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I guess my original question still stands: does immunity to crits negate vorpal, or does the ability to negate a crit negate vorpal? (or do both of them do/don't)

In addition: does greater resolve negate vorpal?

Okay, I've been looking around the forums and I haven't found a good answer yet, so I was hoping you guys could help me out...

Pathfinder SRD wrote:
Vorpal- Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this special ability randomly for an inappropriate weapon, reroll.

Now, the question I have is rather obvious: does negating the crit negate the vorpal effect? For instance, would the Greater Resolve ability from the Samurai class negate it...

Pathfinder SRD wrote:
Greater Resolve- At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Also, do other abilities like heavy fortification, jingasa of fortunate soldier, or immunity to crits also negate vorpal as well? As always, any help is always appreciated. Thanks again.

Okay, here's the scenario: my buddies and I are eventually planning to play Serpent's Skull together, and we all want to play evil worshipers of Lamashtu. Our plans include befriending our allies and capturing our enemies (some of them at least), and basically using magic, torture, drugs, and other tactics to break their minds and make them slaves to use as breeding stock for monsters (we also plan to capture animals as well, and as a side option, we can also cook them for food and buffs too...cook people hex for the win, lol).

Now, each of our characters have a role to play, and because I am a witch (a scarred witch doctor half-orc no less), my job is to act as the enchanter/mind breaker/'diplomat'.

However, after getting my spells together and figuring out my build, I still can't decide if the 'Charm Hex' is worth it. My main problem is the 'duration' of course, because I'm not sure how useful it is outside of combat (or in combat for that matter). I realize that I can cackle for HOURS to keep someone under my 'control' but I don't really think that's the most effective thing to do.

Anyway, I was hoping you guys could help me out with this, cause to be honest...I'm not really sure if the charm hex is worth it. I mean, it would be nice if the target of the hex STAYED helpful after the duration ended, but aside from that, this hex only seems good to ask an npc for a VERY brief favor before the hex ends.

I mean, I guess I could politely 'ask' an npc to voluntarily 'fail a save' and simply use another 'charm spell' on them, but even then, I'm not exactly sure if such a request is possible. Thoughts?

Like, for things like abominate or eternal sleep, or other such abilities: can a witch simply dismiss their effects if she so chooses?

Jim Groves wrote:

After sleeping on it, I wanted to add one quick thing.

The word "trait" is one of those crazy sound alike words that confounds the rule system sometimes. After consideration, the OP is referring to an optional race ability. One in which you trade for drow immunities. I was starting to make the point about traits being a half-a-feat, and while there is some validity to that.. the same level of parity does not exist with a racial ability.

I wanted to call that out before someone else does and uses it as a means to try to dismiss my point out-of-hand. I think my logic holds notwithstanding.

When it comes right down to it, I believe the seducer alternate racial ability is a fair trade for drow immunities. It may not be the best suited for all drow characters, but that's why it is optional.

Let's talk about why I made that trade-off. Thematically, by exploiting the desires of others, you open yourself up to the same kind of temptation. The struggle then becomes for you to always maintain control while bending and breaking the will of others. Also, mechanically, offensive bonuses are usually considered more valuable than defensive ones. This combined with the ability to stack with the Spell Focus feats, I still maintain this is fine the way it is.

I think I have said all I could! Thank you! Good luck with and to the Design Team!

And this is why I love these forums :) Thanks again for the input. And while I understand and respect your reasoning, I must admit that I still wouldn't be opposed to the idea of changing the 'seducer' trait to key off Charisma rather than Wisdom. After all, drow oracles, cavaliers, and ninjas would certainly enjoy reaping these rewards (which reminds me...there REALLY needs to be a cavalier archetype that lets a drow ride a friggin spider).

10 people marked this as FAQ candidate.

So, while looking over a few of the alternate drow racial traits, I discovered that the 'Seducer' trait ability is keyed off of wisdom to use the 'Charm Person' spell for some reason (my initial thought was that it keyed off Charisma). For anyone not familiar with the trait, here is what it does...

Seducer- Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities.

So, my question is this: was the 'seducer' ability meant to be keyed off of Charisma rather than Wisdom? I mean, that would seem to make the most sense, and I kinda hoping we can FAQ this if possible.

