral Hand and a Bouncing Metamagic Rod on Frostbite to allow Frostbite to potentially target a second creature each turn?

I see nothing in the rules to indicate otherwise, but I don't know if multii-round spells like that still get to benefit from Bouncing.

Another question, based on an answer I received from the other thread; does the second target need to be adjacent to the first (where the hand was) or can it be anywhere within 100+ feet (Hand spell range)?

Thank you,

Karoht
2014-06-12, 08:32 PM
Q70
Is there a way for an inquisitor to use intimidate (or something else for that matter) to cause a fear effect greater than demoralized/shaken?Yes and no.
Yes, in that once shaken, saves and most other rolls are lower, therefore a target who is shaken is more susceptable to another fear effect. No in that the Intimidate skill (Demoralize/Shaken) by itself can not be the tool to take the target further down the fear chart.

However...
A level 8 Barbarian with Intimidating Glare and Terrifying Howl can do it for a Move Action followed by a Standard Action. Or, the Inquisitor could Demoralize, and the Barbarian could Howl to take some targets from shaken to panicked.
Intimidating Glare (http://www.pathfindersrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/intimidating-glare-ex) and Terrifying Howl (http://www.pathfindersrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/terrifying-howl-ex)

I'm mentioning all this, even though it is not Inquisitor stuff, because there might be an archetype that might be able to get access to these rage powers. I don't personally know Inquisitor well enough, but it's an angle for you to investigate if interested.

I know there's a feat (not a rage power) to make this even cheesier, but the name isn't coming to mind right now.
EDIT: Found it!
Dreadful Carnage (http://www.pathfindersrd.com/feats/combat-feats/dreadful-carnage-combat) to make the above even cheesier. Opens up at level 11.

Yanisa
2014-06-12, 11:35 PM
A70 Addendum
While we are on the subject of other classes. The Rogue Archetype Thug (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/thug) can change 4 rounds of shaken into 1 round of frightening and is available as a 1 level rogue dip.

In general many feats that give the fear line of debuffs are based around intimidate, and intimidate doesn't allow stacking. I can't find any other way to shaken (or worse) enemies with a feat without intimidate. Non feat options are mostly magic, for example Cause Fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear) makes shakes enemies panicked, which is pretty good for a level 1 spell. Or how about clever use of the Dirty Trick Combat Maneuver (http://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick) ability, that also allows shaken, and does stacks like normal fear, it does add a ton more feat requirements on a build.

A72
Bouncing spell is a nasty written bugger and it all depends on how you read its first line. I found three interpretations no less, so it's a bit pick your ruling today.
1) It only works on spells with Saves/Spell resistance that target one creature; The most RAW, in this case Frostbite only works when the creature has spell resistance.
2) It only works on spells with the line "Target One (Adjective) Creature"; Seems to be the most RAI, in this case Frostbite won't work because the line is "creature touched"*.
3) It works on any spell that targets one creature; This is the most free spirited, and works even when Magic Missile is blocked by a shield spell, as long as all missiles go for one target. Then Frostbite is definite yes.

*I saw someone making the argument that touch spells aren't cast on enemies but on yourself, pointing out that when you miss you don't loose the charge. Similar Ray spells also don't have a target line, rather being effects spells that the caster aims himself.

In strict RAW cases or PFS I would advise to just use option 2, but if you have a friendly DM option 3 seems to be the better and more fluff fitting option. Be wary for those DM that rule 1, its harsh but its also written right there, in the text (and you still need to take a stance on 2/3 in a sense too, so it doesn't make the issue easier).



As for Spectral Hand, the hand has no limited movement and moves instantly within the spell range. So when the spell bounces any other target within the spectral hands range is fair game.

Barstro
2014-06-13, 08:41 AM
Q72A


A70 Addendum
A72
Bouncing spell is a nasty written bugger and it all depends on how you read its first line. I found three interpretations no less, so it's a bit pick your ruling today.
1) It only works on spells with Saves/Spell resistance that target one creature; The most RAW, in this case Frostbite only works when the creature has spell resistance.


I actually meant for this question to be on Chill Touch (but then thought I misread the spell so it didn't apply) as used against undead.

Use Spectral hand and Bouncing Chill Touch to cause one undead to panic and target a different undead if the first one makes the save?

Yanisa
2014-06-13, 09:43 AM
A72 Addendum
It's the same answer, depends on how you read Bouncing spell.
By the strict RAW a Chill Touch cast on Undead could bounce. It has a save that can fail, can target one creature and no partial side effects. But the only way it could work is if you target a single undead per casting of the spell, making it rather useless combination. (You are better of using your spectral hand to deal multiple chill touches in one round, rather then one that might bounce)

Barstro
2014-06-13, 09:59 AM
Q73

So, I CAN target multiple undead with Chill Touch through Spectral Hand in one round? I assumed it was a single attack per round for up to one round per level.

Kurald Galain
2014-06-13, 10:08 AM
A73 "You can use this melee touch attack up to one time per level." Doesn't say anything about single attacks per round.

(edit) I should also point out that Bouncing Spell is not going to overpower the game in its most lenient interpretation. After all, instead of using a bouncing level 1 spell in a 2nd level slot, you could also be using a level 2 area effect spell and save the feat for something else. So I'd allow it: it's cool and not unbalanced.

Callum
2014-06-13, 10:19 AM
Q74

Is there any way that a 1st-level PC with Light Blindness (eg a drow (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/drow.html) PC) can negate the dazzled condition they suffer while in bright light in an ongoing way?

Kurald Galain
2014-06-13, 10:31 AM
A74 Cloak of Shade spell. If you're not a druid, grab potions thereof.

Yanisa
2014-06-13, 10:40 AM
A73.5
Touch and multiple attacks (http://www.d20pfsrd.com/magic#TOC-Range).


You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

So yes, spectral hand + chill touch = 6 targets.

A74
Cloak of Shade does not work

The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight.

Penumbra (http://www.d20pfsrd.com/magic/rare-cantrips#TOC-Penumbra) is the spell that does work, but is not RAW. The official one is level 2 and named Protective Penumbra (http://www.d20pfsrd.com/magic/all-spells/p/protective-penumbra).

Edit: Most races do have race options. Drow have the Alternative Racial Trait Surface Infiltrator.

(Orcs have Alternative Racial Trait Dayrunner, Damphirs have the trait Born in the Light)

Edit2: Also this rule:

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.
A simple parasol (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Parasol), should be enough, although it is not listed as one of its benefits. In general finding some sort of shade helps, perhaps a wagon with sunshade (Although 50gp is expensive. (Picture (http://www.freepatentsonline.com/7059660-0-large.jpg), although that is a modern car, not a wagon, but the idea stands)
Although these options do suck in outside daylight combat unless you got some helper to carry the parasol or move the wagon.

Kurald Galain
2014-06-13, 11:36 AM
Cloak of Shade does not work
Drow aren't vulnerable to sunlight, they're sensitive to light; that's not the same thing (for example, Vampires are vulnerable to sunlight). COS does reduce the penalties of sunlight by -1, so it would reduce the penalty of being dazzled to zero.

Yanisa
2014-06-13, 12:11 PM
Drow aren't vulnerable to sunlight, they're sensitive to light; that's not the same thing (for example, Vampires are vulnerable to sunlight). COS does reduce the penalties of sunlight by -1, so it would reduce the penalty of being dazzled to zero.

Yeah, good point. Any lenient DM would probably allow it.

But by RAW it is dubious, there is no "vulnerable to sunlight" clause in vampires, (and neither do wraiths), so it isn't a rule term, but a normal English one. So then it's left up to the reader with vulnerable means, but again I agare with you. Also Sunlight does not cause penalties so that sentence shouldn't do anything, but that's nitty gritty word lawyering. But it proves the idea is there, the words just fail to make a clear distinguishing between the lesser sunlight penalties (Light Sensitive and Light Blindness) vs the greater sunlight penalties (Sunlight Powerlessness and whatever Vampires do).

But I am way too offquestion, so I keep quiet now, if you want to debate further start a topic or PM me to start a topic. I see a really silly argument that leads to Cloak of Shade protecting vampires, but I don't really want to go there because it's a silly argument to defend.

