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opakedragon wrote:

Hey Folks!

Lets say you have a staff with a 1st level spell, a 2nd level spell, and a 4th level spell (all minimum caster level and none of which require expensive components). The price of said staff would be 13,200 gp (400 gp * 4 spell level * 7 caster level + 300 gp * 2 spell level * 3 caster level + 200 gp * 1 spell level * 1 caster level) and cost 6,600 gp (13,200 gp/2) to craft.

Your numbers are wrong. A staff (or any other magic item) only has 1 caster level. Each spell going into a staff doesn't get to have a different caster level. Also, staffs have a minimum caster level of 8 - you can't have a staff with a caster level below that.

So your example staff would be:

4th level spell: 400 x 4 x 8 = 12,800
2nd level spell: 300 x 2 x 8 = 4,800
1st level spell: 200 x 1 x 8 = 1,600
Total of 19,200 gp.

Adding a 6th level spell to it (Which raises the minimum caster level for all spells to 11th):

6th level spell: 400 x 6 x 11 = 26,400
4th level spell: 300 x 4 x 11 = 13,200
2nd level spell: 200 x 2 x 11 = 4,400
1st level spell: 200 x 1 x 11 = 2,200
Total of 46,200gp

PS. How much would a cantrip/orison cost to be crafted into a staff? Would it be crafted as a one half level spell with a 1st level caster?

Cantrips are priced as if they had a spell level of 0.5. Actual cost to add a cantrip would vary based on the staffs caster level, as well as how many other spells are in the staff.

PPS. Is a staff cast cantrip/orison treated as a prepared cantrip (at will) per charge used? or is it a single casting? how many charges does it use?

It would use charges the same as any other spell. Minimum of 1 charge per use, like all other spells in a staff.


This can get really nasty if there is a pack of them, since normally standing up from the prone provokes AoO (at +4 due to you being prone when you provoke).

What I'm not totally sure about is if -during that AoO- bite, if successful, does the wolf get its free action trip as well. Since it gets the trip as free action on a successful bite, it would seem to indicate it does have a good chance of just continuing to keep you mauled on the ground and you might be better off attacking back from the prone until help arrives than getting into that "gnawing circle of death".

Doesn't matter if it gets the free trip or not. As an AoO occurs before the action that triggered it, the target is still prone and tripping them again would do nothing. After the AoO, the target would then finish his action and stand up (as nothing prevents him from doing so).

You can't keep someone down this way.

eternalglory wrote:
Then shouldn't it be called an Acrobatics check?

Some bonuses only apply to specific uses of a skill. For example, the jump spell only applies to Acrobatics checks made to jump. So a jump modifier would be your normal Acrobatic skill, plus any bonuses that apply specifically to jumping.

Morag the Gatherer wrote:

This could have come up in the last game I ran. The party was faced with several monsters, some of whom were real; others were illusions.

In the 1st round those of the party who could see the monsters failed their will saves. What would have happened if an illusionary monster hit a PC for damage.


Nothing. An illusion only causes damage if it specifically says it does.

Lloyd6770 wrote:
Based on the space/reach link, there are two large options (Long and Tall). Based on the description of Enlarge Person, the 10 feet of natural reach make me think that I'd be considered tall. Is this correct?


Because of my assumption there, on the space/reach sheet, I would use the "Large (Tall)" grid for my attack layout, but I'd only use the green grid, as my Great Axe doens't have reach. Is this also correct?


If I were using a weapon with reach, like a Glaive, then I'd use the green and red grid for attacking enemies?

Partly correct. With a reach weapon, you can't attack a creature inside your normal reach (within 10 feet of you, in this case). With a reach weapon, you would be able to attack a creature in any of the red squares, but not a creature in the green squares.

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Das Bier wrote:
That's...interesting. Two casters could contribute to recharging a staff so it could regain power faster? Interesting idea. Honestly never considered it.

No, that is specifically called out as not possible.

Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

I think what Gevaudan meant was that multiple party members have the possibility of recharging the staff, it doesn't have to be the same guy every day. One day it could be the cleric, the next day the party wizard does it, and so on.

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Orfamay Quest wrote:
So magic items are, at $100 per gold piece, extremely expensive; the price of a simple +1 long sword comes in at close to two million dollars, and the price of the +2 or +3 sword that an 8th level fighter would need is closer to ten or twenty million. I can't think of anything I could buy in the real world for twenty million dollars and expect to carry with me into a dangerous wilderness survival experience, but this provides a cash sink for the game that makes it practical for adventurers to earn huge rewards without making the game unplayable.

Off by more than a little. A +1 longsword costs 2,315 gp. At 1gp = $100, that is only $231,500, not 2 million. Likewise, even a +3 sword (18,315gp) would only be $1,831,500, not 10 to 20 million. A +10 equilivent weapon would be $20,000,000.

Secane wrote:

Can the Ilsurian Archer archetype use wand and scrolls?

The archetype doesn't seem to mention the lost of the ability to use spell trigger and spell completion magic items. (See Skirmisher archetype example below.)

It doesn't have to specifically mention their loss. Spell completion items require you to be a spellcaster to use. Spell trigger items require you to have the spell on your spell list. Completely removing your spellcasting abilities (as Ilsurian Archer says it does) would also remove the ability to use spell completion and spell trigger items.

Note that a CL 0 character like Paladin, Ranger or Bloodrager levels 1-3 can still use wands.

Because the spell trigger rules specifically say so, and they still have a class spell list even if they haven't gained spellcasting yet. Ilsurian Archer removes all ranger spellcasting abilities, which would include the ranger spell list.

As you are breaking the rules of magical weapons anyway, price it how you see fit.

Improvised weapons aren't designed to be weapons. Masterwork weapons are finely crafted normal weapons. The two would be mutually exclusive.

You can't have a vicious weapon without it first being a +1 weapon. That would make the vicious property worth 6000gp at the least (the difference between a +1 weapon at 2000gp and a +1 vicious weapon at 8000gp), assuming you could actually price it that way.

My recommendation wold be to simply treated it as a +1 vicious dagger in all aspects (so not an improvised weapon). Or make it a necessary component to make a vicious weapon (reducing the component cost to make one).

Tangent101 wrote:

@Das Bier: I looked through those rules and don't see anything stating that, for instance, a +2 Flaming Burst Bane weapon wouldn't overcome all types of damage reduction (outside of that from blunt/slashing/piercing weapons).

Nor is there a FAQ stating that either.

Where did you find this information on only DR/Epic being equivalents.

It does very well state that.

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

You have to have an enhancement bonus that high. A +2 weapon flaming weapon only has a +2 enhancement bonus. IT is just priced the same as a a weapon with a +3 enhancement bonus, it doesn't actually have a +3 enhancement bonus.

The rules on DR/Epic are found in Mythic Adventures.

DR/Epic: A type of damage reduction, DR/epic can be overcome only by a weapon with an enhancement bonus of +6 or greater. Weapons with special abilities also count as epic for the purposes of overcoming damage reduction if the total bonus value of all of their abilities (including the enhancement bonus) is +6 or greater.

Evasion has a limitation that it only works with light or no armor.
Mithral says for the purposes of limitations that mithral armor counts as one category lighter.

I don't see the problem here. Medium armor made out of mithral counts as light armor for limitations, and would therefore work with evasion which is limited to light or no armor.

Also, this has already been answered in the FAQ.


Mithral armor: What exactly does it mean when it says mithral armor is counted as one category lighter for “other limitations?”

This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.

Qayinisorouse wrote:

So i might be REALLY stupid here, but looking here:

in "Table: Eidolon Base Statistics" it on 13th level (for example) it says the Eidolon's BAB is +10, however if you scroll just a little bit down there's a text saying:

BAB: This is the eidolon's base attack bonus. An eidolon's base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

if i'm not mistaken, my "Hit Die" at 13th level is 13,not 10, right?