This issue has been coming up a lot in our sessions, so I was hoping to try and get a few clarifications:

1) Does a PC or NPC 'remember' the events that take place when they are charmed/dominated (we are basically curious to see if PCs or NPCs 'know' what they did while they were charmed/dominated, or if they simply have a very big memory gap)?

2) Does a PC or NPC 'know' that they are charmed/dominated (basically do they ever recognize that they are under the spell during the duration or after the effects of the spell wear off)?

Thanks again for all the help :)

I swear you all are doing it wrong...

Philter of Love + Syringe Spear = Seduction in a can.

I like to call it the 'Cupid Solution' (and yes, that phrase is totally copyrighted, lol). After all, why waste time seducing when magic can do it for ya ;)

Just remeber kids, a succubus isn't the only one who can 'work her magic' to get what she wants :P All it really takes is one little potion and a stick with a needle.

Hey everyone. While I'm not sure if a thread like this exists yet or not, I kinda felt compelled to start one anyway. Basically the goal of this particular thread is to showcase some really neat tricks that players have pulled off during their Pathfinder games. I'm not really asking for anyting game-breaking or cheesey, although if you'd like to list those things, that's perfectly fine as well. All I'm asking for is just some cool ideas/discoveries/or interactions that you guys have utilized during some of your campaigns.

And so, with that in mind, allow me to start:

Philter of Love + Syringe Spear = Instant lovey dovey

Rod of Security = Immortality in a can

Iressistable Dance + Quickened Icy Prison = Popsicle Express

Fate's Favored + Stone of Good Luck = Winning

Ablative Barrier + Mummification = Free DR without having DR

Like I said before, feel free to jot down whatever you like: maybe you've discovered a cool item that very few people use, or perhaps you've found a great interaction between two particular spells. Whatever it might be, go ahead and list it, for I'm sure their are many in the community (myself included) who are eager to hear about some of the coolest pathfinder tricks that can be found inside the game. Thanks again.

**Please note, things like bribing the GM with Candy and Beer does NOT qualify as a Pathfinder Trick...just sayin' ;)

Hey everyone. While I'm not sure if a thread like this exists yet or not, I kinda felt compelled to start one anyway. Basically the goal of this particular thread is to showcase some really neat tricks that players have pulled off during their Pathfinder games. I'm not really asking for anyting game-breaking or cheesey, although if you'd like to list those things, that's perfectly fine as well. All I'm asking for is just some cool ideas/discoveries/or interactions that you guys have utilized during some of your campaigns.

And so, with that in mind, allow me to start:

Philter of Love + Syringe Spear = Instant lovey dovey

Rod of Security = Immortality in a can

Iressistable Dance + Quickened Icy Prison = Popsicle Express

Fate's Favored + Stone of Good Luck = Winning

Ablative Barrier + Mummification = Free DR without having DR

Like I said before, feel free to jot down whatever you like: maybe you've discovered a cool item that very few people use, or perhaps you've found a great interaction between two particular spells. Whatever it might be, go ahead and list it, for I'm sure their are many in the community (myself included) who are eager to hear about some of the coolest pathfinder tricks that can be found inside the game. Thanks again.

**Please note, things like bribing the GM with Candy and Beer does NOT qualify as a Pathfinder Trick...just sayin' ;)

Hey James. I was wondering if there were any plans to include stat blocks for gnolls, lizardfolk, gargoyles, driders, ogres, and centaurs as PCs in the future bestiary books? I only ask because of all the races in the Advanced Race Guide, these races are the only ones that actually lack their own stat blocks explaining how to treat them as player characters.

Contrary to what a lot of people are saying, you CAN actually kill a prisoner who has openly surrendered and is now begging for his life while STILL maintaining a Lawful Good alignment.

The simple truth is, it really all depends on your characters perspective.

I'd like to quickly draw your attention to the era of the Samaurai, where it was considered both HONORABLE and GOOD to cut off a prisoner's head who was defeated in battle. The fact that they are begging for his/her life is utterly irrelevant, because it really all depends on how your character views the prisoner's actions.

For example, you could say "Only cowards beg for their life, now accept your punishment and pick up your weapon, or would you truly prefer to die while begging on your knees."

Or you could go with "I am glad to hear that you are repentant, but judgment must still be dealt. I promise to make your end as swift and painless as possible."

Or you could also try "Only the Gods can forgive your misdeeds. Make peace with them now, for once I have finished taking ur life, I promise to give you a just and honest burial."