FabulousFizban
2014-06-13, 02:16 PM
A63 The way I read this, based purely on the way it is written: the freedom of movement character is auto-grappled since it doesn't require a roll, but the character auto-escapes on his turn. What this means practically is you have the rest of that turn to wail on the character at a -4 dex.

torrasque666
2014-06-13, 04:57 PM
Q75: Can a magus use additional spells when executing spell combat with cleave?

Kurald Galain
2014-06-13, 05:03 PM
Q75: Can a magus use additional spells when executing spell combat with cleave?

A75 No. Cleave is a specific (standard) action whereas Spell Combat is a different specific (full-round) action, so you cannot combine the two.

kkplx
2014-06-13, 06:04 PM
Q 76

What ways exist in pathfinder to cast personal range spells on other player characters?

Yanisa
2014-06-14, 01:27 AM
A76
Your best bet is a Ring of Spellstoring (http://www.d20pfsrd.com/magic-items/rings/ring-of-spell-storing) or similar spell storing items. It can also be done with a scroll, wand or staff, but then the other person needs to cast spells or have UMD and it costs gold per casting.


A couple of more restricted ones:
There is Improved Share Spells (http://www.d20pfsrd.com/feats/general-feats/improved-share-spells) to cast personal spells on your animal companion or familiar.
Egoists can manifest any personal psychometabolism power on others with Shared Effect (http://www.d20pfsrd.com/psionics-unleashed/classes/psion/psionic-disciplines/psychometabolism#TOC-Shared-Effect-Su-).
And I even found a third party homebrew metamagic feat that allows it, named Share Personal Spell (https://sites.google.com/site/pathfinderogc/extras/community-creations/arazyrs-lab/feats/share-personal-spell).

Kurald Galain
2014-06-14, 11:12 AM
Q77 Is there some low-level feat, class feature, or other way to increase my speed while wearing heavy armor?

torrasque666
2014-06-14, 03:35 PM
Q78: When a Magus uses spell combat, is it possible to hold a touch spell until the end of the full attack and then cast it?
Basically I'm trying to figure out when using something such as a Toppling Force Punch with spell combat. If used before hand, all the attacks miss. if used on the first one, its the only one that hits. If its used afterwards then I can get all attacks in and THEN get the spell off, making a much better use of my actions. Otherwise I'll be forced to use Forceful Strike instead since its a swift action and by my understanding a swift can be used in the middle of a full attack. And then I don't take the -2 on everything.

Kurald Galain
2014-06-14, 05:00 PM
A78: Yes, you can first do all your iterative attacks, then cast Force Punch, and then make the attack roll for that. Alternatively, you can cast Force Punch first, then five-foot-step, then make the attack roll for that, and if it misses you can reuse the force punch on your first iterative attack (and on the second, if it misses, and so forth).

Note that having an extra attack at the price of -2 to all your attacks is usually a good deal (e.g. three attacks at +12 are better than two attacks at +14).

Yanisa
2014-06-15, 02:10 AM
A77
Well there aren't a lot of ways to specifically deal with heavy armor penalties, there are a couple ways to gain bonus speed, let's table a couple I found:


LevelSourceClassName AbilityMovement Details
1stClassCleric, Inquisitor, PaladinDomain (Travel) (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/travel-domain)10ft movement
1stClassOracleMystery (Flame; Cinder Dance) (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/flame)10ft movement
1stClassOracleMystery (Metal; Dance of the Blade) (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/metal)10ft movement
1stSpellAlchemist, Bard, Inquisitor, Magus, Sorcerer/Wizard, SummonerExpeditious Retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat)30ft enchantment movement; 1min/lvl
1stSpellDruid, Cleric, Travel DomainLongstrider (http://www.d20pfsrd.com/magic/all-spells/l/longstrider)10ft enchantment movement; 1 hour/lvl
3thSpellCleric, Inquisitor, Magus, Paladin, RangerEffortless Armor (http://www.d20pfsrd.com/magic/all-spells/e/effortless-armor)Ignores armor speed penalties; 1min/lvl
4thClass+ItemFighterArmor Training (http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Armor-Training-Ex-) + Sash of the War Champion (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sash-of-the-war-champion)Ignores heavy armor speed penalties
4thItemAnyBoots of Striding and Springing (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-striding-and-springing)10ft enchantment movement


(And there there are a couple more for Medium, Oracle Metal Armor Mastery (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/metal), Barbarian Fast Movement (http://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Fast-Movement-Ex-), Fighter Armor Training (http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Armor-Training-Ex-))

Kurald Galain
2014-06-15, 04:03 AM
A77
Well there aren't a not of ways to specifically deal with heavy armor penalties, there are a couple ways to gain bonus speed, let's table a couple I found:

Wow, very detailed answer. Thanks!

gr8artist
2014-06-16, 03:08 PM
Q79: What languages, exactly, does Linguistics allow you to decipher if you are untrained? How many can you decipher if you are trained?

You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.

You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery. (emphasis mine)
Assume the character in question is an untrained elf with 13 intelligence, who takes Draconic as his extra language at first level.

Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Q 79.1: Which can he decipher? A - Obscure forms of Elven and Common only.
B - Obscure forms of Elven, Common, and Draconic.
C - Obscure forms of Elven, Common, Draconic, Celestial, Gnoll, Gnome, Goblin, Orc, and Sylvan.
D - None of the above, since he is untrained.
Q 79.2: Assume that at 2nd level, he puts a rank in linguistics to pick up Dwarven. What languages can he decipher then?A - as above
B - as above
C - as above
D - as above
E - as A, but including Dwarven
F - as B, but including Dwarven
G - as C, but including Dwarven
H - Obscure forms of Dwarven only.

Yanisa
2014-06-16, 04:43 PM
A79
The best source that mentions racial languages is the Race Builder, in the chapter Language Quality (http://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races#TOC-Language-Quality).

There are three options. In cases where the language trait instructs you to choose a racial language, that language is either the race's racial language (if any; feel free to create a new language for the race if you wish), Draconic (if it is a humanoid with the reptilian subtype), or, if the race is of the outsider (native) type, one of the planar languages (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran) of the corresponding plane. (Creatures tied to Abaddon can take either Abyssal or Infernal as a racial language.)
From that we learn that there are indeed three "groups of languages" that counts as a racial languages, but the word bonus is missing here.

I found that in the Intelligence (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-) section.

You apply your character's Intelligence modifier to:

The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
But that Bonus doesn't mention Racial... so by RAW there is no such thing as a Racial Bonus Language... (You could make the argument that bonus is a synonym of additional, in that case you only get those additional languages for linguistics, but that seems like a stupid rule leading to Elves not being to able to decipher Elven but they can decipher Gnoll.)

The easy RAI solution is to add a single word so we get "Racial and Bonus Languages".

A79.1
Then the answer here would be:
E: Common, Elven and any Language he gained from having a positive intelligence modifiers in the list of Draconic, Celestial, Gnoll, Gnome, Goblin, Orc, and Sylvan.

There is a small disguising between B/C and E for two reasons. First off you need to be able speak and write the language and secondly if you gain more languages from increasing your intelligence these also would become available for a untrained linguistic checks (Unless you pick a language outside this list, like Dwarven in this example).

Do note this is all based on my early RAI and is not really clearly stated in the RAW. Still I feel this is logical enough to call common sense.

A79.2
I: Any language, he put a point in linguistics.

JoeYounger
2014-06-17, 09:37 AM
Q80

Do you need the profession sailor skill to sail a Swan Boat feather token through rough waters? Or does the boats 60 foot speed imply that the boat sails itself where the characters WANT it to go?

Keneth
2014-06-17, 10:20 AM
A80 As far as I know, the boat doesn't have any self-propulsion capabilities, but the rules for the item were made before rules for boats were. If you wanna treat it like a normal boat, I'd suggest using the stats for a keelboat (http://www.d20pfsrd.com/gamemastering/other-rules/ship-combat/vessels). If your group can't be arsed with boat rules, then just assume it's got swan legs that magically propel it at 60 ft. Regardless, I'd still ask my players to make a Profession (sailor) check in difficult conditions.

Q81 Is there a feat or trait that lets you add your Strength to attack rolls with thrown weapons? I know there's a belt of mighty hurling, but I'm specifically looking for a feat or trait. I can't seem to find one, but I recall there being one. Maybe it was in 3.5 or something...

