How does the Surprise Spells class feature of the Arcane Trickster prestige class (Core Rulebook, page 378) work with spells like magic missile and fireball?
The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast.
Ability Score Increases: According to the table and text on page 30, a character gains an ability score increase at level 4, 8, 12, 16, and 20. How much is this increase? What ability scores does it affect?
At 4th level, a character can increase one ability score by +1. This is a typeless, nonmagical bonus that cannot be changed once selected.
For example, a fighter with Dex 13 could use this bonus to increase his Dex to 14.
A character can also increase one ability score at 8th, 12th, 16th, and 20th level; it does not have to be the same ability score as the one chosen at an earlier level, and stacks with all other bonuses.
For example, the aforementioned fighter could use the 8th-level bonus to increase his Strength from 15 to 16, then use his 12th-level bonus to increase his Dex from 14 to 15, and so on.
Bonus Spells from a High Ability Score: Can I use these even if my spellcasting class level isn't high enough to give me access to those spell levels?
No. You only get the bonus spells if your class level grants you access to those spell levels. You can't even use them for lower-level spells. See page 16, Abilities and Spellcasters section: "In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. "
For example, a 1st-level wizard with 18 Intelligence has (according to table 1–3: Ability Modifiers and Bonus Spells) 1 bonus spell at spell levels 1, 2, and 3. However, he can only use the 1st-level bonus spell because as a 1st-level wizard he only has access to 1st-level spells (his class-based number of 2nd- and 3rd-level spells per day are "—", meaning "no access to spells of this level"). As soon as he becomes a 3rd-level wizard, he gains access to his 2nd-level spell slots and can use that bonus 2nd-level spell slot from his high Intelligence, and likewise for 3rd-level spells and bonus spells at wizard level 5.
Basically, ignore the columns for higher-level spells on table 1–3: Ability Modifiers and Bonus Spells until your class grants you access to those spell levels.
Cleric domains, sorcerer bloodlines, wizard schools, and certain other class features give spell-like abilities that aren't based on spells. What's the effective spell level for these abilities?
The effective spell level for these spell-like abilities is equal to the highest-level spell that a character of that class could normally cast at the level the ability is gained.
For example, a 1st-level elemental bloodline sorcerer has elemental ray as a spell-like ability. Because a sorcerer 1's highest-level spell available is 1st, that spell-like ability counts as a 1st-level spell. A 9th-level elemental bloodline sorcerer has elemental blast as a spell-like ability. Because a sorcerer 9's highest-level spell available is 4th, that spell-like ability counts as a 4th-level spell.
Channel Energy: If I have this ability from more than one class, do they stack?
No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.
Duelist--Canny Defense: Does the canny defense ability add to the duelist's CMD?
The CMD rules say,
"A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD."
The duelist's canny defense bonus is none of those things, so (as written) canny defense does not add to CMD.
The design team may consider revising the canny defense ability in a future reprint of the Core Rulebook (for example, if canny defense granted a dodge bonus, it would add to CMD).
Duelist--Canny Defense: Is this ability limited by my armor's maximum Dexterity?
A duelist adds her Int bonus to her AC (not to her Dex bonus to AC). She loses that Int-based AC bonus under any situation where she's denied her Dex bonus to AC.
Her Int-based bonus to AC ignores the max Dex limitation of armor because the Int-based bonus to AC is not a Dex bonus.
(This Int bonus to AC applies to the character's touch AC.)
Fighter: Can I learn a new fighter bonus feat in place of one of my armor proficiency feats?
No. Despite wording in the Armor Proficiency feats, fighters (and other classes) have a class ability that grants proficiency in those armors--it doesn't actually grant those specific feats. Therefore, the fighter's ability to learn a new feat in place of another feat does not apply to these proficiencies.
Fighter: Can I use the Fighter bonus feat class feature to retrain a feat that I gained at 1st level (such as Cleave) to gain a feat that I did not qualify for at 1st level, but do qualify for now (such as Lunge)?
Yes. So long as the feat that you "lose" is not used as a prerequisite for any other feat, prestige class, or other ability, you can gain any feat that you qualify for at the time that you retrain it.
Hit Points: What creatures get max hit points for their first level or first Hit Die? What creatures get favored class bonuses to hit points or skills?
Creatures whose first Hit Die is from a PC-appropriate character class gain max hit points for that Hit Die. The current list of PC-appropriate character classes is alchemist, barbarian, bard, cavalier, cleric, druid, fighter, gunslinger, inquisitor, magus, monk, oracle, paladin, ranger, rogue, sorcerer, summoner, witch, and wizard (including archetypes, subclasses, and other variants of these classes).