As I said before, it is ALL about perspective. All the examples I've just listed are things that a Lawfully Good character COULD do if they so wished (and it would not be against their alignment at all). The same could also be said about 'other' alignments as well.

For instance, a chaotic evil character COULD show a prisoner mercy as well (perhaps thinking that letting them live could somehow prove useful to them later on down the road).

The simple truth is this: you really shouldn't get too caught up with your character's alignment. Good characters can still do 'morally questionable' things, just as evil characters can do 'morally righteous' things.

1 person marked this as FAQ candidate.

I'm not sure if this has ever been answered yet, but this hex 'seriously' needs an errata. Here are a few things I would like answered:

1) What is the range of Ice Tomb (I'm assuming either 30 or 60 feet)?

2) What is the duration of Ice Tomb (Hours/Minutes per level would be my guess)?

We have already established that Ice Tomb can only affect creatures, so that's some progress, but there are still a lot of questions that NEED to be answered about this hex. My overall guess is that its suppose to work like the "Icy Prison" spell, and if that's the case, we can pretty much use that spell as a baseline.

Here is my 'suggested' revised version of Ice Tomb...

Ice Tomb: A storm of ice and freezing wind envelops a creature within 60 feet, which takes 3d8 points of cold damage (Fortitude half). If the creature fails its save, it becomes trapped in a block of ice and gains the helpless condition, but can still breathe normally (the ice blocks line of effect to the target). This effect lasts for a number of minutes equal to the witch’s Intelligence modifier. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. If the target makes its save, it gains the entangled condition for a number of rounds equal to the witch's Intelligence modifier, but can otherwise act normally. If the target creature takes no damage from this hex, it does not become helpless or entangled, regardless if it made its save or not. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

I know its kinda 'lenghty' and all (and I realize that the entire 'entangled' condition part was added out of nowhwere), but I think the above descritpion makes a lot more sense. Of course, if you wanted to edit out the 'entangled' part, it could look something like this...

Ice Tomb: A storm of ice and freezing wind envelops a creature within 60 feet, which takes 3d8 points of cold damage (Fortitude half). If the creature fails its save, it becomes trapped in a block of ice and gains the helpless condition, but can still breathe normally (the ice blocks line of effect to the target). This effect lasts for a number of minutes equal to the witch’s Intelligence modifier. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. If the target creature takes no damage from this hex then it does not become trapped in the ice, regardless of whether it made its fortitude save or not. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

I hope some of this helps, and everyone please remember to click the FAQ button so we can get this issue addressed.

Hey James. Sorry to bother you again but I had a couple of questions regarding Hunter's Tricks from the Skirmisher archetype for the ranger and I really hoped that you could help:

Pathfinder SRD wrote:
Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.

1) So my question is this: does the "Stag's Leap" ability count as movement? From the description, it seems to suggest that performing a Stag's Leap is a 'free action', thus allowing a character to 'move' while still being able to use their full-round action after their 'jump' is complete. Is this the case, or am I reading it wrong?

Pathfinder SRD wrote:
Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

2) My next question is pretty simple: can Surprise Shift be used in conjunction with a 5-foot step all in the same round (thus allowing you to technically move 10 feet while still being able to perform a full-round action)?

Pathfinder SRD wrote:
Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

3) Because of the rules regarding fear effects (in that they are cumulative), I was curious to know if getting hit by two Rattling Strikes would make an enemy frightened (or panicked if they were hit three times)? I realize this doesn't work with the 'intimidate' skill, but I wasn't sure if it worked with Rattling Strike or not.

Again, I realize that some of these questions should be asked on the rules forums, but I was really hoping for your own personal input on how you would rule all this. Thanks again for your time and take care :)

Hey James, quick question: for some of the ranger archetypes (such as the Warden, Wild Stalker, and Freebooter), the favored enemy abiltiy is replaced for other benefits, but other abilities such as quarry, improved quarry, and master hunter remain the same. As it stands, these three abilities are all useless for a ranger, since he doesn't have the 'favored enemy' class feature anymore (which is something that those three other class features depend on).

My question is this: are there any plans to update or errata these archetypes? I only ask because you guys DID end up updating the infiltrator archetype for the ranger, which also suffered from a similair problem like this. Thanks again!