Spore
2014-06-17, 10:35 AM
A81 Not in the PF core source books I'm afraid. You might have to look for 3rd party or 3.5 conversions.

Keneth
2014-06-17, 11:53 AM
A81+ Indeed, it's Brutal Throw from Complete Adventurer (3.5). Good thing I'm the GM. :smallbiggrin:

Kurald Galain
2014-06-17, 12:32 PM
Q82 The latest version of the Advanced Class Guide playtest doesn't allow multiclassing between e.g. a fighter and a brawler (because the brawler is supposed to be a fighter/monk). However, I've heard that they've removed this restriction (or at least, publically stated that they will remove it for the final print). Can someone confirm this please?

Yanisa
2014-06-17, 12:52 PM
A82
This blog post (http://paizo.com/paizo/blog/v5748dyo5lg4r?Victory-For-Paizo-Victory-For-The-Kids), its hidden in the end.

In the playtest for the Advanced Class Guide, the new classes were called hybrid classes, since each is a mix of two parent classes. In the playtest, you could not take levels in either of the parent classes if you had levels in the hybrid class. In the final version, we removed this restriction.




There are more announced changes there, some in the comments, this post (http://www.giantitp.com/forums/showthread.php?349805-Advanced-Class-Playtest&p=17506067&viewfull=1#post17506067) collect them nicely.

jaydubs
2014-06-17, 10:08 PM
Q83

How exactly is the cutoff point for when an immediate action can be used determined? For instance, if you have an ability to let you reroll a save as an immediate action, but the failed save would have left you dead/helpless/etc., can you still use that ability to reroll?

What about damage? If you have an ability that lets you avoid damage as an immediate action, but you take a hit that would leave you below 0 hp, can you use it after?

Assuming the ability itself doesn't specify, how is the cutoff point determined?

deuxhero
2014-06-18, 12:16 AM
Q84
A wizard summons a Movanic deva with Summon Monster VII (added by Summon Good Monster) and orders it to use its Antimagic Field SLA. What happens?

Yanisa
2014-06-18, 09:57 AM
A83
There is no real cut off points. An immediate action can be taken at any time. Do remember that some status effects, like paralyzed and stun, state you cannot take actions, so that would include immediate actions. Assumably the same goes for Unconscious and Dead, although silly enough that is not stated by the RAW.

On a side note many DMs retroactively change the outcome of combat when you forgot a bonus or a penalty, to the point it has become somewhat of a trope in DnD, and is joked about all around the internet, even the order of the stick has a comic about it (http://www.giantitp.com/comics/oots0034.html). (Or this one (http://www.giantitp.com/comics/oots0604.html), albeit more subtle.) Similarly I personally have had and seen many DMs that allow immediate actions to prevent stun, paralyze or dead, even after the fatal roll. But that is DM depended, but seems to be commonly allowed.

A84
The game crashes due an infinite loop. (Summoned Movanic Deva cast Anti-Magic Field, SMD is winked out, SMD appears on homeplane with AMF, the AMF is gone on the material plane thus the suppressing effect is gone, SMD reappears and so does the AMF, SMD is winked out again, etc.)

The easier way to handle this is to threat the creature as if it is winked out for the duration of the anti-magic field.

There is also an argument that states that the AMF disappears when the creature is returned back to its home plane, based on the part I bolded in the following paragraph about summoning spells.

Summoning: a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
Although the spell did not end, it did got suppressed, and thus the AMF should have ended as if the Summon Monster spell ended. (Although personally I find it questionable because again the Summon Monster spell did not end.)

In any case it is a DM call which of the arguments is the most RAW, in both cases it is a stupid move.

Mellack
2014-06-18, 04:39 PM
Q85

Sorry, but I am having trouble understanding the magic creation cost rules. If I want an item that can cast a 4th level sorcerer spell once per day, how much would that cost? I am assuming it would be spell-completion which is fine as we have a sorcerer. Also since it is a level 4 spell, I figure it would be cast as if from a level 7 caster. Thanks.

Yanisa
2014-06-18, 05:04 PM
A85
Using Spell Completion is typical of scrolls and caries with it varies "penalties" of normal spellcasting and more importantly it is single use only, not once per day. Magic items that function x times per day are most often Command Words. (Also see the chapter here (http://www.d20pfsrd.com/magic-items#TOC-Using-Items))

As for calculating the costs, we have the table here (http://www.d20pfsrd.com/magic-items#TOC-Using-Items).
The two important parts are:
*Command word -> Spell level x caster level x 1,800 gp
*Charges per day -> Divide by (5 divided by charges per day)
The other thing of note is the caster level is the minimum caster level required to cast the spell (often based on Cleric/Druid/Wizard), and is not related to the caster level you see in the item description.

So for a fourth level spell we get: 4 (Spell level) x 7 (Caster Level) x 1,800 (Base Price) divided by 5 (5 divided by 1 charge per day) = 10,080 GP
The Cape of the Mountebank (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cape-of-the-mountebank) is a nice example of a item based on a 4th level spell priced by the guidelines.

jaydubs
2014-06-21, 01:16 AM
Q86

Does bless weapon work with abundant ammunition?

Q87

Is there a specific definition for wielding? This concerns:
a) Does a caster have to be holding a metamagic rod in a hand to use it?
b) Does a character wearing armor with spikes count as wielding a melee weapon for feats like sword and pistol?

Q88

While a flying opponent can't be tripped, what happens if they are given the prone condition in another manner? For instance, with the pistolero's twin shot knockdown?

Yanisa
2014-06-21, 02:22 AM
A86
Abundant Ammunition only works on nonmagical ammunition, so it does not work on blessed ammunition.

A87
The most harsh answer I could find is that to wield a weapon, you must use a successful attack with it within a round. That logic stems from the Defending Weapon Property FAQ (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o3r) entry. But it is not exactly RAW for the purpose of defining the word wield in all cases though. For those other cases we are stuck the dictionary meaning "to hold and use (a weapon or tool)".

A87A
Yes, generally rods have to be held (wielded) to be used. Metamagic rods make no exception within their description, thus must be wielded.

A87B
Like I brought up earlier, this issue can be similarly dealt with as the Defending Weapon Property. In order the gain the benefits of the Sword and Gun feat you must at least make an attack roll with both the melee weapon and the ranged weapon. Because you can make attacks with the Spiked Armor, you must be wielding it.

Another argument is that Armor Spikes (http://www.d20pfsrd.com/equipment---final/armor/armor-spikes) call out they can be used as an off-hand weapon, so they must be able to be used with Two-Weapon Fighting. And TWF calls out you are wielding the weapons, thus you are wielding Armor Spikes.

Both answers are backwards logic, but still supported by RAW.

A88
It is a common issue with no answer, so it's up to your DM.

Most people treat it as if the flying creature just fell, and he can recover with a DC10 fly check on its turn to prevent actual crashing down. (Because movement is only made in your own turn, rules are weird like that.)

kkplx
2014-06-21, 09:41 AM
Q 89

Create Treasure Map (http://www.d20pfsrd.com/magic/all-spells/c/create-treasure-map)

It shows you the location of treasure, sure, but what about the map it creates? Shouldn't it fill the map (on the scale chosen for the map) with all the map-relevant information (woods, lakes, even points of interest like cities) according to the knowledge of the creature, and then place the "X" for treasure in that map?

weckar
2014-06-21, 04:27 PM
Q90
Is there anything that prevents one from using the feat Roll With It against attacks of opportunity provoked by earlier use of said feat?

Karoht
2014-06-21, 06:39 PM
Q 89

Create Treasure Map (http://www.d20pfsrd.com/magic/all-spells/c/create-treasure-map)

It shows you the location of treasure, sure, but what about the map it creates? Shouldn't it fill the map (on the scale chosen for the map) with all the map-relevant information (woods, lakes, even points of interest like cities) according to the knowledge of the creature, and then place the "X" for treasure in that map?A89:
The following text from the spell seems to imply that it indeed does so. Just not necessarily as an X for treasure.
"You must choose the scale of the map when creating it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a valley or community), or broad (e.g., a country or larger). The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault."
That seems to be listing points of interest from which one could derive a location. At least, that's how I read that.
It's giving the surroundings and marks locations of valuable things. If the creature values treasure (IE-Big chests full of money and magical awesomeness), then that is something that will be on the map. If the creature does not value such things, it won't be on the map. A dead farmer might not care much about the small coin purse of coppers and silvers he keeps under the floorboards of his house, but the location of his prize milking cow or the grainery full of grain might be on such a map.

