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Adept_Woodwright is correct. Most of the immunity-bypassing powers are augmented mythic spells.
Augmented mythic cloudkill bypasses poison resistance.
And so on.
A little lost on the Dossal of Salt and Tears, mainly because of this part:
"A cleric who worships Iomedae who prays for spells at the dossal can prepare domain spells from the Community, Knowledge, Law, or Protection domains. These are the four domains once granted by Aroden that are not also granted by Iomedae."
Uh... Aroden granted the Community, Glory, Knowledge, Law, and Protection domains, and Iomedae grants the Glory, Good, Law, Sun, and War domains. Was Law supposed to be included in there, or was it only supposed to be Community, Knowledge, and Protection?
There's actually a feat that allows you, in conjunction with Craft Magic Arms & Armor, to make weapons and shields into holy symbols that you can cast spells with. It's called Create Reliquary Arms & Shields. Otherwise, as was stated above, a shield or a weapon is not automatically a holy symbol simply because a religious symbol is inscribed on it.
I'm hoping quite frankly that Hex Vulnerability's inability to work for its caster at 1st level is an oversight, and that the spell is actually supposed to last until the end of your next turn.
The Cube of Rubix wrote:
Energy Immunity, it should be noted, only functions once a day and for one minute in the MIC version. True energy immunity is an epic armor enhancement from the Epic Player's Handbook.
It's not on Archives of Nethys either. Suffice it to say, it's probably something that got removed except for that errant piece of text.
Just tell us which witch hex you want to use. Otherwise, take a look at the flavor of the witch hexes and extrapolate.
For example, cackle has verbal components. Evil eye could technically have a somatic component in that you have to legitimately stare at someone. Others, like the flight hex, would have "always on" components like the buoyancy, with the useable spells would effectively be spell-like and thus have no components.
This is not exactly right. You need to take Natural Spell Combat to even use claw attacks at all during spell combat.
Reprinting the exact text for Natural Spell Combat here:
"The magus can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the magus cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the magus can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one. A magus can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature."
Kinda curious, does the sword suddenly and magically transform into cold iron? That seems kinda silly.
Well, that, and we already know (Or have a good idea) of where three other Runelords are. During the Shattered Star AP you find out that Sorshen is hidden under Castle Korvosa, in Mythic Realms you find out Zutha is buried deep under the Cenotaph plus the Continuing the Adventure section of Shattered Star has a necromancer taiga giant lich with two of the three sections of Zutha's phylactery, the Gluttonous Tome, who is poised to bring Zutha back, and in Dungeons of Golarion it's vaguely hinted at that Alaznist is likely hidden somewhere that can be accessed by her runewell of wrath.
A. There is no limit to how many spells per day you can scribe into your spellbook, provided you have materials and time. Nowhere in the Arcane Magical Writings section of the Magic chapter does it say there is a limit.
B. There is also no limit to the amount of time you can spend scribing a spell into your spellbook. The "maximum 8 hours per day" that Legowaffles mentioned is for legitimate mundane and magical crafting, not for scribing spells into a spellbook.
Neither. Dimensional Dervish requires a full-attack action to perform plus the casting of dimension door as a swift action. The requirement of a full-attack action means that you cannot use spell combat, which is another full-attack action, and since you can't cast any spells (Not even a quickened one because of the swift action dimension door), you cannot use spellstrike.
Being new to Pathfinder, what's the best way to approach errata with Paizo? If I buy a PDF, will a corrected version be released in the future that I can download?
Yes. If you buy a PDF and a later printing is released, all you have to do is re-download the newer printing PDF, for free.
Also, I could have sworn the Paizo Dev Team account went silent last year because of SKR leaving, since he was the biggest proponent of getting FAQs out as soon as possible.
RAW it can work, if you have Weapon Versatility. Using that and changing the damage to piercing would allow a staff to qualify, although naturally you'd have to be using it one-handed through Quarterstaff Master and not ever use it two-handed to get the benefit.
If the guy wasn't an idiot he would have known there was a way for Detect Magic to be always on. It's called Permanency.
Alchemist extract of True Strike. ;)
The smitter wrote:
Fielding this one for James: It's called 'mumia', and you can find it in two varieties. Genuine mumia is from Pathfinder Campaign Setting: Lost Kingdoms, and the synthetic version is from Pathfinder Player Companion: Undead Slayer's Handbook.