So which text is the correct one?

You have 13 hit dice at 13th level. Your eidolon doesn't. As a 13th level summoner, your eidolon only has 10 hit dice, and so a base attack bonus of +10. The eidolons base attack bonus is based on its hit dice, not yours.

Kennypngn wrote:
Pathfinder and 3.5 are not Lord of the rings. Hence hobbits vs halflings. Outside of that, both pathfinder and 3.5 did their best to let people know that elves _seem_ to be immortal, due to the fact that they live through several generations of humans, and sometimes 2 generations of dwarves.

Let us speak of other old things. Like this thread from 2011. I'm sure 5 years dead is a little beyond a threads lifespan.

Nygard wrote:


I have been wondering how the crit threat range increase works for creating new weapons, but can't find an answer on the forums or google.

What I have been wondering, and is also the question, is if the cost is 3+7dp or just increases the total price to 7dp for the full effect.

Thanks for all the answers in advance.

You add both together, so 3 + 7.

For an example, look at the war flute they have stated out. It has taken Weapon Feature twice (the price for Weapon Feature also increases when taken multiple times). It is listed as costing 4 design points for the two features total, and Weapon Feature says the first time you select it costs 1 design point, and the second time costs 3 design points. 1 + 3 = 4, showing that you add of each individual cost if you take a weapon quality multiple times.

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Avoron wrote:
Oh, and let's not forget about the tarrasque's frightful presence. Between that and combat maneuvers, the tarrasque could incapacitate the golem however it pleases without dealing a single point of damage.

Constructs are immune to mind-affecting effects, so the frightful presence would do nothing.

Fentomy wrote:
When you cast a Quickened Gate spell, do you still have to use your standard action that round to concentrate to keep it open?

When you cast any other spell with a duration of Concentration, do you have to spend a standard action that first turn to maintain it? No. (In fact, it is generally impossible, as you have already spent your standard action to cast the spell, you don't have a 2nd standard action to maintain it.)

The same applies in this case. You don't need to spend the standard action to maintain the spell until your next turn. A concentration-duration spells casting time is enough to let the spell last one single round. After that, you need to spend standard action to keep it going.

TomasMurdoc wrote:
I am playing a druid currently and I have a Roc for my animal companion. I am level 6 and don't find myself feeling like a lesser character in anyway. My animal companion is the tankiest one in the group often having an AC of 28 and that is only with Barkskin and no other defensive buffs. My druid uses produce flame and flameblade to devastating effect. Touch AC attacks all day long. When I wildshape I out damage everyone but our barbarian but that is all he can do. While I do like most of a druid's spells, I do concede that compared to a cleric or a wizard their spells tend to be not as good.

Are you sure you aren't actually a necromancer instead of a druid? Seeing as how the majority of this thread is from 2009 (with 2 posts in 2013) that is some mighty powerful necromantic magics being thrown around.


I'm confused though about the fact that some Staves have Arcane and Divine spells.

According to Spell trigger if you don't have the spell on your spell list you couldn't use it.

As has been pointed out, Use Magic Device exists. Also not all casters are single-classed.

1 person marked this as a favorite. includes the errata. It is not the same as the official SRD.

As far as I know, the errata wasn't declared Open Content, so Paizo couldn't use it even if they wanted to.

Yogmoth wrote:
Hi, i was wondering if undead creature such as skeletons, zombies or even necrocrafts could be considered as objects, even magical ones ?

No. Undead are creatures, not objects. (The same applies to golems and other constructs as well.)

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Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

You can use as many materials as you like, but you only get the effects of one of them.

This is covered in the FAQ.


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.

Imbicatus wrote:
No. DR/Epic is only bypassed by an actual +6 enhancement bonus, and doesn't exist in PF rules, only 3.5.

Incorrect. Also, DR/Epic does appear in Pathfinder (even pre-Mythic Adventures). It is included in the very first Bestiary (solar angel).