Personally, I would like to see all these archetypes get an update, so please hit the FAQ and see if we can get answer please :)

I would also like to see this archetype get updated. As it is written, things like 'Quarry', 'Improved Quarry', and 'Master Hunter' are all unusable. A replacement feature of some kind would be greatly appreciated.

Alright, I know that burrowing isn't very well defined in pathfinder, but I do have a couple of basic questions regarding it...

1. Can a character (like a Trox) breath while burrowing?
2. Can a character take a 5-foot step while burrowed?
3. How can a character 'see' while burrowing? For example, does the character 'know' where other characters are located on the surface? Can the burrowing character differentiate between enemies and friendlies while burrowed? (I ask this because a character like a Trox does not have tremorsense)
4. Does a character who is burrowing automatically assume a stealth check of 25 (because, according to perception, to notice a creature beneath you requires a DC 25 perception check)?
5. Can a character 'sleep' while burrowed?

thanks again for the help.

Alright, my question is pretty simple: since the Wyrwood doesn't have a constitution score and instead gains 'bonus hit points' based on size (10hp since it is small) does this mean it gains 10 bonus hp per level?

If anyone doesn't know what I"m talking about, here are the rules for construct traits...

Pathfinder SRD wrote:

A construct possesses the following traits (unless otherwise noted in a creature's entry).

•No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
•Low-light vision.
•Darkvision 60 feet.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
•Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
•A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
•Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
•Proficient with no armor.
•Constructs do not breathe, eat, or sleep.

Now, as I stated, a Wyrwood is a 'small' construct so it would gain 10 bonus hp. However, does this mean it would gain 10 bonus hp per level? I only ask becaue in hero lab, the Wyrwood is only gaining a single instance of bonus hp (namely 10 bonus hp at level 1). Part of me believe that it is suppose to gain 10 bonus hp per level, but I can't find any rules that support that.

As always, any help would be appreciated.

I know this might seem like a silly question, but this basically came up while my group and I were making characters: can a Wyrwood use alchemist abilities like extracts, mutagens, etc?

I mean, it doesn't need to eat or drink, so I'm not sure if can actually 'consume' anything.

I also can't remember if constructs can use potions or not, but if anyone can help to clarify this issue, I really would appreciate it. Thanks again.

1 person marked this as a favorite.

Alright, I figure I might as well cheat and approach this subject from a different perspective: if you guys want the rogue to work, just be a Wyrwood.


Well because a Wyrwood is basically immune to all the rogue's weaknesses (construct traits will kinda do that for ya). Furthermore, the rogue's abilities compliment the Wyrwood a great deal (with evasion pretty much making the Wyrwood virtually immune to most kinds of magic attacks the require a save).

In addition, the lack of a constitution score makes the rogue less MAD, and even helps to give the rogue a HUGE boost in hit points (if you took the favored class bonus on top of the toughness feat, you would basically have 22 hit points level 1).

And finally, to top it all off, you are also small: benefits for stealth, extra accuracy, the whole nine yards.

Of course, if anyone wants to 'theory-craft' about how to make the rogue better, then the answer is actually a lot more simpler then you think...

Just make it easier for the rogue to make his opponents flat-footed.

For example, if their were rogue feats that said something like "whenever a rogue with this talent makes an attack of opportunity or charges, her opponent is considered flat-footed". Or you could also go with something like "whenever a rogue with this talent confirms a critical hit, she may also apply sneak attack damage if she hasn't already done so."

Anyway, just my 2 cents.

Again, this would also beg the question: do hobgoblins count as goblins for archetypes, favored class bonuses, etc?

Pretty much what the title says: Does a drow qualify as an 'elf' for the purposes of a 'favored class bonus'? Moreover, does an Aasimar with the 'scion of humanity' trait qualify for human based bonuses? I understand this logic applies to half-elves and half-orcs of course (due to the recent FAQ) but I just wanted to see if it applied to other races as well (it also makes me wonder if Hobgoblins qualify for goblin bonuses too).

Thanks again.

Okay, so after readying the Bestiary 4, I recently came to discover that all of the potential PC characters (or, in other words, races with no hit dice or level adjustment) are all also listed in the Advanced Race Guide (examples include Trox, Wyrwood, etc). Now, this sorta makes me believe that other races listed in the Advanced Race Guide are all also capable of being used as PCs as well (races such as Centuar and Drider).