Yanisa
2014-06-22, 12:43 AM
A89 Sidenote
From my own experience many treasure maps have a vague outline of the area and then a couple of cryptic landmarks. Things like: 25 paces from the crooked tree, turn west and walk 50 paces past the broken rock. And indeed if you find or hide something without making a map yourself, then all you have to go by are the landmarks around the treasure. I also feel that the spell shouldn't make a normal map you could use outside treasure hunting, because that is not really the intend of the spell.

But this all opinion rather then rules. As stands in the books the map is as detailed as the DM allows it to be. (Bonus points if the dead dude has Knowledge: Geography)

A90
The feat itself doesn't provoke attack of opportunities but repeats the default rule that movement out of threatened squares provoke. The normally easiest way to deal with those is acrobatics... but its unclear if you can use acrobatics with this movement due the half speed penalties. I say you could, but always take the +10 to the DC for moving full speed.

And there must be other ways to avoid attack of opportunities while moving, but I cant find them.

weckar
2014-06-22, 07:32 AM
A89 Sidenote
A90
The feat itself doesn't provoke attack of opportunities but repeats the default rule that movement out of threatened squares provoke. The normally easiest way to deal with those is acrobatics... but its unclear if you can use acrobatics with this movement due the half speed penalties. I say you could, but always take the +10 to the DC for moving full speed.

And there must be other ways to avoid attack of opportunities while moving, but I cant find them.
I was specifically referring to the goblin-only feat. 'speed' is determined by damage that would have been taken and does not actually affect the roll. My question regarded whether it would be possible to bounce more than once in a turn.

Yanisa
2014-06-22, 08:00 AM
I was specifically referring to the goblin-only feat. 'speed' is determined by damage that would have been taken and does not actually affect the roll. My question regarded whether it would be possible to bounce more than once in a turn.

Oops, then I misunderstood your question. Sorry.

A90 For Real
The acrobatic check, to avoid damage and start the bouncing roll (aka bounce), is an immediate action. Since you only get one immediate action per round, you can only roll acrobatics once per round to bounce, so you can't bounce from an AoO caused by the movement from the first bounce.
(Unless they are ways to get multiple immediate actions, but I can't find any.)

Kurald Galain
2014-06-22, 05:33 PM
Q91 What is the AC modifier on elven chain (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/elven-chain)? For some reason this is not on the d20pfsrd site. Is it +6, just like regular chainmail?

Karoht
2014-06-22, 06:03 PM
Q91 What is the AC modifier on elven chain (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/elven-chain)? For some reason this is not on the d20pfsrd site. Is it +6, just like regular chainmail?A91:
Chain Shirt has a +4AC, 4 max dex, -2 armor check, 20% arcane spell failure and is considered light armor.
Chainmail has a +6AC, 2 max dex, -5 armor check, 30% arcane spell failure and is considered light armor.

Elven Chain does not state that it is a +6 anywhere I can find, however it states "This extremely light chainmail..."
And beyond that has the same stats as a chain shirt (4 max dex, -2 armor check, 20% arcane spell failure), including calling it out as light armor.
I'm going to go ahead and say yes, it gives +6 as a chainmail would, because otherwise this is a very expensive chain shirt that I can see no actual reason for it's pricing.

Also, further investigation under Materials on pathfinderSRD.com yields this nugget in regards to using mithral for armor, which the Elven Chainmail description states the Elven Chainmail is made from:
"Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0)."
Which is consistant with the stats of the Elven Chainmail. The only difference I see, is that Elven Chainmail calls out the item as light category rather than medium, which likely is the justification of an extra 1000gp (approx) to the price.

TL:DR-Yes.

MizuDevil
2014-06-24, 12:07 PM
Q92:
In Pathfinder creation of Zombie/ Skeleton Works like in D&D 3.5? I just take corpse, look at stats and change its with "Creating Zombie/ Skeleton'' in Zombie/ Skeleton description?

kevlar427
2014-06-24, 04:24 PM
Q93:

As per the spell "Greater Planar Binding" (Link here (http://www.d20pfsrd.com/magic/all-spells/p/planar-binding)), it states that no creature can be summoned with more than 18 HD. The sample table, however, lists 3 creatures with greater than 18 HD. Why is this? Are we expected to lower the HD to 18 and adjust the stats?

Yanisa
2014-06-24, 11:35 PM
A92
Yup. That's all there is to it.

A93
Well I am pretty sure the table is from the makers of the site, rather then Paizo, but that doesn't really answer your question. (Link to Paizo's PFSRD (http://paizo.com/pathfinderRPG/prd/spells/planarBinding.html), notice the lack of table)

I can guess...
What is most noteworthy is that all three with more HD are iconic outsiders, Balors, Pit Fiends and Solars, and other outsiders with more than 18 HD aren't on the list. Maybe they are on the list to show you cannot call these famous and well known outsiders.
Or maybe the list was also meant to be included on the Gate page.
Or maybe it's human error.

Regardless, I don't think it is the intend to downscale these outsiders to 18 HD.

boriss283
2014-06-25, 07:09 AM
Q94

Summoner in Pathfinder is like spellcaster and he must speak spell and twist arms ?

Firest Kathon
2014-06-25, 07:14 AM
A94
The Summoner casts spells just like a Sorcerer, including verbal, somatic and material components as specified by the spell description. However, their "Summon Monster" ability is a spell-like ability (http://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-) and as such has no verbal, somatic or material components.

Larsen
2014-06-25, 08:23 AM
Q95: Thanatopic Spell removes immunities to death effects, but not the need to make a save. Since most(if not all) death effects/spells require a fortitude save, it seems that undeads are still immune to them... Is that right?

Yanisa
2014-06-25, 08:40 AM
A95
The feat states any spells it augments works on undead (but only for death effects, negative levels, and energy drain*), which would mean the normal "Immunity to any effect that requires a Fortitude save" is also overwritten. So the feat would pierce that immunity too, so to speak.

*Edit: From the examples given in the feat, this list should also include negative energy, and because of this feat vampiric touch now deals negative energy (http://paizo.com/threads/rzs2q0lf?Thanatopic-Spell-vs-Vampiric-Touch#5)...
Yeah, the writing could use some cleaning up, but the intention is clear.

boriss283
2014-06-25, 10:42 AM
Q96

Of i summone a monster. And he dies. Monster will stay on my plane or или or it will desapear ?

boriss283
2014-06-25, 11:17 AM
Q97

There is Feats that can help me use Silent spell or Still spell with out level incresement few time in a day, or may be totaly with out level incresement ?

MizuDevil
2014-06-25, 11:31 AM
Q98:
Bulette Have Melee: +13 on bite and +12 on claw.
This is full attack action and Bulette gets -2 on attack roll`s (I just dont know, because it have BAB +8 and Str. Mod. +6 > 14 On melee (And Bite +1 from feat))?
Am I understand it correctly or Bulette have some varies BAB?

Q99:
Can I make undead from demon/ devil (Kill him and after that animate)?

Q100:
What the different from Demon and Devil?

Yanisa
2014-06-25, 11:45 AM
A96
When a summoned monster dies, the "corpse" disappears. Although the creature isn't actually dead, but he is returned where he came from. It does take 24 hours to reform.

A97
I know of traits, and you can gain traits trough a feat. But they only work for a chosen spell. for reference: Feat: Additional Traits (http://www.d20pfsrd.com/feats/general-feats/additional-traits), Trait: Magical Lineage (http://www.d20pfsrd.com/traits/magic-traits/magical-lineage), Trait: Metamagic Master (Wayang Spellhunter) (http://www.d20pfsrd.com/traits/regional-traits/wayang-spellhunter-minata)

There is also Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection), but again bound to a single spell and this one is also high level.