Creatures whose first Hit Die is from an NPC class (adept, aristocrat, commoner, expert, warrior) or from a racial Hit Die (such as most monsters) do not get maximum hit points for that Hit Die.
All creatures with class levels (including those with levels in an NPC class or monsters with class levels) may select a favored class and gain the normal favored class benefits. Creatures never gain favored class benefits for racial Hit Dice.
For example, a human warrior 1 could select "warrior" as his favored class and take either the bonus hit point or skill rank for taking a level in that class. A normal bugbear with 3 racial Hit Dice and no class levels has no favored class and no favored class bonuses, but if that bugbear gained a level in rogue, he could choose "rogue" as his favored class and take either the bonus hit point or skill rank for taking a level in that class.
Human: For a low-Int human character, is the minimum number of skill ranks per level 1 or 2?
It's 1, but you add your human bonus rank at the end, so you end up with 2 ranks total.
For example, a human fighter 1 with Int 6 would start with 2 ranks, add the –2 from the Int penalty (for a total of 0 ranks), apply the "minimum 1" rule (for an adjusted total of 1 rank), then add the 1 human rank (for a total of 2 ranks).
In other words, a human should end up with more skill ranks than an otherwise-equivalent character of a different race.
Monk: How does a monk's improved BAB when flurrying interact with feats like Power Attack and Combat Expertise, which have different effects depending on your BAB?
The monk uses his improved flurrying BAB to determine the effect of those feats.
Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.
Monk Flurry of Blows: When I use flurry of blows, can I make all of the attacks with just one weapon, or do I have to use two, as implied by the ability functioning similarly to Two-Weapon Fighting?
You can make all of your attacks with a single monk weapon. Alternatively, you can replace any number of these attacks with an unarmed strike. This FAQ specifically changes a previous ruling made in the blog concerning this issue.
Monk Ki Pool: What kinds of damage reduction can a monk bypass with this ability?
Monks typically have problems bypassing DR with their unarmed strikes, forcing them to rely on weapons to deal with many forms of DR. We have decided to add a new ability to the ki pool monk class feature. At 7th level, a monk's unarmed strikes count as cold iron and silver for the purposes of overcoming damage reduction, so long as he has at least 1 point remaining in his ki pool.
This answer originally appeared in the 12/4/12 Paizo blog. The next printing of the Core Rulebook will be updated with this information.
Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.
General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)
Sorcerer/Wizard: Can I dismiss my familiar so I may select a new familiar?
This isn't addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour.
The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up).
Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.
Monk: Does the extra attack from spending ki as part of a flurry of blows stack with the extra attack from haste?
Yes. The extra attack described in the ki pool ability doesn't say it works like haste, nor does it say that it doesn't stack with haste, so the monk would get two additional attacks (one from spending a ki point as part of a flurry, one from haste).
Acrobatics: How does Acrobatics work when you use it to avoid attacks of opportunity? When do you make checks? How many do you make?
Acrobatics allows you to make checks to move through the threatened area of foes without provoking attacks of opportunity. You must make a check the moment you attempt to leave a square threatened by an enemy, but only once per foe. The DC (which is based of the Combat Maneuver Defense of each foe), increases by +2 for each foe after the first in one round. The DC also increases by +5 if you attempt to move through a foe. In the case of moving out of the threatened square of two foes at the same time, the moving character decides which check to make first.
For example, a rogue is flanked by a meek goblin and a terrifying antipaladin. The rogue move away from both of them, provoking an attack of opportunity from both, but uses Acrobatics to attempt to negate them. She must move at half speed while threatened by these foes and can choose which to check against first. If she fails a check, she provokes an attack of opportunity from that foe. If she makes it, she does not provoke from moving through that foe's threatened space this turn.
Acrobatics: What happens if I fail the check when using this skill to move through an enemy's square?
You lose the move action and provoke an AOO. (Note: This means you can attempt this up to two times in the same round, once as a move action and once as a standard action.)
Update: Page 88—In the Acrobatics skill, at the end of the third paragraph (which begins on page 87), add the following sentence: “If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.”
Cleave: Can I take a 5-foot step in the middle of my attempt to use the Cleave feat, to bring another foe within reach?
