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1. It is what it says. You can apparently send out a call through time and space to get an outsider to be your buddy. Although once there, it would be like planar ally, greater in that you would have to pay them for their service. Using the demand ability would not have the payment requirement, of course.
2. RAI would point to the first option. They would need to be extraplanar outsiders of the aquatic or water subtypes. Unfortunately, there are a LOT of outsiders with swim speeds that aren't necessarily water-based, so GM discretion would be required on which non-elemental outsiders with swim speeds you'd be able to call, depending on your own alignment as well.
3. As stated in #1, yes. There is nothing that says you waive the payment simply because it is a spell-like ability. Using the spell-like ability takes the same amount of time that using the actual spell would, which for planar ally, greater would be a casting time of 10 minutes.
Murdock Mudeater wrote:
See Mark Seifter's post above. The intention was that a hallowed necromancer cannot prepare or cast spells that create or animate undead, and if they tried to circumvent that with wands or scrolls, they lose their archetype features (But not spells) until they receive an atonement.
If he's looking for a weapon on his tail, take the tail attachments from the kobold section of the Advanced Race Guide and simply remove the kobold restriction from Tail Terror.
If he just wants spiked tail armor, then it would likely be just part of an existing set of spiked armor and not separate. Making it out of copper would be like making it out of bronze, so look up bronze in Ultimate Equipment for more rules on that.
I think what he was asking was if he could use, say, a metamagic feat while activating a scroll to give the feat to the scroll, which is obviously a no.
Also, there are no rules for armor spikes having to be the same material as the armor itself. To be fair, it would be well within a GM's rights to say that you can only put armor spikes on plate armor, though.
Probably up to the GM, since there's no wording anywhere about whether or not you would roll the confirmation against something that's immune anyway.
Although, as a reminder, on pg. 301 in the Bestiary, it does specifically say that a creature that has an immunity (In this case, immunity to critical hits) is immune to the mentioned effect and immune to any secondary effects from the first. Any ability that would affect the creature as part of the critical hit would simply not function.
A polearm with reach does not threaten adjacent enemies because of said reach, but you get to hit enemies further away. Conversely, if you choke up on your polearm to hit enemies close to you, you would lose your reach.
To be fair, I'm not aware of anything that says you lose your reach, but the idea is that you're giving up your reach to hit closer enemies which is a completely RAI interpretation by your GM.
1. Depends on legality, most large towns have at least a brothel or two. Also depends on what scenario you're playing and if you're close to civilization.
2. Ultimate Equipment has "companions" listed as 5 CP to 10 GP. You get what you pay for, although this is up to the GM and any appropriate PFS authority.
3. Depends on if the temple is a dedicated brothel, but more often than not yes. The "companions" there would likely be on the more expensive side if it's a big temple.
In all actuality though, you'll more than likely have to go with the backup way of fulfilling Calistria's obedience.
Wise fwom youw gwave! Missed a couple.
Striped toadstool (210 likes)
Tears of Death (215 likes)
The Pale King wrote:
So say for some reason I wanted to make a character that used double weapons *cough*final fantasy 9*cough*chrono cross*cough*, how would I go about optimizing that which people consider awful?
No matter how much you beg your GM, I highly doubt he's going to let you have a double-bladed katana, a la FF9's Masamune. :P
The class should certainly be better worded, but the RAI is that it is geared towards healing living creatures. The combat medic class feature mentions the Heal skill and healing spells; since you cannot use the Heal skill on undead, it should follow that it means healing spells that affect living creatures. Your questions are answered thus:
No, and no.
An inflict spell is not a spell that heals living creatures, and using a cure spell to damage undead is not healing.
RAW? It'd be aid another, as it says that the trapped PC has to make the Strength check to burst the web at a -4 penalty and nowhere does it say that someone can make this on their behalf.
In practical or houserule terms, yeah, it'd be silly if you couldn't break someone out of a web like that, because someone would eventually be paying the action cost even if it isn't the trapped PC.
David knott 242 wrote:
Agreed. While I understand why it's in the Torment class feature (Because it would normally change the Charisma bonus to attack and AC with smite to Wisdom), the "This alters smite evil" line should be moved to the "All Is Darkness" class feature.
Kain Darkwind wrote:
Hm, if Geryon was originally an asura, then I suppose it could potentially stand to reason that Barbatos was likely some kind of crazy powerful LE aberration before ascending, considering he's rather... Tentacle-y.
Mark Seifter wrote:
That'd be great. If anything, could I get a weigh-in on #1 in my OP?
Since my last thread for this was so long ago (And because I was a dip and put 'Unleashed' instead of Unchained in the title), I'm making a new thread for this. Over on Mark Seifter's Facebook page, a vote decided that for every 5 likes on his page, he would convert a poison that hadn't yet been so to the Unchained rules. I'm mostly doing this to compile them into an easy to read and find thread.
Disclaimer: In no way is any of this officially endorsed by Paizo or rules legal for Pathfinder, this is just something one of their rules designers likes to do in his spare time as a thank you to the fans.
Arsenic (100 likes)
Azure lily pollen (105 likes)
Belladona (110 likes)
Black adder venom (115 likes)
Bloodroot (120 likes)
Burnt othur fumes (125 likes)
Dark reaver powder (130 likes)
Dragon bile (135 likes)
Drow poison (140 likes)
*The first Unconscious state lasts only for 1 minute, and then the victim returns to Healthy automatically.
Giant wasp poison (145 likes)
Greenblood oil (150 likes)
Hemlock (155 likes)
King's sleep (160 likes)
Lich dust (165 likes)
Malyass root paste (170 likes)
Medium spider venom (175 likes)
Nightmare vapor (180 likes)
Nitharit (185 likes)
Oil of taggit (190 likes)
*The Unconscious state lasts for only 1d3 hours, and then the victim returns to Healthy automatically. It is not an end state.
Purple worm poison (195 likes)
Sassone leaf residue (200 likes)
Shadow essence (205 likes) (Newest 8/16/2016)
They will not stack. Activating either is a swift action, and elemental assault only lasts for a single round.
You would have to spend the point as a swift action to activate your pseudo-bloodrage, and then activate the elemental strike ability on the second turn. Sadly since the eldritch scion's eldritch pool does not say you can continue to burn points to keep the pseudo-bloodrage up, it's basically a waste.
HALLOWED NECROMANCER, pg. 74
- Arcane school and spells are altered so that you cannot create/animate undead, but nowhere in the text does it say that you are either punished for casting those spells or have those spells removed.
- The line starting with "If the spell has an attack roll" has an extra "as" after the comma.
1 sounds like an oversight. I'd probably use the atonement rules for this. As for 2, it would only be useful if the target has an ability to negate all damage on a successful save. There may also be some special rider effect on some spells that don't work if the target saves.
On #2, I suppose that might work if you spont-cast a cure and add a metamagic feat that bestows a rider effect.
As a side note, as a GM and player, I'd personally prefer the other option on #1: Just remove any spell that deals with animating or creating undead.