Instead consider a Metamagic Rod (http://www.d20pfsrd.com/magic-items/rods/metamagic-rods), these allow you to apply metamagic to any spell without making the spell a higher level. But they only work a couple of times per day and can be expensive. But Still Spell doesn't have a rod. Silent Spell (http://www.d20pfsrd.com/magic-items/rods/metamagic-rods/metamagic-silent) does.

A98
You are right. The mysterious penalty is from their size. (They are Huge, so get a -2 on attack rolls and AC.)

A99
Well it is not really called out, there is nothing in the rules to disallow undead outsiders, and thus demons. As long has you have a demon corpse, you can make it into an undead.

Some setting do say that slain outsiders revert to "primordial essence" back into the plane, but that is setting fluff rather then general rules.

A100
Really broad: Devils are Lawful Evil, Demons are Chaotic Evil. There are also subtle difference like both have different immunities and different abilities. For the full list check the subtype listings for devils (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-devil) and demons (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-demon).

MizuDevil
2014-06-25, 11:52 AM
Q101:
Where can I look/ how can know is undead intelegence or not (Can they make every day save to broke "Command Undead" or not)?

Yanisa
2014-06-25, 12:03 PM
A101
I'm afraid it's a case by case basis. So you need to look up the monster stats and check if it says "Int —". There is no separate list for mindless and intelligent undead.

Although most undead are intelligent, the only mindless ones I can think of out off the top of head are Skeletons and Zombies. (Ghost, Shadows, Wights, Ghouls, and even Mummies are all intelligent.)

MizuDevil
2014-06-25, 01:20 PM
Q102:
In whick book I can find deeities discription?
Q103:
Can I feel undeads I animated/ command (For Example, where they are)?
Q104:
With which action I can order my undeads? Or I can simply think and they will do it?
Q105:
Can be 'Comman Undead' DC save be improved with 'Improved Channel'?
106:
If summoned creature was killed, corpse disapear?
107:
How fine can undeads understand orders (How hard can be orders)?

Yanisa
2014-06-25, 02:16 PM
A102
Well I don't own any of the books the following seems logic choices: Inner Sea Gods (http://paizo.com/products/btpy94wj?Pathfinder-Campaign-Setting-Inner-Sea-Gods-Hardcover) (Although its very thorough), The Inner Sea World Guide (http://paizo.com/products/btpy8ief?Pathfinder-Campaign-Setting-The-Inner-Sea-World-Guide) (Which is everything about the general campaign setting, but touches on the core deities) or Inner Sea Primer (http://paizo.com/products/btpy8hih?Pathfinder-Player-Companion-Inner-Sea-Primer) (Which seems to be a shorter version of Inner Sea World Guide, still includes the main deities.)

A103
No, there is no special connection of any kind. They just follow your orders, but if you cant see or hear them, you don't know where they are.

A104
You can to verbally give them orders (See the Control Undead (http://www.d20pfsrd.com/magic/all-spells/c/control-undead) spell) so that would be a speaking (http://www.d20pfsrd.com/gamemastering/combat#TOC-Speak), which is a free action in combat as long as you keep it simple.

A105
Well officially by the rules the answer is no.

But judging from James Jacobs (Creative Director ) answer here (http://paizo.com/threads/rzs2l7ns&page=397?Ask-James-Jacobs-ALL-your-Questions-Here#19802), I think the intend is that it should work. Although in that example it is turn undead rather than command, but the same logic applies.

A106
Yup, although they are technically not dead but do need 24 hours to reform. (The full explanation can be found here (http://www.d20pfsrd.com/magic#TOC-Conjuration), under summoning.)

A107
It's not really stated in the books, so basically anything goes as long as the undead is capable of doing it.

As a confusing side note: Command Undead, the feat (http://www.d20pfsrd.com/feats/general-feats/command-undead---final), works like the Spell Control Undead (http://www.d20pfsrd.com/magic/all-spells/c/control-undead), which has no limits. The Spell Command Undead (http://www.d20pfsrd.com/magic/all-spells/c/command-undead) does (and heavy ones too), but that doesn't apply here in this case.

Amphetryon
2014-06-25, 03:23 PM
Q108:
Is the Falconer a valid Ranger Archetype for PFS play?

Yanisa
2014-06-25, 03:33 PM
A108
Yup.

From the PFS Additional Resources (http://paizo.com/pathfinderSociety/about/additionalResources) list:

Pathfinder Roleplaying Game: Ultimate Combat
All material from this book is legal for play except as noted below. Some rules elements are legal but function differently in Pathfinder Society Organized Play, as described.

Ranger: The trophy hunter archetype is not permitted in Pathfinder Society Organized Play.

(This heavily edited quote excludes anything unrelated to the question)

jaydubs
2014-06-26, 06:43 PM
Q109

Do the competence bonuses from inspire courage work on undead allies/minions?

Karoht
2014-06-26, 08:25 PM
Q109Do the competence bonuses from inspire courage work on undead allies/minions?A109:
As I understand it, unintelligent undead are immune to morale based effects. It doesn't discern positive or negative effects, just all morale based effects. Intelligent undead I think can be affected by morale based effects, that would preclude buffs as well.

Yanisa
2014-06-26, 10:35 PM
A109 Addendum
All Undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) have blanket immunity against mind-affecting effects, which include morale bonuses. So even intelligent undead are immune.


Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Edit: However that doesn't stop competence bonuses (http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus), so the +1 Att/Dam from inspire courage still work. Competence has nothing to do with mind-affecting effects.


As a sidenote, although not in the rules, it is strongly implied one can lower its defenses and be affected by effects they are normally immune too. Although the only examples are generally about spells, spell resistance and saving throws, none of these examples affect the undead immunities or the bard's inspire courage.

Karoht
2014-06-26, 10:45 PM
A109 Addendum
All Undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) have blanket immunity against mind-affecting effects, which include morale bonuses. So even intelligent undead are immune.

As a sidenote, although not in the rules, it is strongly implied one can lower its defenses and be affected by effects they are normally immune too. Although the only examples are generally about spells, spell resistance and saving throws, none of these examples affect the undead immunities or the bard's inspire courage.
Interesting.
Follow Up Q109:
Discordant Voice
http://www.d20pfsrd.com/feats/general-feats/discordant-voice
It doesn't explicitly state that it's a moral effect, and it states that it effects weapons and weapon attacks. But it is using Bardic Performance.
If my party member is undead (a vampire for example) would they gain this buff?
Guess = Yes

Yanisa
2014-06-26, 11:17 PM
Follow Up A109
Well an Undead isn't immune to the Bardic Performance ability itself, it is just that many of its uses are mind-affecting, morale, fear or something similar. In fact Inspire Courage partly works on undead. (You might note a sneaky edit in my previous post, I forgot to answer the actual question)

So yes, this feat would work too, the target doesn't even have to be affected by the bardic performance. So a bard could do a song that only effects enemies (Fascinate) and the feat still give allies the buff. No reason to assume undead are immune to this feat.

Barstro
2014-06-27, 12:30 PM
Q110

Asked on another forum relating to idea, but now I think I need something closer to a ruling;

What action is required for Boots of Escape (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-escape)?
Cost 8,000 gp
Use Dimension Door once per day
Range of 30 ft.
Probably effects only the wearer
Can be used ONLY when grappled, pinned, or entangled
Description does not say how it is activated

Consider Cape of the Montebank (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cape-of-the-mountebank)
Cost 10,800 gp
Use Dimension Door once per day
Range of 760 ft.
Can possibly bring three others along for the ride
Command Word activated (Standard Action)

Also consider Unfettered Shirt (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/shirt-unfettered)
Cost 10,000 gp
Duration of ten minutes
Command Word activated.

The latter two seem much more powerful for a mere 25%ish increase in cost if the boots require a standard action.

questionmark693
2014-06-27, 12:51 PM
Q 111

The healing domain subcategory resurrection has this ability (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/healing-domain/resurrection). If you heal them can they stay alive at the end, or is this really just a temporary resurrection with no way to make it permanent?

Yanisa
2014-06-27, 12:59 PM
A110
Answered here (http://www.giantitp.com/forums/showthread.php?358919-Escape-from-Grapple-Pin&p=17689902&viewfull=1#post17689902), mr impatience. :smalltongue:

For the record: when no activation is named, the item is a command word and requires a standard action.
Also yes, the guidelines to prices are weird at times.