No. Cleave is a special action and the conditions for that action are checked at the moment you begin your action. At that moment, all of the available targets are checked to make sure they adjacent to each other and within reach. You cannot take a 5-foot step in the middle of the action and check conditions again. If you do not have two targets within reach, adjacent to each other at the start of the attack, you could not even attempt to make an attack using Cleave.
This answer originally appeared in the 9/25/12 Paizo blog.
Cleave: Can I use this feat or Great Cleave to cleave to or from an image created by a mirror image spell?
No. If your initial attack hit the caster, you can’t cleave to an image as if it were an actual creature. If your initial attack hit an image, you failed to hit your intended target (the caster), and therefore can’t cleave. As you can’t specifically target an image (because you can’t tell the images from the actual caster), you likewise can’t aim for an image and try to cleave to another image.
Command Undead: How long do the undead remain under my control?
The undead remain under your control indefinitely until you release them (or, if an intelligent undead creature, it succeeds at the daily saving throw to resist your command).
The duration of the feat is not based on the 1 minute/level duration of the control undead spell (the reference to the spell is to explain how you can communicate with the undead and give them orders, not to its duration, material components, and so on).
Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?
Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.
Extra Channel: If I take this feat and I have more than one class with the ability to channel energy, do I have to assign the extra uses to a particular class when I choose the feat?
No. In effect, the feat gives you two "floating" uses of channel energy per day, and you can use them with any appropriate class you have which grants the channel energy ability.
For example, if you're a cleric/necromancer, each day you could use 1 channel as a cleric and 1 as a necromancer, 2 as a cleric and 0 as a necromancer, or 0 as a cleric and 2 as a necromancer.
Note that this does not give you an extra two uses of channel energy for *each* class that grants it—the feat gives you exactly two extra uses per day.
Fly: When a character or creature is flying, and that creature decides to ascend at a 45 degree angle, the rules states that it moves at half speed? Do the rules for diagonal square counting still apply when moving up diagonally in this way?
No. Since the game is generally assumed to be played in two dimensions, even when representing three dimensional combat, the rules for ascending are handled by the speed reduction instead of asking players and GMs to ascertain the diagonal vertical movement.
Greater Trip: How does this interact with Vicious Stomp (APG)? Do you get two AOOs or just one?
Using these feats together provokes two AOOs, because the two AOO-triggering acts are similar, but different.
Greater Trip gives you an AOO when you trip a foe. Vicious Stomp gives you an AOO occurs when a foe falls prone.
This answer originally appeared in the 9/11/12 Paizo blog.
Handle Animal: Does training an animal using Handle Animal to be Combat Trained (pg 98 in the Core Rulebook) grant it Light Armor Proficiency?
No, using Handle Animal to train an animal, or mount, in this way does not grant it a free bonus feat. It is not unreasonable, however to assume that an animal specifically designed to be ridden (such as a horse or dog) could be purchased with Light Armor Proficiency as one of its feats (swapping out Endurance or Skill Focus respectively) for the same cost.
Manyshot: Can I fire two arrows with my shot, then cancel the full attack and take a move?
No. Though the rules for "Deciding between an Attack or a Full Attack (Core Rulebook 187) give you the option to move after your first attack instead of making your remaining attacks, Manyshot locks you into using a full attack action as soon as you use it to shoot two arrows.
Metamagic: Can I use a metamagic feat to alter a spell-like ability?
No. Metamagic feats specifically only affect spells, not spell-like abilities. Also, spell-like abilities do not have spell slots, so you can't adjust the effective spell slot of a spell-like ability.
Quicken Spell: Can you use Quicken Spell on a spell with a casting time of "1 round" (such as enlarge person)? Can you use it on a spell with a casting time of "1 full round" (such as a spontaneous caster using a metamagic feat on a spell)?
Yes and yes. Neither type has a longer casting time than the "longer than 1 full-round action" limitation of Quicken Spell, therefore both can be quickened.
This means that a sorcerer could cast an empowered quickened magic missile as a swift action. Likewise, as multiple metamagic feats don't push the casting time longer than 1 full-round action, a sorcerer could cast an empowered silent stilled quickened magic missile as a swift action.
Selective Channeling: Do I have to be able to see a creature in order to exclude them from the effect of my channeled energy?
Just like using a Target: creature spell, you must be able to see or touch a creature to affect it (or, in the case of this feat, select it to be unaffected). Pinpointing the square of an invisible creature isn't sufficient—you must be able to see or touch the creature.
Note that this works differently than an alchemist's precise bombs discovery, which allows the alchemist to exclude *squares* from his bomb's splash area (not targets).