Now, if such is the case then...well...that's utterly ridiculous (lol).

However, I would like to hear everyone's thoughts about this (what races do you like, which do you think are broken, etc). Below is a list I've compiled that essentially names off a bunch of races that most people probably didn't realize were usable as PCs.


I'm sure there are other ones that can be added to this list as well, but this pretty much covers the ones I've found thus far. If anyone would like to add other races to this list, please feel free to do so.

Okay, after reading the Bestiary 4, I recently came to the realization that ALL of the following races are apparently legal to use as PCs without any racial hit dice or level adjustment. Here they are...


Yeah, this guide just got a WHOLE lot bigger (also, keep in mind that some of these races are friggin ridiculous in terms of power).

I'm mainly asking the question for the purposes of including lizardfolk in hero lab (and gnolls as well). My only issue was trying to figure out the exact 'stat block' of the lizardfolk (for example, what language does it speak, how strong is the bite attack, etc).

I am REALLY looking forward to the lizardfolk and hobgoblin updates (and Suli as well). I've always considered Hobgoblins a very 'sturdy' race, in that they can basically perform well in almost any of them (I mean, a +2 in two physical stats, with no drawbacks, plus darkvision, stealth as a class skill, and a big bonus to stealth with a lot of solid alternate racial options).

Lizardfolk...well, honestly I just need to see what the PC version of this race looks like (I'm assuming it has a swim speed, 2 claw attacks, 1 bite attack...all at 1d4 damage...speaks draconic...and has a + 2 to strength and Con with no drawbacks, but again, not sure).

And finally Suli (ah, good ol' genie-folk). I realize that a Suli is kinda inferior to certain Aasimar racial types (specially angel-kin), but having 4 resistences, a nice boost to diplomacy and sense motive, and a relevant 'swift action 1d6 elemental damage' ability is still pretty sweet).

Okay, I realize that the original monsters (as in, the ones listed in the bestiary) give descriptions of these creatures with racial hit die. However, in the advanced race guide, they are listed 'without' racial hit die.

Source (scroll up to the top of the page)

So, my question is: do these races have a level adjustment or not (in other words, could you use them as normal PC characters)?

Thanks again.

Telepathic Bond
School divination; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (two eggshells from two different creatures)
Range close (25 ft. + 5 ft./2 levels)
Targets you plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.


Okay, here are the questions:

1) Lets say your party just encountered a creature who has yet to attack you. However, sadly this creature does not speak any language that your party understands. My question is this:

Can you cast Telepathic Bond and include that creature, so all of you can properly communicate? (keep in mind that the spell does not allow a save, but only stipulates that the target must be willing)

2) Question 2: let us say that your party encounters another group of creatures who are acting somewhat 'hostile' towards you, but have yet to actually attack (they are essentially shouting and/or motioning for the party to leave the area for instance). Would telepathic bond work then (basically as a means of establishing communication)?

3) Let us say that this group of creatures is already attacking you (for reasons you and your party don't understand, obviously due to the language barrier). Would telepathic bond work then?

I guess what I'm really asking is this: what exactly constitutes a 'willing creature'?

8 people marked this as a favorite.

I often enjoy seeing all the threads that discuss theory-crafting and class balance issues, and so in honor of all those 'informative' threads, I give you this masterpiece:

Class Balancing Episode 1 - Getting Past the Trap!

THE SCENARIO - After making your perception checks, you discover that the hallway in front of you is most definitely trapped (oh no's!). What do you do?

Druid: *contemplates sending her animal companion down the hall first(animal cruelty at its finest), but instead decides to take 10 minutes to figure out which creature she'd like to wildshape into*

Rogue: *"Don't worry guys, I got this!" she says, while all the while thinking Evasion level 2 for the win!*

Fighter: *looks at silly rogue fiddling with the trap...and then happily proceeds to step down the hall thumping his armor LIKE A MAN!* "Come at me bro!"