A111
The rules are hard on this ones. They make like zero room or exceptions, so we assume the worst.

At the end of this time, the creature dies again.
So you cannot make this ressurection permanent.

boriss283
2014-06-27, 06:24 PM
Q112

In Pathfinder is feat, to cast Still spell few time in day for free ? With out spell's level up ?

boriss283
2014-06-27, 07:52 PM
Q113 Where can i look Large/Huge size's bonuses and minuses ? Like Str Bonuse. Dex Minus. ? Stelth minus and all like this ?

Yanisa
2014-06-28, 02:07 AM
A112
Pardon me if I misunderstood your question, but I guess the answer is no.
The Feat Silent spell isn't free, nor are there any other feats to make it free.

A113
The easiest table is found in the Bestiary, page 296, or here on the PFSRD (http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement).
There are a couple of other tables spread troughout the corerulebook, but finding them all is annoying.

FooBot
2014-06-28, 08:06 AM
Q114
The Racial heritage (http://www.d20pfsrd.com/feats/racial-feats/racial-heritage) feat allows a human to qualify for other races feats. Does any reverse exist to allow other races to qualify for human feats?

Odessa333
2014-06-29, 12:24 AM
Q115

How would overhand chop work with a barbarian's rage bonus? I have a Lv 3 Fighter/1 Barbarian, 18 STR, Great sword. Normal STR bonus is +4, and overhand chop wants to use double my STR bonus, and rage wants to give +4 morale bonus. I'm thinking overhand chop gives me a STR bonus of 8, and then the morale rage kicks in for +4 to end up at 12. If I add power attack, that adds another 6 damage, right?

I feel like I have to be doing something wrong, as having a level 4 character doing 2d6+18 seems quite a lot. Confirmation would be grand :)

Rasman
2014-06-29, 12:41 AM
Q116 Other than naturally healing or using 'evil' spells that use negative energy, is there a way for a Dhampir to heal magically?

Yanisa
2014-06-29, 03:06 AM
A114
As far as I know, nope. Pathfinder, like 3.5, tends to be very human-centric.

You can find all the racial feats here (http://www.d20pfsrd.com/feats/racial-feats), beyond the human one, not a single other race feat that lets you count as a different race.

A115
There is no reason to assume temporary effects don't count for overhand chop. It says "current strength" not "base strength". Similarly other bonuses count too, like a Belt of Giant strength or the size increase from Enlarge Person. Also remember this ability increases the normal x1.5 (to x2) damage you get with weapons, and that also includes bonuses to strength,

Besides in case you can from 2d6+9 (normal strike) to 2d6+12 (overhand chop), so overhand chop doesn't add that much more damage. Power Attack does, with that +6, so without overhand chop you still be dealing 2d6+15 and with it 2d6+18. (Obviously the more strength the greater the difference)

Barbarian and Two-Handed Weapon Users in general are heavy hitters, so even without trying they can deal massive damage. That is their main role.
(I even have 2 barbarians in my group and they chop everything into small pieces. I even started to give all melee enemies max hp and the group barely noticed it. :smalltongue:)

A116
How about evil spells that give fast healing? Infernal healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing).

Other options:
Treat Deadly Wounds (http://www.d20pfsrd.com/skills/heal#TOC-Treat-Deadly-Wounds-) (Healing Skill, not magic, but still your best bet given the other options)

Goodberry (http://www.d20pfsrd.com/magic/all-spells/g/goodberry) (Druid Spell, max 8 hp per 24 hours)
Blessing of the Salamander (http://www.d20pfsrd.com/magic/all-spells/b/blessing-of-the-salamander) (Druid Spell, fast healing 5 for druid level rounds)
Fractions of Heal and Harm (http://www.d20pfsrd.com/magic/all-spells/f/fractions-of-heal-and-harm) (allows you to heal with area effects spells, sort off.)
Healing Warmth (http://www.d20pfsrd.com/magic/all-spells/h/healing-warmth) (Level 4 spell that only can heal 1d8, limited to ifrit)
Healing Thief (http://www.d20pfsrd.com/magic/all-spells/h/healing-thief) (Allows you to steal healing from other creatures, unsure how this effects positive/negative energy)
Song of Healing (http://www.d20pfsrd.com/magic/all-spells/s/song-of-healing) (Bards only, fast healing 2 and 1d8+level at the end of the fast healing)
Resurgent Transformation (http://www.d20pfsrd.com/magic/all-spells/r/resurgent-transformation) (Alchemist only, lots of other bonuses and penalties)

Amulet of Channeled Life (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-channeled-life) (Item, allows you to be healed by positive energy)

I think I got most of them, but there might be more... Although judging from these spells the options are full with drawbacks and limitations.

Odessa333
2014-06-29, 05:45 PM
Q117

Magic crafting. As I understand it, wands only can hold up to level 4 spells. Is there any way to have a magic wand equivalent of higher level spells?

Spore
2014-06-29, 07:36 PM
A117 Craft Staves is for that. By RAW you may create your own staff. Get a spell you want and another one on your spell list so that you can refill the charges with spending a spell of the same level as the highest one in the staff.

MizuDevil
2014-06-30, 10:11 AM
Q118:
Juju Zombie can be maked with "Animate Spell"?

Q119
As I understood, Juju zombie is not Staggered as normal zombie?

Q120:
As I understand, Juju zombie have all skill, feats, special attack and defence abilities (Because I dont found something in Juju zombie creation about that).

Q121:
All undeads with Int score can speak and understand other characters?

Q122:
If I animate or control undead with Int. score, this make undead mindless, or they can speak, understand all and have they own Will but must to perform orders?

Yanisa
2014-06-30, 10:35 AM
A118
Nope, you need Create Undead (http://www.d20pfsrd.com/magic/all-spells/c/create-undead) for that.

A119
Yup, Juju zombies are indeed not staggered.

A120
Again yes, Juju zombies retain a lot from their previous life.

A121
Yes, when you got a Int of 3+ you can speak and understand speech.

A122
Sidenote: You can't make intelligent undead with Animate Dead.

Besides that they are not mindless, they are just dominated. They will talk when you order them, understand your speech and follow your every command.

boriss283
2014-06-30, 11:02 AM
Q 123

How works Natural attack with Power attacks ? If i have Slam and claws, Slam will works like 2 handed (BAB*2) weapon and claws like light (1/2 BAB) weapon ?

Q 124

Can u help me with Eidolons max attacks per round ? I have Eidolon with 8 lvl and max attack 4. I can make 4 Natural attacks per round ? What BAB i will have on all attacks ? (I have 6 BAB)

Q 125

What strength dmg i will have with my natural attacks ? Slam 1-1/2 str and claws 1/2 strength ? And, for example, bite ?

torrasque666
2014-07-01, 05:10 PM
Q125: Does a Musket Master's Rapid Reload(Muskets) apply to all muskets(as in anything with Musket in the name such as a double-barrel musket or an ax-musket) or just Musket(the basic twohanded firearm)?

weckar
2014-07-01, 05:10 PM
Q 126
Where EXACTLY is it stated that you cannot multiclass into a class you already have (presumably with a different archetype)?

jaydubs
2014-07-01, 09:29 PM
Q127

When performing an overrun with the Improved Overrun feat, does movement to and away from the target creature provoke attacks of opportunity? What about from other creatures nearby?

Q128

The Charge Through feat has the wording:

"If the overrun is unsuccessful, the charge ends in the space directly in front of that creature."

Charge has:

"After moving, you may make a single melee attack."

Is there definitive ruling or wording that you could or couldn't choose to use your attack on the creature that just stopped an overrun instead of the original target?

Yanisa
2014-07-01, 11:48 PM
A123
Most important rule here:
Natural Attacks (www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks)

Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls.
Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls.
If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls.
The third line doesn't count here, because you have multiple attacks.

Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final)

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Both claw and bite are Primary attacks and you are not adding 1.5 strength to any natural weapon. So all your primary attacks get the normal power attack bonus.