Spring Attack: Can I use Spring Attack to make an attack from an ally's square?
Let's use a diagram of a 5-foot-wide hallway to help visualize this question. Periods are open squares. A is the acting character. Numbers are allies of A. X is the monster.
. . . . . A 1 2 3 X
Using the diagram as a model, the question is, "Can I use Spring Attack to move from A to 3, make an attack on the monster from 3's square, then move back to A and end my turn?"
The answer is "yes." The key to understanding this is the general rule, "you cannot end your movement in an occupied square." Spring Attack is a full-round action; it is not a move action, then an attack, and then another move action, it's one continuous movement with an attack happening in the middle. Thus, with Spring Attack you're not ending your movement until you end your movement for the turn.
To look at it another way, if the character just wanted to move from A to 3 and back to A, that would be a legal move because he's not ending his movement in 3, he's ending his movement back in A. With Spring Attack, the character still isn't ending his movement in 3; the feat gives him the ability to perform an attack as part of the continuous movement from A to 3 to A (regardless of whether that attack happens when he's in an occupied square).
(Even with speed 15, a character moving 15 feet from A to 3 and then 15 feet from 3 to A isn't ending his movement in 3... using a move action to move 15 feet and a standard action to move 15 feet doesn't mean he's actually pausing halfway through his movement to change actions.)
Weapon Finesse: If I have this feat, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?
It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).
The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.
Weapon Specialization: Can you take Weapon Specialization (ray) or Improved Critical (ray) as feats? How about Weapon Specialization (bomb) or Improved Critical (bomb)?
All four of those are valid choices.
Note that Weapon Specialization (ray) only adds to hit point damage caused by a ray attack that would normally deal hit point damage; it doesn't increase ability score damage or drain (such as the Dexterity drain from polar ray), penalties to ability scores (such as from ray of enfeeblement) or drain, negative levels (such as from enervation), or other damage or penalties from rays.
Widen Spell: How does the Widen Spell feat affect spells with line effects?
As written, nothing--lines do not have a width dimension, so that can't be doubled by the feat, and most line spells have a fixed range, which the spell can't exceed unless you're using Enlarge Spell. So, for most lines, Widen Spell has no effect unless you couple it with Enlarge Spell. Yes, it's strange, and we may end up revisiting this rule at some point in the future.
Meanwhile, as a house rule (not an official update to the rules), it's fair to allow someone to use the Widen Spell feat on a line spell and actually double its range. You are, after all, increasing the level by +3, and if you're casting lightning bolt as a 6th-level spell, you ought to at least be able to get a 240-foot bolt out of it.
Vital Strike: Can I use this with Spring Attack, or on a charge?
No. Vital Strike can only be used as part of an attack action, which is a specific kind of standard action. Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack action. Charging uses similar language and can also not be used in combination with Vital Strike.
Brew Potion: Can a character with this feat create a potion of any spell he knows simply by adding +5 to the DC, even without preparing it?
No. When creating potions, the crafter must prepare and expend the spell used by the potion as part of its creation. This is an exception to the normal rules that allow a caster to skip one of the prerequisites for crafting an item by adding +5 to the DC.
Update: Page 549, in the Magic Item Creation rules, in the second paragraph, change the last sentence to read as follows.
In addition, you cannot create potions, scrolls, staves, wands, or any other spell-trigger or spell-completion magic item without meeting its prerequisites.
Amulet of Mighty Fists: Does this allow a creature's natural attacks to bypass damage reduction if the enhancement bonus is high enough (as noted on page 562)?
Yes. If the amulet grants at least a +3 enhancement bonus it allows a creature's natural attacks to bypass cold iron and silver damage reduction. If it is +4, it allows them to bypass adamantine damage reduction (although not hardness), and if it is +5, it allows them to bypass alignment-based damage reduction.
Amulet of Mighty Fists: Is the price on this item correct?
The design team has decided to reduce the price of this item. The new prices are as follows: 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5). Accordingly, this reduces the costs to create these amulets, as follows: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).
This makes this item priced a bit more competitively for monks and creatures that rely on natural attacks.
This answer originally appeared in the 12/4/12 Paizo blog. The next printing of the Core Rulebook, NPC Codex, and Ultimate Equipment will be updated with this information.
Crafting and Bypassing Requirements: What crafting requirements can you bypass by adding +5 to the DC of your Spellcraft check?
As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.
Crafting and Spell Requirements: When crafting an item, can an arcane caster use a divine scroll to fulfill an item's divine spell requirement?