Barbarian: *quickly remembers (despite her constant need to SMASH) that she has damage reduction...and then promptly proceeds to walk down the hall before yelling back at the group to "BE A MAN" as she sways her shapely hips*

Oracle: *babbles incoherently, walks into a wall, casts her freakin protection spell (with no verbal components no less) and walks forward with confidence...cure spells at the ready (while still managing to look hot as hell with her 17 charisma)*

Cleric: *grumbles in frustration as she glares at the rest of the group before screaming "I AM NOT A BAND-AID!"*

Gunslinger: *stands there practicing her 'quick draw' technique, praying to God that the bloody gun won't misfire...again!*

Summoner: *summons OP Eidolon and says "Hey bro! We found a trap!" then points down the hall saying "You first!"...obviously completely aware of the fact that his immortal Eidolon will be just fine*

Paladin: *Volunteers to step forward first, clearly feeling confident that his God will protect him (and if God screws up, lay on hands and Divine Grace for the win!)*

Antipaladin: *watches as half the group willingly steps forward into the obviously dangerous trap thinking 'Wow, this is going to be easier than I thought'*

Monk: *has enough common sense to simply sit on the floor and wait for the rogue and/or ninja to disable the trap*

Inquisitor: *watches in amazement as some members of the group walk forward into the trap, while other members try to disable it, as the rest just wait around to see who's left standing when the smoke finally clears*

Bard: *plays his banjo while singing his heart out, moonwalking down the hall without a single care in the world*

Sorcerer: *casts fly upon herself and struts down the hall (yes, she struts in the air), while looking back at the wizard with a confident little smile "Real God's don't need spellbooks"*

Wizard: *grumbles to himself and casts Unseen Servant saying "Run down the hall as fast as you can, and make sure to touch as many things as possible!*

[Unseen Servant]: *Gets secretly excited (despite being mindless) about groping the oracle, sorcerer, and smoking hot barbarian*

Witch: *holds her familiar close and prays that none of these stupid idiots end up getting it killed again*

Magus: *gets fed up and casts dimension door, transporting himself to the other end of the hall (wasted level 4 spell...check...separated himself from the party...check...still potentially activating the trap despite all his efforts...double yeah, high intelligence score for the win)

Ninja: *mysteriously utters "I'm Batman" before vanishing from sight*

Cavalier: *continues to feel sad that he couldn't take his pony into yet another dungeon*

Samurai: *also feels bad about not having his pony, but at least he still has his trusty old Katana*

Alchemist: *takes a moment to look at his crazily deformed body, with his four human arms, bat-like wings, and large slimy tentacle, thinking the entire time "My God...what have I done"....and a mid-life crisis quickly ensues*

Ranger: *Looks down the hall, then at the rest of the group, before 'wisely' and 'politely' motioning them forward "After you"*

So, as you can tell, every class is useless ;).

Hope you all enjoyed, and feel free to post comments or your own versions if you like.

From my understanding of the current ruling, half-orcs and half-elves can qualify for orc and elf archetypes, but I was wondering if the reverse was true as well.

For example...

Could an elf choose to be a 'wild caller' (summoner archetype) and take the half-elf favored class bonus (one evolution point every 1/4 level)?


Could an orc choose to be a 'blood god disciple' (again, summoner archetype) without any issue?

Thanks again :)

Oh, and one last question: would a tengu with the 'travel domain' get the +10 speed boost to movement when they use tengu wings (or tengu raven form), thus giving them 40 feet fly speed and 70 feet fly speed respectively.

I actually have a couple questions regarding tengu feats, and I hoping someone can help sort them out.

Question 1

Pathfinder SRD wrote:
Tengu Wings - Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

a) When using this ability, does the tengu lose access to gear, natural attacks, etc (I only ask because it says it functions like beast shape 1, which is of course a polymorphic effect)

b) What action is required to use this ability (standard, swift, free?)

Question 2

Pathfinder SRD wrote:
Tengu Raven Form - Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.

a) Does this ability stack with Tengu Wings? (in other words, can you still use Tengu Raven Form once per day, and then also use Tengu Wings on the same day as well)

b) When using this ability, does the tengu lose access to gear, natural attacks, etc (again I ask because it says it functions like beast shape 2, which is of course a polymorphic effect)

c) What action is required to use this ability (standard, swift, free?)

Question 3

Pathfinder SRD wrote:
Long-Nose Form - Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).

a) When using this ability, does a tengu lose access to its natural attacks?

b) What action is required to use this ability?