A124
The Natural Attacks for eidolons are the max number of natural attacks they can posses, each natural attack you gain still deals one attack. (Except claw, those come in pair.)
So an eidolon with a max of 4 attacks, but who only has a pair of claws, can only make 2 attacks. Similarly an eidolon with slam can only make 1 attack.
An eidolon with 2 pair of claws can make 4 attacks. Now the eidolon cannot choose anymore attacks, you cannot get a third pair of claws or even an slam or another natural attack until the maximum number of natural attacks goes up by leveling.

And the BaB is the eidolons BaB. If you have a secondary natural attack it gets a -5 on attacks.

A125 boriss283
I covered most of this in A123. All your natural attacks are primary so normal strength damage. (No half strength or 1.5 strength)

A125 (torrasque666)
Well Rapid Reload for cross-bow works per weapon, rather then per category or group, so like Rapid Reload (Light Crossbow) only counts for Light Crossbows, Rapid Reload (Musket) would only work for Musket the weapon.. (Similarly for Weapon Focus, you also pick one weapon.)
However Rapid Reload (Two-Handed Firearm) is a valid choice, offered by the examples.

A126
The chapter on Character Advancement (http://www.d20pfsrd.com/classes/character-advancement) has a lot of statements that sort of say this, but not in any direct terms. Consider quotes as:

When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below)

Instead of gaining the abilities granted by the next level in your character's current class, he can instead gain the 1st-level abilities of a new class, adding all of those abilities to his existing ones. This is known as “multiclassing.”

A127
Overrun (and Improved Overrun) doesn't seem to have a specific clause dealing with movement AoO, so it falls back to the default rule of moving out of threatening squares provokes.
Although I do agree in the case of overrun it is vague, the idea that you provoke an AoO from the dude under your feet is weird, but there is no RAW dealing with it.

This problem wouldn't happen is the movement was part of the overrun, but that is not the case. (It's similarly to charge, the movement is not the charge action itself, and thus provokes.)

A128
I can't find any hard ruling, but I do think it is possible.

Just like you can start a full attack, kill an enemy on the first hit, and then take a move action instead of completing your full attack. This sounds similarly.

Edit: Updated 127 and 128.

Odessa333
2014-07-04, 10:46 AM
Q129


How does the Genii-caller trait work?

http://www.d20pfsrd.com/traits/regional-traits/genie-caller-regional-qadira

It increases the caster level, but I can't figure out what that would change. Fellow player suggested it for my cleric for summon monsters, but I don't see any benefit.

Yanisa
2014-07-04, 11:47 AM
A129
A caster level determines various aspects of spells. From range, to duration to damage die. Basically whenever a spell has a line that says "per level" that level refers to caster level.

More specific, in the case of most summoning spells it only effects the duration, range, concentration checks while casting summoning monsters, and adds to the DC of dispell attempts against your summons.

Although in practice this would mostly mean you can once per day summon a monster that stays 2 rounds longer.

FabulousFizban
2014-07-04, 08:18 PM
Q130 can a zombie Adult White Dragon hit an incorporeal creature?

Palanan
2014-07-04, 08:32 PM
Q131

In our new Pathfinder campaign, the DM has told me that if I have 5 or more ranks in a class skill, the regular +3 bonus doubles to +6. I can't find any mention of this in the CRB. Is my DM correct?

Odessa333
2014-07-04, 10:45 PM
Another one for you ;)


Q132

Shurikens. They count as ammunition, and break when thrown. Could they be fixed with a mending spell? Or Make whole? Or more to the point, is there anything that could stop this, or can I enchant me some shuriken? :)

Yanisa
2014-07-05, 01:49 AM
A130
Not without outside help.

An incorporeal creature

can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms

The normal Adult White Dragon (AWD) has Damage Reduction 5/Magic, which means their natural attacks count as magic. A zombie looses this.
The AWD also have spells (Ray of Frost as the only one dealing damage), a zombie also looses those.
Same goes for the supernatural abilities (Cold Aura), a zombie looses those.

So a zombie AWD is without all the tricks a normal AWD would have against incorporeal.

A131
It sounds like your DM is confusing various mechanics. But he is close.

There is a mechanic for that, but it's with the feat Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final), and various other feats that increase skill bonuses. (All those feats that give +2 to 2 skills, like for example Athletics (http://www.d20pfsrd.com/feats/general-feats/athletic---final). Even the rare feat with 3 skills does it, like Voice of Sibyl (http://www.d20pfsrd.com/feats/general-feats/voice-of-the-sibyl)).

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

As for the 5 ranks (instead 10), thats from 3.5, in which 5 ranks in a skill would give bonuses (also known as synergies) with other skills.

But it has nothing to do with the base +3 bonus you get from having the skill as a class skill.

A132
They don't just break down, they are destroyed (or lost if you miss).

Ammunition (http://www.d20pfsrd.com/equipment---final/weapons#simple-ammo#TOC-Melee-and-Ranged-Weapons):

Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

And destroyed objects cannot be repaired.

Damaged Objects (http://www.d20pfsrd.com/equipment---final/damaging-objects#TOC-Damaged-Objects)

A damaged object remains functional with the broken condition until the item's hit points are reduced to 0, at which point it is destroyed.

Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells. (eg. make whole or mending)


Technically Make Whole (http://www.d20pfsrd.com/magic/all-spells/m/make-whole) can repair destroyed magical items when you have double the caster level of that item. So if you have +1 shurikens, Make Whole can repair destroyed ones, but only when you are at caster level 10. +2 already requires caster level 20, and higher ones cannot be repaired. (Although there is still a risk of loosing them permanently when you miss your target.)

jaydubs
2014-07-05, 02:10 AM
Q133

The concentration DC for casting while grappled is "10 + grappler's CMB + spell level." What, if anything, gets added to the CMB? For instance, do bonuses from things like improved grapple or the grab extraordinary ability increase the DC?

Yanisa
2014-07-05, 02:50 AM
A133
Let's start with the basics (http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus).


CMB = Base attack bonus + Strength modifier + special size modifier

Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

The problem is, the grappler is not performing a maneuver. The concentration DC is completely on the grappled caster side of things. Even the abilities that increase the CMB for grapple, like Grab or Improved Grapple, state you get a bonus when grappling (or maintaining a grapple), but it's not a flat bonus to anything with grapple in it.

So the only things to add to the DC of that concentration are the basics (BaB, Strength and Size)

Spore
2014-07-05, 04:31 AM
A133 rant And yet by any logic it should. You train your grappling so much you have to spend a feat on it. So it SHOULD apply (house rule alert!)

Yanisa
2014-07-05, 05:05 AM
I agree, but grapple suffers from a lot more then just that...

A133 Annoying Side Fact to feed Rant/More Detailed Information on Mechanics (Or whatever)
The bonus gained from Improved Grapple (http://www.d20pfsrd.com/feats/combat-feats/improved-grapple-combat---final), and it's big brother Greater Grapple (http://www.d20pfsrd.com/feats/combat-feats/greater-grapple-combat---final), do not help with grapple checks to maintain a grapple. Unlike Grab (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-), who does that. But neither the feats nor the Grab helps to any other thing with grapple in it, because they specifically tuned to starting and maintaining grapples.
Yeah, Improved and Greater Grapple don't help you defend against or break a grapple too.

And to be fair, even in a better written world, where the feats just gave a flat bonus to grapple (like 3.5), they will wouldn't RAW work on the DC of the concentration check, but it would be a lot more open to debate then the current writing.
But also, and again to be fair, according this dude's math (http://paizo.com/threads/rzs2kq3p?Grapple-vs-Caster-Hypothetical#19) (and the general logic behind it), it's really hard to cast a spell in a grapple anyways, so you might not even need those extra bonuses. The only real chance you get is when the caster greatly outnumbers the grappler.

weckar
2014-07-05, 09:03 AM
Q134
Can the Whirlwind Attack feat legally combine with Lunge? Attacking everything in a 25x25ft area at full BAB seems wrong, somehow...

MizuDevil
2014-07-05, 09:24 AM
Q135:
Cerberi have melee attack "3 Bites +11". This mean it can attack with it as standart action with 3 roll`s for every bite, or its work like multiply with natural attack`s, first with full BAB and others get -5 on attack rolls?

Q136:
Why bite attack have 1d6+4 if Cerberi have only 3 Str mod (I want make skeleton from that, so it is important for me)?

Q137:
Does Cerberi skeleton gets 4 claws for every limb he have, or claws can be only on hand`s?