Yes. (Likewise, a divine caster could use an arcane scroll to fulfill an item's arcane spell requirement.)
However, the character has to be able to activate the scroll somehow as part of the crafting process. This probably requires the arcane caster to succeed at a Use Magic Device check to activate the divine spell. If the caster fails to cast the divine spell from the scroll, he makes no progress on the item that day unless he has another source for that divine spell (such as another copy of the scroll).
Enhancement Bonus: Can I craft an item that gives an odd-numbered enhancement bonus to an ability score, such as a +1 belt of giant strength?
Technically the item-pricing formula in the Core Rulebook allows for items like that, but officially the game should only have even-numbered enhancement bonuses to ability scores. If you want an odd-numbered ability score bonus, you'll need to pay for an inherent bonus, such as a manual of gainful exercise +1.
Headband of Vast Intelligence: If I wear this item, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?
No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.
Lance: If I have the pounce ability and I charge with a lance, do my iterative lance attacks get the lance's extra damage multiplier from charging?
No, for two reasons.
One, because a lance only deals extra damage when you’re riding a charging mount—not when you are charging.
Two, even if you have an unusual combination of rules that allows you to ignore the above limitation, it doesn’t makes sense that those iterative attacks gain the damage bonus. To make that second attack, you have to pull the lance back and stab forward again, and that stab doesn’t have the benefit of the charge’s momentum. (The Core Rulebook doesn’t state that you only get the damage multiplier on the first attack with a lance because when the Core Rulebook was published, there was no way for a PC to charge and get multiple attacks with a weapon in the same round, so that combination didn’t need to be addressed.)
Monk Special Weapons: Are monks automatically proficient with all weapons that have the "monk" weapon special feature?
As written, no--the "monk" weapon special feature says a monk can use the weapon as part of a flurry of blows, but it doesn't grant proficiency in the weapon.
PC Wealth By Level: If a PC has an item crafting feat, does a crafted item count as its Price or its Cost?
It counts as the item's Cost, not the Price. This comes into play in two ways.
If you're equipping a higher-level PC, you have to count crafted items at their Cost. Otherwise the character isn't getting any benefit for having the feat. Of course, the GM is free to set limits in equipping the character, such as "no more than 40% of your wealth can be used for armor" (instead of the "balanced approach" described on page 400 where the PC should spend no more than 25% on armor).
If you're looking at the party's overall wealth by level, you have to count crafted items at their Cost. Otherwise, if you counted crafted items at their Price, the crafting character would look like she had more wealth than appropriate for her level, and the GM would have to to bring this closer to the target gear value by reducing future treasure for that character, which means eventually that character has the same gear value as a non-crafting character--in effect neutralizing any advantage of having that feat at all.
Pearl of Power: What is the caster level required to create this item?
Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item. Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level.
However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level--it would be strange for a 2nd-level pearl to be CL 1st.
For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1. He can set the caster level to whatever he wants (assuming he can meet the crafting DC), though the pearl's caster level has no effect on its powers (other than its ability to resist dispel magic). If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can't cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn't meet the "able to cast 3rd-level spells" requirement.
Potions: If I drink a potion, do I automatically forgo my save against that potion?
No. Nothing in the potion rules says it changes whether or not you get a saving throw against the spell stored in the potion. Even if someone hands you a potion of poison and tells you it’s a potion of cure serious wounds, you still get a save.
Shield Bash: If I make a shield bash, does it always have to be an off-hand attack?
The text for a shield bash assumes you're making a bash as an off-hand attack, but you don't have to. You can, for example, just make a shield bash attack (at your normal, main-hand attack bonus) or shield bash with your main hand and attack with a sword in your off-hand.
Update: Page 152—In the Shield Bash Attacks section, in the first sentence, delete “using it as an off-hand weapon.”
Trip Weapons: If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.
Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the "only trip weapons let you apply these bonuses" limitation.
Unarmed Strike: For the purpose of magic fang and other spells, is an unarmed strike your whole body, or is it a part of your body (such as a fist or kick)?
As written, the text isn't as clear as it could be. Because magic fang requires the caster to select a specific natural attack to affect, you could interpret that to mean you have to do the same thing for each body part you want to enhance with the spell (fist, elbow, kick, knee, headbutt, and so on).
However, there's no game mechanic specifying what body part a monk has to use to make an unarmed strike (other than if the monk is holding an object with his hands, he probably can't use that hand to make an unarmed strike), so a monk could just pick a body part to enhance with the spell and always use that body part, especially as the 12/4/2012 revised ruling for flurry of blows allows a monk to flurry with the same weapon (in this case, an unarmed strike) for all flurry attacks.