I'm assuming all these abilities are standard actions to activate, but what confuses me is what happens when you use tengu wings and tengu raven form. My 'guess' is that tengu wings simply grant you a fly speed, and thus have no effect on your gear, natural attacks, etc. However, tengu raven form seems is a little harder to interpret: part of thinks it acts as a special 'enlarge person' ability, in that you don't lose access to your natural attacks or gear. Then again, I get the impression that because you transform into a large 'raven', you actually do lose access to your gear and natural attacks (though this begs the question: what kind of natural attacks would the 'large bird' have?).

Again, if anyone can help clarify, that would be great. Thanks again.

To be fair, I don't really think 'Finding Haleen' is all that busted. Is it powerful? Sure. But in all honestly, I actually like the idea that characters can spend a 'feat' to gain the benefit (Additional Trait feat obviously). I probably wouldn't allow it as a starting feat, but if a player wanted to get 'Additional Traits' for it, I wouldn't see a problem.

Finding Haleen = Best...trait...ever!

I understand that you can spellstrike with a held charge, but I'm just wanting to see if you can use spell combat to cast another spell after the 'first spell' (the one that's being held) is discharged all in the exact same round.

Basically it would look something like this (assume that the magus is already holding the charge to a touch spell).

1) Spell combat using full-round action is declared

2) First attack is made with melee weapon (using spellstrike)

3) First attack hits (the 'held charge' spell is discharged)

4) Makes concentration check to cast a touch spell via spell combat

5) Check succeeds

6) Proceeds to make free 'touch attack' with the spell

7) Instead makes a second attack with melee weapon (via spellstrike)

8) Second attack hits and spell is discharged

Is my above example correct, or am I doing something wrong?

Okay, after much reading and searching, I finally understand how Spellstrike and spell combat work. However, I did have one last question in regards to using them together:

(Assume that I am a 3rd level Magus)

Round 1: I cast a touch spell and move towards my enemy, making a melee attack with my weapon in order to deliver the spell (via spellstrike). I end up missing with my melee attack. Per the rules of touch spells, I'm still holding the charge.

Round 2: I declare that I'm using spell combat as a full round action. With my first attack, I swing at my enemy with my melee weapon, using spellstrike once again (I can do this because I'm still holding the charge from the previous spell last round). I hit my enemy and discharge the spell. After damage is resolved, I roll to make my concentration check to cast another spell (the one allowed via spell combat). I succeed, and cast another touch spell, and proceed to make a second attack with my melee weapon once again (effectively combining spellstrike with spell combat). I succeed in hitting my enemy once again, and thus deliver my second touch spell.

So here's my question: is the above example correct? Is a magus allowed to hold the charge and then use spell combat in the next round to deliver two touch attacks in the exact same round (granted, you obviously want to wait until you have discharged the first spell before casting the other, but I just wanna make sure that I understand this correctly)?

Alright, here's how this goes...

Shield Defense (Ex): Starting at 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and wielding a shield, the viking’s shield bonus to AC increases by 1. Every 4 levels thereafter (7th, 11th, and 15th), this bonus increases by 1.

My question is this: would this bonus work with a ring of force shield?

5 people marked this as FAQ candidate.

I've already tried searching the forums for this question, and didn't really get a definitive answer. Therefore, I'm hoping this thread will resolve this.

At 10th level, I understand that a summoner receives the ability (from Aspect) to give himself 2 evolution points to apply to himself. Then again, at 18th level, the evolution points increase to 6 due to greater aspect.

My question is this: at 18th level, does the summoner have 8 evolution points to use on himself, or does he still only have 6?

Alright, I apologize if this was asked before, but after searching the threads, I was unable to find any real clarification. So, in regards to the summoner eidolon....

*pauses for dramatic effect*

In the section that states that the claws evolution can also be applied to an eidolon's limbs (legs) once, was this passage intended only for quadruped forms, or does this also apply to biped eidolons too?

Hey again James. Thanks again for answering my previous question, but sadly I got another one for ya (don't hate me). :(

The issue concerns a variant Aasimar ability that states the following...

Pathfinder SRD wrote:
You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.

Relevant Link Here.

My question is, if an Aasimar takes this ability, do they gain only 1 talon attack, or two (my assumption would be two since, like claw attacks, talon attacks typically come in pairs, and the ability also seems to imply this as well). I only ask because I'm currently trying to resolve this issue with hero lab tech support, and I figure the input of a Dev would go a long way in providing some clarifcation. Thanks again. :)

Hey James, quick question: for the tengu's alternate racial trait 'glide', does the tengu automatically gain 'fly' as a class skill if they select this trait? I only ask because of this line...