DR/Epic: A type of damage reduction, DR/epic can be overcome only by a weapon with an enhancement bonus of +6 or greater. Weapons with special abilities also count as epic for the purposes of overcoming damage reduction if the total bonus value of all of their abilities (including the enhancement bonus) is +6 or greater.
Am I correct in thinking that enchantments other than the +x such as flaming only help bypass DR in the case of DR/EPIC, so a +1 weapon with +5 worth of stuff beats DR/EPIC but not DR/Adamantine?


QuidEst wrote:
Notably, psychic casters don't need one, as they ignore inexpensive material components.

They do, however, still require focus components. Those are also included in the spell component pouch.

Sorcerers also need one for the same reason. Of course, you could always make sure to choose spells that don't have a focus requirement. (Eschew Materials does not remove the need for inexpensive focuses, just inexpensive material components).

TDChangeling wrote:

When a class gets one of these skills as a Class Skill, do they get all three boxes, or one?

So, Bard's with preform. Are all three Performs a class skill, or just one?
Thanks everyone!

What do you mean when you say boxes?

If the class just says Perform, it means all Perform skills are class skills. Same with Craft, Profession, and Knowledge. If it lists a specific skill, like Perform (Sing), then only that specific skill is considered a class skill while all other skills of that type are not considered class skills.

Rock Lord wrote:

Raise thread!

Advanced Player's Guide wrote:
Unless otherwise noted, activating the power of a revelation is a standard action.
Lunar Oracle: Moonbeam Revelation wrote:
Moonbeam (Su): You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet.
Would the "as a ranged touch attack" be the "otherwise note" for action economy in this case?

No, because "ranged touch attack" means absolutely nothing when it comes to action economy. It just tells you that it is a ranged attack (so uses your Dexterity modifier) that targets touch AC.

One single arrow.

Applying poison to a weapon or single piece of ammunition is a standard action. Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. Characters with the poison use class feature do not risk accidentally poisoning themselves.

There is nothing in the rules that says multiple arrows can be poisoned with a single dose, so they follow the same rules as all other weapons - one dose is enough for one weapon/arrow.

Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, skill checks, and saving throws.

If you roll a d20 and add your Charisma modifier, it is a Charisma-based check.

Delenot wrote:
pauljathome wrote:
I'd suggest using archivesofnethys instead. Very good search engine and better organized tgan the SRD or PRD sited
Is all the info on that site Pathfinder produced? (Not necessarily organized play legal)

It does appear to be all from Paizo, yes. Not all of it was actually written for the Pathfinder RPG, however. Some of it is material for 3.5 D&D (like Elves of Golarian - written for the setting, but back when it still used 3.5 D&D rules).

AlaskaRPGer wrote: to sum it up, you can do the following:

1) Take a move action, swift action, and a standard action
2) Take two move actions and a swift action (The standard was downgraded to move)
3) Take a swift action, a full action, and a 5 foot step.

Barring any spells or items, nothing can be downgraded to a swift action.

By the way your English is fine! No worries.

You can also do a 5 foot step in numbers 1 and 2 as well. You can't use a move action to move in the same round you take a 5 foot step, but you can still use a move action to do something else in that same round.

Just a Mort wrote:
Another thread stated you don't lose shield properties(like fortification) when you're using your bow. So I'm trying to see if you lose the enhancement bonus or not.

A +1 buckler does not give a +1 shield bonus and a +1 enhancement bonus to your armor class. It gives a +2 shield bonus. The enhancement bonus is not applied to your AC, it is applied to the shield bonus (or armor bonus, if armor), and that is applied to your armor class. IF you lose the shield bonus, there is nothing for the enhancement bonus to be applied to.

Qaianna wrote:
I'd have to agree with Orfamay. If an item actually casts a spell, then the item's caster level governs any level-based issues. A CL9 wand of magic missile would chuck five missiles, for example, and a CL13 wand of fireball is ... well, dumb, because it peaks out at 10.

Not totally dumb. The extra caster levels would help overcome spell resistance. They also make it harder to temporarily negate the wand with a dispel magic spell.