This means there is no game mechanical reason to require magic fang and similar spells to specify one body part for an enhanced unarmed strike. Therefore, a creature's unarmed strike is its entire body, and a magic fang (or similar spell) cast on a creature's unarmed strike affects all unarmed strikes the creature makes.
The text of magic fang will be updated slightly in the next Core Rulebook update to take this ruling into account.
Weapon Bonuses: Can weapon special abilities (such as bane) or class abilities (such as a paladin's divine bond) allow you to exceed the +5 enhancement bonus limit and the +10 bonus-equivalent limitation?
For the enhancement bonus limitation, it depends on the specific effect or ability that's altering the weapon.
Bane: This allows the weapon to exceed the +5 limit, but only against the designated creature type. For example, a +5 dragon-bane longsword is normally a +5 weapon, but has a +7 enhancement bonus against dragons and deals +2d6 points of damage against dragons.
Paladin: The divine bond ability says "These [enhancement] bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5." That means if a paladin has a +5 longsword, she can't use her divine bond to increate the enhancement bonus to +6 or higher (but she could use her bonuses to add abilities such as flaming to the weapon).
The +10 bonus-equivalent limitation is a hard cap for all weapons; you can't exceed that even with class abilities or other unusual abilities.
Bonus Dice: Do bonus dice from Channel Smite or spells such as elemental touch or flame arrow multiply on a critical hit?
No. Core Rulebook page 179 states in the Multiplying Damage section: "Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied."
The general rule is the only dice you multiply on a critical hit are the actual dice from the basic weapon (d8 for a longsword, 2d6 for a greatsword, and so on).
Grapple: There are some contradictions between the various rules on grappling. What is correct?
To sum up the correct rules:
1) Grappling does not deny you your Dex bonus to AC, whether you are the grappler or the target.
2) A grappled creature can still make a full attack.
3) Being pinned does not make you flat-footed, but you are denied your Dex bonus.
Update: Page 195—In Table 8–6: Armor Class Modifiers, in the entry for Grappling, delete the superscript “1” after the +0 in the Melee and Ranged columns. In the third footnote, change “flat-footed and cannot add his Dexterity bonus” to “denied its Dexterity bonus”
Update: Page 201—In the If You Are Grappled section, in the fourth sentence, change “any action that requires only one hand to perform” to “any action that doesn’t require two hands to perform.” In the fourth sentence, change “make an attack with a light or one-handed weapon” to “make an attack or full attack with a light or one-handed weapon”
Update: Page 568—In the Pinned condition, in the second sentence, change “flat-footed” to “denied its Dexterity bonus.”
Damage Reduction: How does DR interact with magical effects that deal bludgeoning, piercing, or slashing damage?
Although the Bestiary definition of Damage Reduction (page 299) says "The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities," that's actually just referring to damage that isn't specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn't protect against "typeless damage" from magical attacks.
However, if a magical attack specifically mentions that it deals bludgeoning, piercing, or slashing damage, DR affects that damage normally, as if it were from a physical weapon. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.)
For example, the ice storm spell deals 3d6 points of bludgeoning damage and 2d6 points of cold damage. If you cast ice storm at a group of zombies, the zombie's DR 5/slashing protects them against 5 points of the spell's bludgeoning damage. Their DR doesn't help them against the spell's cold damage because DR doesn't apply to energy attacks.
Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?
Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."
Pin: A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin?
No. When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin.
Ranged Touch Attack Spells and AOOs: When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity?
Yes, you provoke two attacks of opportunity: one for casting the spell and one for making a ranged attack, since these are two separate events.
(Note that at spell that fires multiple simultaneous rays, such as scorching ray, only provokes one AOO for making the ranged attack instead of one AOO for each ranged attack. It still provokes for casting the spell.
This answer originally appeared in the 9/11/12 Paizo blog.
Reach and Objects: Can you pick up or manipulate an object in a square within your reach? Does this provoke an AOO? Does it provoke even if the foe can reach the object, but not your space?
The rules are a little hazy here, but to put it simply, you can affect objects and creatures within your reach. When picking up or manipulating objects, you generally provoke an attack of opportunity, but only against foes that can reach your space. You do not provoke attacks of opportunity from foes that cannot reach you, no matter what action you are taking, even if it includes reaching into a threatened space. Although it might seem realistic to allow an attack in such a case, it would make the game far too complicated.
