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Lord Corvus wrote:

Actually, I just found the answer and I feel pretty dumb. It's right there in the Animal Companion rules, the Link ability is what gives them the +4. Now, unless by some weird twisting of the rules only druids can take advantage of the special qualities animal companions get, and I don't think that's the case, anyone with an animal companion gets that +4. Oddly, the Handle Animal rules specify druids and rangers, when a Core Rulebook paladin can have a mount, which uses the animal companion progression chart and gets Link. That's why I was confused, my eyes glazed over Link but I noticed the line in the skill description.

I still don't know if a dip would give me access to all animals on the druid list, though.

The text remains unchanged from 3.5 D&D, where the paladin mount had a different progression from animal companions. 3.5 paladin mounts started with an Intelligence of 6, so Handle Animal wasn't needed as they weren't dumb animals (and indeed couldn't even be used anyway, as Handle Animal was limited to creatures of 1 or 2 Intelligence only).

The rules changed in Pathfinder, but not all of the text itself got changed.

Davor wrote:
Sure they can. Druids and other Animal Companion classes have been bumping Int up to 3 for years to get access to greater feat variety. Giving a Gorilla a greatsword is surprisingly effective.

Just because they have been doing it doesn't make it right.


Traits: An animal possesses the following traits (unless otherwise noted in a creature's entry).

Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).

Though there are passages that contradict that, so at best it is a GM discretion thing.

o0NAVI0o wrote:
I have a question along these lines and that question is coupling the second ability of the Arcane Archer I believe it's imbue arrow which state is it takes a standard action to imbibe the arrow with the spell of you metamagic the spell that is being imbued will that take a full round action then you may fire it on your next turn?

First, this has nothing to do with the original topic, so should of been it's own thread.

Second, you misread Imbue Arrow.

Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

Not a standard action, the spells standard casting time. The standard casting time for a metamagiced spell for a bard/sorcerer is a full round action, so to use Imbue Arrow with a metamagiced spell would also require a full round action. During that full round action, you both cast the spell and get one attack with the imbued arrow.

SheepishEidolon wrote:

Phew. I checked 3.5's monster manual and it has this line on page 300:


Calculating Saving Throw DCs

The formula for save DCs is: 10 + 1/2 the creature's Hit Dice + relevant ability score modifier
So +9 HD results in +4 or +5 DC.

That is for abilities that don't duplicate spells. Even in 3.5, spell-like abilities had a different formula:


For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is:

10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier.

MageHunter wrote:
I see what you mean RavingDork, but doesn't the magic rules for casting time say something about this? I believe chapter nine says something like, "if it takes a full round action, the spell occurs right before the start of your next turn,"

That is a spell with a 1 round casting time. Different from a spell with a full round action casting time. With the 1 round casting time, you are casting the entire time until it comes into effect - you start casting on your turn, and continue casting through everyone elses turn until right before your next turn.

There is no delay - you are casting the entire time and the spell comes into effect immediately afterword.

MeanMutton wrote:

The problem is that there's a forum post floating around by Paizo's creative director which says that Paladins are powered by their inherent goodness and righteousness but there are plenty of published Paizo sources which suggest a Paladin is powered by a god (the core rulebook description of a Paladin, Gods of the Inner Seas and their details of the codes for paladins of various gods, PFS's Guide To Organized Play which states that in Golarion all Paladins worship gods and all divine magic comes from a god or godlike being).

All said and done - this is a GM's call and fit squarely in the realm of world-building.

The core rulebook paladin isn't a Golarion paladin. The core rulebook is setting neutral. Specific setting can (and do) change the basic assumptions laid out in the corebook. The same was true in 3.5 D&D - the core rulebook paladin didn't require a deity, while all divine spellcasters (including druids and rangers) required a patron deity in the Forgotten Realms setting. A rulebook published for a specific setting (like Gods of the Inner Sea) has absolutely no bearing on paladins from any other setting or, in this case, generic paladins from the core rulebook.

Wheldrake wrote:
Seems to me that the "forces of law and good" are ultimately powered by the positive energy plane, which does seem to have some absolute existence and value independent of the various gods who represent it.

That doesn't really work, seeing as how positive energy is what powers all life. That includes demons and devils (who are healed by positive energy the same as a human or elf).

I will admit there is a trend to associate positive energy with good, but that isn't really the case. Positive (And negative) energy is neutral.

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.

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