Weston Brock wrote:
Lot o' rules to remember... So, any insight into the bulk of the original post? Can you answer those questions?

Not 100% sure. As Stalwart doesn't stack with the damage reduction from the adamantine armor, at the very least you wouldn't get both of them at once.

In either case you get the damage reduction from the Armor Master archetype. Then you would add in the damage reduction from adamantine heavy armor (DR 3/-) or the damage reduction granted by Stalwart (up to DR 5/-). So you would have DR 15/- normally, but boosted to DR 17/- if you use Stalwart (assuming you get the full bonus).

At least that is how I believe it works.

Weston Brock wrote:
One last question: Damage Reduction types. When you see something like, say, DR 1/Silver, that means that only Silver weapons can bypass that Damage Reduction, yes?

Mostly correct. It does require a silver weapon, but a mithral weapon or any +3 weapon can also overcome DR/Silver. A +4 weapon can overcome DR/Adamantine, while a +5 weapon overcomes alignment-based damage reduction.

In that case, can nothing bypass DR X/-? I'm confused about that.

Also mostly correct. There are some things, like a paladins smite attack, that automatically bypass damage reduction. And energy damage of any type, such as fire and cold, also automatically bypass damage reduction.

zainale wrote:
it takes an hour to make another dose. most groups are not going to be willing to wait for the alchemist to make another dose.

I never said it was likely that you would be able to do so. Just that it was possible.

zainale wrote:
a brawler(mutagenic mauler) gets a mutagen and an alchemist also gets a mutagen if a person dual classes the two will the character get two mutagens per day?


Mutagen (Su): At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This ability functions as an alchemist's mutagen and uses the brawler's class level as her alchemist level (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

You only get one mutagen, but you add both classes levels together to determine its effects.

Note that you aren't actually limited to one per day. You are only limited to having one single dose at a time. Nothing seems to stop you from using your mutagen, then making another the same day. You could have multiple mutagen uses per day as long as you take an hour between uses to make another dose.

Cevah wrote:

The line "Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions." ignores the fact that (un)holy water is a potion. It is priced less because the priests choose to sell at cost as a way of encouraging use.


Unholy water is not a potion. It is not brewed with Brew Potion (instead being created by a spell), and it does not duplicate a spell like all other potions do. Unholy water is a splash weapon, while potions must be drunk (or smeared on in the case of oils) to function.

The only similarity between unholy water and potions is both are magical liquids in a container. Besides that, they don't have any thing in common.

messy wrote:

can a sorcerer (or other class with limited spells known) use a higher level spell slot to learn a lower level spell?

for example, bob the 11th level sorcerer has learned the four 3rd level spells he's allowed, but wants to learn fireball, too. can he learn fireball as a 4th level spell?

if so, is the spell treated as 3rd or 4th level for the purposes of saving throws, etc.?

From what I can find, he simply can not learn fireball. The numbers on the sorcerers spells known list are absolute - you can't exchange a higher level spell known for a lower level one.

The sorcerer class and the magic chapter make no mention of a sorcerer being able to chose a lower level spell, and the sorcerer's spell swap ability specifically prohibits it.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

He could use a page of spell knowledge to get access to fireball, however.

Renarin Kholin wrote:

just a quick double check...

I cast summon monster I at first level, how many attacks does my monster get?

The monster will stay around for a single round, so one full rounds worth of attacks. How many that is would depend on what is summoned.

K-kun the Insane wrote:

I'm putting on the finishing touches for a new character I will be playing in about 13 hours from the time I post this but there are still a couple things I could use some clarification on.

My Eidolon (I am playing an Unchained Summoner) has the Serpentine base form which grants it a climb speed of 20ft. Does it automatically get a +8 to its climb skill? Even with no ranks? The skill says you need hands to climb, so can my Eidolon not put ranks into it?

The skill chapter is written from the point of view of your typical character - one of the normal races who has hands. Anything with a climb speed can climb regardless of what the skill says. Anyone can put ranks into any skill (except Fly - that has special restrictions).