This answer originally appeared in the 9/25/12 Paizo blog.
No. The rules for a charge state that you can take a charge action as a standard action if you are "restricted to taking only a standard action on your turn". Although the ready action text states that you can take a standard action, it does not meet the requirements of the text in the charge action. (See Core Rulebook pages 198 and 203)
Sunder: Can I make multiple sunder attempts in one round as part of a full-attack action? The sunder text says that I can make sunder attempts in place of melee attacks in an attack action, which is not technically a full-attack action.
Yes you can. The text is a little unclear here. Instead of saying "as part of an attack action in place of a melee attack", the text should read "in place of a melee attack", which would allow you to make multiple attempts in one round, or even make a sunder attempt as an attack of opportunity.
Trip: When a prone character stands up and provokes an attack of opportunity, can I use that attack to trip the character again?
No. The attack of opportunity is triggered before the action that triggered it is resolved. In this case, the target is still prone when the attack of opportunity occurs (and you get the normal bonuses when making such an attack). Since the trip combat maneuver does not prevent the target's action, the target then stands up.
Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
Two-Weapon Fighting: If you use this on your turn to attack with two weapons, do you also take that penalty on attacks of opportunity made before the start of your next turn?
No. The penalties end as soon as you have completed the full-attack action that allowed you to attack with both weapons. Any attacks of opportunity you make are at your normal attack bonus.
Generally speaking, penalties on attacks made during your turn do not carry over to attacks of opportunity unless they specifically state otherwise (such as the penalty from using Power Attack or Combat Expertise).
This answer originally appeared in the 9/25/12 Paizo blog.
Arcane Bond: Can you identify an item that is the subject of an arcane bond from a wizard with detect magic or a similar affect, even if the item contains no other enchantments?
Since the arcane bond class feature, when tied to an item, grants a wizard the ability to cast any one spell, it is safe to assume that it does radiate magic when it is the subject of detect magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless it was further enchanted.
Arcane Trickster: How does the Surprise Spells class feature work with spells like magic missile and fireball?
The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast.
Amulet of Mighty Fists: If a creature with multiple natural attacks (such as bite/claw/claw) wears an amulet with the speed property, does it get one extra attack with each of its natural weapons?
No... mainly because that combination is way too good for monsters with multiple attacks, and gets better the more natural attacks a monster has. Doubling a creature's attacks per round is really powerful, even for 80,000 gp (the price of a +4 amulet).
Awaken: Does changing the creature's type to "magical beast" affect its HD type, BAB, or other features? What about its 2 additional HD? How does training to wear barding relate to armor proficiency?
Only the animal's type changes to "magical beast"--it doesn't gain all the mathematical benefits for this type change (think of it as a "quick rules" version of adding a template to a creature).
The 2 HD it gains are d8s, just like its other animal HD.
An animal trained to wear barding can continue to do so without penalty once it is awakened. Once it's awakened, it can either spend a feat on armor proficiency or take class levels in a class that grants armor proficiency, just like any intelligent creature.
Charm Person: How does the "try to issue orders" aspect of this spell work?
The spell makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM.
If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play.
For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.
This answer originally appeared in the 9/11/12 Paizo blog.
Darkness: Can adding additional sunrods to the area of the spell increase the light level?
No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.
Darkness: Can I see light sources through an area of darkness?
No. If a darkness spell reduces the light in the area to actual darkness (or supernatural darkness, if using a more powerful spell), you can't see through the darkness into what is beyond it.
Defending Weapon Property: Do I have to make attack rolls with the weapon to gain its AC bonus?
Yes. Merely holding a defending weapon is not sufficient. Unless otherwise specified, you have to use a magic item in the manner it is designed (use a weapon to make attacks, wear a shield on your arm so you can defend with it, and so on) to gain its benefits.
Therefore, if you don't make an attack roll with a defending weapon on your turn, you don't gain its defensive benefit.
Likewise, while you can give a shield the defending property (after you've given it a +1 enhancement bonus to attacks, of course), you wouldn't get the AC bonus from the defending property unless you used the shield to make a shield bash that round--unless you're using the shield as a weapon (to make a shield bash), the defending weapon property has no effect.
Dimension Door: If the caster brings other creatures with him when he casts the spell, are the passengers unable to take any other actions until their next turn, or is that just for the caster?
Dispelling: If I use a "diametrically opposed" spell to dispel another spell (bless vs. bane, haste vs. slow, and so on), does my spell have any effect other than dispelling?