Pathfinder SRD wrote:
Fly-You cannot take this skill without a natural means of flight or gliding.

I know that a race like Strix automatically gains fly as a class skill (for obvious reasons) but would the above statement apply for tengu's with the glide trait? Thanks again.

I hope changelings are eventually added to the guide as well :)

Meh, I've just been wanting to make an alchemist with Arcane Strike for a VERY long time. Still crossing my fingers and hoping that alchemists eventually get caster levels :)

I actually just checked, and apparently the trait 'Touched by Divinity' gives you access to a 1st level domain spell with a CL equal to your character level so I suppose that works to.

I know I'm probably bringing up an old (and probably resolved) subject, but I was just hoping for a bit of clarification. Basically, with the new ruling for having spell-like abilities qualify as prerequisites for feats and such, does this imply that an alchemist can now use Arcane Strike?

For example, could an alchemist gain Arcane Strike if they had one of the following:

A race with access to spell-like abilities (tiefling, aasimar, etc)?

A character with the 'magical talent' trait?

From what I understand, Arcane strike can also be used by a rouge with the 'Minor Magic' talent correct? If such is the case, does this mean that both the rogue and the alchemist scale in damage with the Arcane Strike feat (since you need caster levels in order to increase the damage of Arcane Strike)? I'm assuming this is possible for an alchemist since they have 'caster levels', but I wasn't sure about the rogue. Thanks again.

Tharken wrote:
If you pass the perception test to act on the surprise round, you get to act on the surprise round, and that means waking up.

I always assumed that War Sight pretty much allows you to pass the perception test to act in a surprise round regardless of whether you 'actually' passed it or not. It essentially says 'if you don't pass the perception check, you still act, you just act last.'

Is this not correct?

So that would mean:

1) I'm sleeping

2) Enemy attacks (I failed my perception check, and thus am not aware)

3) Surprise round starts

4) I wake up, I go last, I am not helpless, but I am flat-footed

Am I missing anything?

I think what I'm trying to say is that War Sight makes you 'aware' that a surprise round is happening, regardless of whether you know it or not. Now then, regarding the examples of 'hold person' and such, I'm not suggesting War Sight negates spell effects.

All I'm saying is that it makes you 'aware' that a surprise round is happening.

I suppose you could make the example of 'what if someone cast a sleep spell on you, what then?' kind of deal, but I would argue that the spell itself changes the condition you're in (by essentially putting a restriction on when you can wake up).

Natural sleep doesn't have that restriction.

It is based on your 'awareness' (or perception, if you will), and due to the wording of War Sight, it would seem that you are ALWAYS aware that a surprise round is happening (and because there is no restriction preventing you from waking up, like say, a spell...I don't see why you wouldn't be able wake up and act during the surprise round)

Weables wrote:

Nope. There are no rules allowing you to wake up. There is even a perception modifier for sleeping, which implies that you can fail to perceive something while asleep, thus failing to wake up.

Now, sounds of battle nearby give you a +20 modifier on the roll, so your chances of waking up while battle is going on is excellent (DC0 +20 for battle, -10 for sleeping, means you need to roll a -11 to fail)

It still wont automatically wake you up when battle starts

Again, I fail to understand how I can 'act in a surprise round' if I can only remain asleep. As stated before, the 'act of sleeping' is NOT an action. Standard, move, full-round, etc. Those are actions.

War Sight would seem to imply that you DO wake up in the event of a surprise round, because you need to be awake in order to take an action.

Which means you are 'never helpless' while sleeping, only flat-footed.

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The reason I say War Sight counters deafness is because being deaf affects your ability to perceive danger (and thus also hurts your initiative). With War Sight, it no longer matters if you can perceive danger or not, since you can always act in a surprise round regardless of whether you perceived the enemies or not (plus, it helps with the initiative issue as well).

I guess the issue I'm having is that if you are allowed to 'act' in a surprise round, doesn't that essentially suggest that you are 'aware' that a surprise round is taking place? If so, wouldn't that mean that you are automatically 'awakened' if a surprise round occurs?

Again, I would chalk it up to a 'sixth sense' or 'battle-sense' that goes beyond normal senses, allowing you to perceive danger even though you would not normally perceive it (hence the example of being asleep).

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