The +8 bonus is granted to any creature with a climb speed. You do not need ranks in Climb to get that bonus. (The same applies to the bonuses to Fly and Swim as well.)

This actually goes without saying. Conditions like shaken, dazzled, sickened, etc. never stack with themselves.

Not quite.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

So if the target is already shaken, a casting of spook will make them frightened.

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sisima70 wrote:
The Phrenic Scourge is an answer to your second question.

His question was 5 years ago.

messy wrote:

it is a natury spell, after all.

** spoiler omitted **

Just be happy they have it at all. Way back in 1st edition AD&D, clerics had wind walk as a 7th level spell, and druids didn't have it at all.

Authoritative Flinn wrote:
Okay, so how about they invest downtime in training them? Would it be too overpowered for them to let those dogs get the advanced template or somesuch?

Wouldn't really help much even if you could. Doesn't change the fact a riding dog is a 2 hit die animal that will die to a single fireball. Normal, non-companion mounts and pets are best left behind out of combat. They are simply too fragile to be of any real use.

So if i understand it right UMD will not help overcome the negative levels by the robe of the archmage because the mage in question have to done it before he can make the check and therefore its to late?

The Use Magic Device check happens at the exact same time as he puts on he robe. That is how UMD works - it is part of activating the item (and in this case, the item is activated by putting it on).

If the mage did not attempt a UMD check as he put on the robe, then he can not make one later as the item is already activated, and the check happens when you activate the item. However, he could remove the robe and put it on again, making the check as he does so.


So second one water walking can get drawn under water.

Are there any rules for that?
I read the under water combat section but that doesn't cover it.
Any advice?
I need to know how to handle it.
All i found you have to make a grapple check to get the target.
What i dont know is how much can the target get drawn under in one round and how is that handled?
What strength is necessary to overcome the spell as long as the grapple holds?

The grapple rules cover moving the target (in this case, dragging them under water). With a successful grapple check, you can:

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

They are normal riding dogs, and they stay normal riding dogs. Animals don't level up. Animal companions leveling up is a class feature - it doesn't apply to normal animals.

thaX wrote:
It is just as easy to round down each missile and add them together. With the maximized and empowered, each missile is doing 7 points of damage. (1d4+1 = 5 + half again (2) equals 7)

Again, that is wrong. Maximize does not interact with empower in any way. You get the separate benefits of both feats.

It is not (1d4+1 = 5 + half again (2) equals 7)
It is 1d4+1 = 5, + (0.5)1d4+1 equals 6 or 7. You must roll the dice when using empower. You do not get an additional 50% of the maximum value.

Nope, UMD won't help. The Robe has to be worn to be used. You must don the robe before you have a chance to use it, therefore before you have a chance to try UMD. Additionally, the entry specifically states they cannot be "overcome" in any way other than removing the robe.
Saldiven wrote:
You could never do it afterwards. The robe is use activated, which means it becomes active as soon as it is put on. The negative levels are gained "immediately." I believe it is made even more clear by the second bolded sentence above that a mere skill check shouldn't avoid what can't be removed by a Wish spell.

You don't put the item on then attempt to activate it. It all happens at the same time.

Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.

The Use Magic Device check doesn't let you overcome the negative level penalty. The negative level penalty would never be applied with a successful check.

Pizza Lord wrote:
I see nowhere that says force damage bypasses DR. I see nothings that says [force] counts as an energy attack. I see fire, cold, acid, electricity, and sonic. At best, you might be able to include positive or negative energies as well.

The only place that I am aware of is in the rules for performance combat.

Energy Spells and Effects: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.

Hardly definitive, but it does lump force damage in with energy damage.

Technically yes, they would all be separate rolls. This would be important for things like energy resistance, which would apply to each missile (or ray) separately. In this case, however, I don't know of any force resistance like there is for the energy types or any other effect that would apply to each individual missile, so in the end it doesn't really matter.

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