No, all of your spell is used to counter all of the targeted spell, there is no "spillover" from your spell that you can apply to your allies.
For example, if an enemy sorcerer's slow spell affects your fighter ally, and you cast haste as a dispel on slow, the slow ends and nobody gains haste. The same would be true regardless of how many of your allies were affected by that slow spell.
Invisibility: Can you see yourself when you're invisible?
The spell doesn't say one way or the other.
Because being invisible doesn't give you penalties on actions that require you to be able to see exactly what you're doing (such as picking a lock), you can assume that you can at least see yourself well enough to perform such actions without penalty. Whether this means you can see yourself as if you were not invisible, can see yourself as a ghostly image, or some other description is up to the GM, so long as the description doesn't hinder your own actions.
Invisibility Purge: Does this work on creatures that are naturally invisible?
In general, yes--nothing in the spell description says it only works on spells or other magical sources of invisibility.
However, note that the invisible stalker's natural invisibility specifically says that it is not subject to invisibility purge. Thus, will-o'-wisps and pixies become visible, but invisible stalkers do not.
Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?
No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.
Prestige Classes and Spellcasters: Does a wizard (or other character that uses a spellbook), receive bonus spells to add to his spellbook when he gains a level in a prestige class that grants an increase to spellcasting?
No. The increase to his spellcasting level does not grant any other benefits, except for spells per day, spells known (for spontaneous casters), and an increase to his overall caster level. He must spend time and gold to add new spells to his spellbook.
Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?
No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.
Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?
The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")
Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?
Yes. (See also this FAQ item for a similar question about rays and weapon feats.)
For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.
Spell-Like Abilities as Spells: Does a creature with a spell-like ability count as having that spell on its spell list for the purpose of activating spell completion or spell trigger items?
No. A spell-like ability is not a spell, having a spell-like ability is not part of a class's spell list, and therefore doesn't give the creature the ability to activate spell completion or spell trigger items.
Scrolls: If I fail my caster level check to activate a scroll, but don't have a mishap, is the scroll used up?
No.
Update: Page 490—In the Activation section, in the first paragraph after the bullet points, add the following sentence: “If the caster level check fails but no mishap occurs, the scroll is not expended.”
Shocking Grasp: Do I get the +3 on the attack roll if I'm delivering the spell with something other than a touch attack, such as a natural weapon?
Yes. The +3 bonus is not dependent on using a melee touch attack to deliver the jolt. For example, a magus using spellstrike to deliver shocking grasp through his weapon would get the +3 bonus on the attack roll.
True Seeing: Does this spell protect you from phantasmal killer?
Yes. True seeing lets you "see all things as they actually are." Because phantasmal killer is an illusion (phantasm) spell and creates an image directly in the target's mind, a target with true seeing would (mentally) see the image and (physically) see that there is nothing really there, and would therefore immediately recognize that the mental image is actually unreal. Because phantasmal killer says the target "gets a Will save to recognize the image as unreal," the creature with true seeing automatically succeeds at that saving throw (no roll needed), and therefore never has to deal with the Fort-save aspect of phantasmal killer.
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."
Fire Immunity: Does a creature with this ability automatically have vulnerability to cold?
No. A fire-immune creature (such as a balor) shouldn't automatically be vulnerable to cold. Likewise, a cold-immune creature shouldn't automatically be vulnerable to fire. (Note that this is not the same as a creature with the fire or cold *subtype*, which automatically gets vulnerability to the opposite energy type.)
Unfortunately, the Core Rulebook includes the rule from 3.5 that states fire immunity means cold vulnerability, and vice versa (Energy Immunity and Vulnerability, page 562). This will be changed in the next printing of the Core Rulebook.
Update: Page 562, Energy Immunity and Vulnerability: Delete " If a creature has fire immunity, it also has vulnerability to cold. If a creature has cold immunity, it also has vulnerability to fire."
Poison: How exactly does poison stack with itself? How and when are the saves made? How do you determine the DC for the save when the target is exposed to more than one dose of the poison?
A character receives a saving throw against poison whenever he is exposed to the poison (such as when he is hit by an attack that uses poison). The DC of the save of that poison is listed in the poison's description, but is increased by +2 for every dose of the poison currently affecting the target (not counting the new dose that is being saved against). Poisons that have been cured or have ended do not count. In addition, a poisoned creature must save against poison once on his turn, but this can be at any point during the poisoned creature's turn. It cannot be delayed through readying or delaying action. For more information on poison and how it stacks, see the Poison FAQ blog post.