James Jacobs wrote:
On #2, considering by Alaznist's reign Alderpash would have been very (un)comfortably tucked away in the Abyss for at least a couple hundred years by Baphomet, I highly doubt Alaznist would have taken a field trip to the Abyss just to get a neato trophy for the butt end of her ranseur. :P
On #7, I meant the fact that by RAW you can't make a scythe out of bone, since you can't make a two-handed slashing weapon out of bone. Although I guess if you jerry-rig a wood handle and a bone blade like Krune's dragon-tooth longspear, you can get around that. I'll just chalk it up to "10,000-year-old wizards did it." ;)
Two new questions!
1. How was there an art mix-up for Sorshen's guisarme, considering it's never been depicted in official art?
2. Alaznist has been called an arcane knight before. Was that just for her enjoyment of using evocation, or did she actually wear armor? (You've mentioned before that she would not have levels in Eldritch Knight.)
David Neilson wrote:
Then again if they are Chaotic Good, they could break the law.
And risk getting the long, ironshod boot of the law up their butts, considering there's nothing to go on if the PCs want to, say, start in Thornkeep instead. A Chaotic Stupid character going around breaking laws is just going to piss the Hellknights off and make things hard for the rest of the group.
In-depth nerd questions about the Runelords' weapons of rule (And other Runelord-y things) incoming:
1. Krune's dragon-tooth longspear is detailed in "The Waking Rune", which very obviously has bone for the tip of the spear. Normally even magically-strengthened bone takes a damage penalty, but his spear does not. Oversight, or crazy Runelord magic?
2. In "The Dead Heart of Xin", Alaznist's write-up states that her adamantine ranseur has the skull of the first Runelord of Wrath impaled at the butt; "The Herald of the Ivory Labyrinth" states otherwise, saying that the first Runelord of Wrath was whisked away by a demon lord for a foolish promise and resorted to lichdom. Accident, or retcon?
3. Do you have the names of the other four original Runelords, and are they important enough to keep under wraps?
4. Any hints as to what "undocumented" skymetal Xanderghul's lucerne hammer is made of? I've always held that it's horacalcum since the metal is so rare that it was effectively undocumented (And it's technically the metal that embodies his sin.)
5. Sorshen's "double-headed guisarme"... One head at both ends? Wracking my brain on this one.
6. Belimarius' "memory-stealing halberd of gold and mithral"... Solid gold pole with a mithral head, or some weird mixture of the two?
7. Zutha's "life-stealing scythe made of bone": Technically not possible, by RAW. More crazy Runelord magic? :P
8. Earlier in the thread, you mentioned Belimarius was between Krune and Zutha in power. Considering Zutha and Krune are the same level, would Belimarius be a 17th level old female Azlanti abjurer?
And now I'm done. Whew...
1. Absolutely, provided your group (Or at least the wizard, most likely) has a taste for Azlanti shenanigans. Most of the overarching story is Azlanti in nature, until you get to one of the lowest floors. There are a lot of subquests in between then that might satisfy your group's want of investigations/mysteries, but more or less all real social stuff is going to be in town and made up by the GM, as there are several minor hooks around town that the GM can use if they're feeling creative. (Most of them are fighting high-level monsters that can easily gank an entire party if they find them at too low a level, old-school superdungeon style...)
2. The PCs don't have to be the bad guys, but being good (Especially chaotic good) is going to be incredibly tough in a staunchly Lawful Evil town. Knights in shining armor (And indeed, adventurers in general) aren't held in very high regard by the Hellknight militia. Also, to adventure in the area without the Hellknights persecuting them your PCs will need a warrant from the town leader, which has a VERY steep tax of 30% of ALL the PCs wealth found in the Emerald Spire dungeon.
That would be Superior Unarmed Strike, from Tome of Battle: The Book of Nine Swords.
SUS requires Improved Unarmed Strike and BAB +3, and the actual wording is that if you are not a monk (Or are not treated as one), your unarmed strike damage scales thusly:
If you ARE a monk (Or treated as one), your unarmed strike damage from that class is treated as four levels higher.
Irnk, Dead-Eye's Prodigal wrote:
Seriously, no bonus damage for wielding a gigantic weapon? A little sad that the archetype only has three abilities.