Q138:
Does Cerberi keeps cerberus’s jaws as Special Quality, thats improve melee attack?

Q139:
Spell "Sympathetic Wounds" give +1 AC and +1 on Saves for target of spell, or for spell caster thats cast that spell?

Q140:
Cerberi have a lot of skills, does skeleton cerberi retain that skill`s (In skeleton creation written, thats skeleton have no skill ranks bur is that Cerberi`s skill ranks, or he just have positive skills)?

Spore
2014-07-05, 11:32 AM
A134 Sadly no. You forfeit the ability to use any other beneficial feats on your whirlwind attack.

A135 Each head has its own primary natural attack. Each roll is made with +11. Natural attacks are not iterative (as weapons) but split into primary (all of which attack with full BAB) and secondary (with -5 penalty). Bite, Claw and sometimes Gore attacks are considered primary attacks. They would become secondary if you used a weapon for example.

A136 It's the only primary natural attack. It gets 1,5x the Strength bonus. Each head counts as an own creature here oddly.

A137 Cerberui have four feet and no hands. No claw attacks here.

A138 By RAW no. But you are the DM. ;)

A139 Sympathetic Wounds doesn't do that. But always the thing mentioned under "Target" gets afflicted. So if you mean "Shield Other" then the guy who gets protected gets the boni.

A140 Mindless undead such as skeletons loose all skills. That's because their intelligence is not zero but nil.

Yanisa
2014-07-05, 11:49 AM
Ugh, ninjad by Sporeegg due dinner, but dude you are missing a lot of good rule points... :smalltongue:

A135 Addendum
As a standard action you can only deliver one attack, unless you have special abilities that allow more attacks. Cerberi don't have such ability, so as a standard action he (they?) can deal one bite with +11 on the attack.

Sporeegg covered the rest.

A138 Addendum
No, the full line is

Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Cerberus's Jaws is a Super Natural (SU) ability, so he (they?) wouldn't be able to keep it.

(Explaining the rule here)

A139 Correction
Sympathetic Wounds

This spell functions like shield other, except...

Shield Other

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally...

As written it would give the subject the bonuses. As in the person that gets your wounds.

I suspect this is a oversight, so I can agree with house ruling so it would affect the caster or there no bonuses at all, but again, that is now RAW. (Or even giving the subject a penalty, that could also work.)

A140 Addendum
No, the full line is

Skills: A skeleton loses all skill ranks possessed by the base creature and gains none of its own.

So whatever ranks the Cerberi had are lost, and he doesn't gain his (their?) own skill points. So all skills are made at the ability modifier. (Which would be: Acrobatics +3 (+7 when jumping), Perception +0, Sense Motive +0, Stealth +3, Survival +0 (and no bonus when tracking undead)... Yeah not that great anymore.)

(Also, what Sporeegg said.)

jaydubs
2014-07-05, 02:04 PM
Q141

Are there any ways for a summoner to regain the use of his eidolon before the next day, after it has been sent back to its home plane due to death?

I'm aware of the Summon Eidolon spell, but am looking for something longer term.

KekPafrany
2014-07-05, 02:38 PM
Q142

Clockwork familiar (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar)

What does a wizard need to do to get one? The improved familiar feat is avaiable at lvl 7, but does he need to be able to construct too? (so lvl 12 is needed?)

Or: Generally, what does a wizard need to do to get any of the improved familiars ?

boriss283
2014-07-05, 02:49 PM
Q143

If my Eidolons has 2 arms and Slam Evolution can he make 2 Slam attack per round ?

Yanisa
2014-07-05, 03:28 PM
A141
I don't think any options exist. Summon Eidolon is your best bet. Your second best bet is dismissing the Eidolon before he gets killed, flee, resummon and heal your eidolon.

A142
Like normal familiars (and even animal companions) there are no real RAW rules on how you get one. There is a ritual to bind a creature to yo, and that ritual might also supply you with the creature. The wording is kinda vague, it says you can replace the creature with the ritual. The full line is:

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
But in general it's up to the DM how to interpret that line and how you get one. Perhaps he agrees that a new creature is called when you do the ritual. Or he might require you to find a creature first and then do the ritual. As for simple ideas, beyond crafting you might be able to buy one a clockwork familiar, or find one as part of some ancient treasure. Other creature can be actively sought in their terrain and captured.

A143
No, you gain one slam attack per pair of arms.


Slam (Ex)

An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Compare and contrast to

Claws (Ex)

An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution

boriss283
2014-07-05, 04:58 PM
Q144

If i Have 4 Hands and claws an all hands. I can do 4 attack with claws. First Attack with full BAB and all other with - 5 ?

jaydubs
2014-07-05, 10:27 PM
Q145

"Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability)."

Is there any reason a creature couldn't choose to divide those attacks against multiple targets that are all within reach of the end space, as per a normal full attack?

Fenryr
2014-07-06, 12:59 AM
Q146

6 characters have a hard encounter. 1 dies and 2 flee. The other 3 finish the encounter. What happens to the experience? It's divided by 6, 5 or 3?

weckar
2014-07-06, 03:55 AM
Q146
The description for Cause Fear puzzles me. By the text, it seems that it is better to fail your will save than to succeed at it? Is there an errata available?

Yanisa
2014-07-06, 06:22 AM
A144
Nope, claws are Primary Natural Attacks (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks) and you can deliver them always at full base attacks bonus.

The -5 penalty only comes in play when you make an attack with primary and secondary natural attack or with a weapon and any natural attacks in the same round.

So 4 claws are at full bonus.
1 Sword attack and 3 claws means sword at full bonus (and extra attacks from BaB) and all claws attacks are at -5.
And 4 claws + tail slap means all claws at full bonus, and the tail slap at -5.

A145
Not really.

Although with a normal charge you pick one opponent to charge, move towards and attack, there is nothing about pounce in this regard.

A146
It really depends on the DM and how he designs the encounters. There are no hard rules on the divide. And there are tons of ways to approach this, but in general the question turns back to the DM: How much do you think they earned?

To give some more personal opinion: I would stay with a 6 split, they all fought in that combat, and maybe give people that didn't flee bonus XP (including the dead dude, he died for the combat.), unless the fleeing party members had no other options.

A147
Fear effects go like this:
Shaken (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken) (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)
Frightened (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened) (Same penalties as Shaken + you actively try to flee from whatever is causing fear but you can defend yourself when cornered.)
Panicked (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked) (Same penalties as Frightened + you drop your weapons, and you cant even fight back when cornered.)

Cause Fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear) makes the target Frightened (state 2 fear) for 1d4 rounds. Unless the target makes his save, then he gets Shakes (state 1 fear) for 1 round.

Or simply put, when you fail your save you try to run away. When you make your save you can control your own actions. In both cases you still got a -2 penalty on a lot of rolls.

weckar
2014-07-06, 06:49 AM
Q147C
My confusion is in the fact that the shaken cause does not contain an "instead" or "Except if". It reads as if you're frightened no matter what, and additionally shaken if you make the save...

Yanisa
2014-07-06, 07:22 AM
A147C
The wording is unchanged since 3.5 (http://www.d20srd.org/srd/spells/causeFear.htm), so I don't think there is anything in the pathfinder rules to help you out.

Besides, and I am no English major (or even native), I am pretty sure the words "except" or "instead" are not needed. Something to do with two separate statements and separate conditions due the word "if". But bugger all when I can explain English Grammar Rules. :smalltongue:

Then there is that whole point that the word "addition" is missing. As in: "it is shaken for 1 round, in addition to frightened". So there is no reason the penalties come in addition to the normal effects.

Also you cannot be shaken and frightened at the same time... you would become panicked. So you can only become shaken trough the spell if you are not frightened. And if there was no way to become shaken, why would they even mentioned it? (And this all ignoring the obvious fact the saving throws are intended to reduce or lessen penalties.)

jaydubs
2014-07-06, 02:30 PM
Q148

Do powerful creatures that use natural weapons and lack spells/magic items have any way to hurt incorporeal creatures? For instance, could the Tarrasque hurt a Shadow?

I know certain types of DR/X allow natural weapons to penetrate similar (magic, epic) or associated (opposite alignment) DR. Is there something like that which works on incorporeal?