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Hello again, Mark. Here is 2 questions about spell combat.

1. Consider the Wand Wielder arcana. Can a two-armed magus use spell combat while wielding a longsword in one hand and a wand in the other hand? If the answer is no, what's the purpose of the arcana?

2. Consider the skirnir archetype. Its shielded spell combat class feature says a skirnir gains the spell combat ability only when wielding his bonded shield, and may use his shield hand to perform somatic components for magus spells. Does it implies a two-armed skirnir CAN'T use spell combat when wielding a longsword in one hand and his bonded shield in the other hand,since a shield hand is not free even if the shield is a buckler? If the answer is no, does it implies that a two-armed skirnir can ONLY use spell combat with shield bash or a weapon wielding in the buckler hand?


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Hey,Mark! I have a problem about the spell Merge with Familiar. It explicitly says, "the target can separate or merge at will as a move action." Does it mean the familiar merged still have its own action? If so, what exactly can it do? Can it cast spells? Can it use magical items? Can it use domain power?Can it split the damage for its master?

Besides, what happens if a familiar casts shield other to its master or someone else and then merge?


Hello again, Mark. Here's a new question:
Magical Lineage says I can apply metamagic feats to a specific spell, and treat its actual level as 1 lower for determining the spell’s final adjusted level. And Wayang Spellhunter says I can apply metamagic feats to a specific spell, and the spell uses up a spell slot one level lower than it normally would. So, may I use Magical Lineage to make the empowered fireball a level 4 spell, and then use Wayang Spellhunter to spend a level 3 spell slot to memorize it?

Magical Lineage

Spoiler:

One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Wayang Spellhunter

Spoiler:

You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.


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Hey, Mark. I played a lv10 magus, and he learnt Monstrous Physique II,and bought a bane baldric.
(1)Can he take the form of a Four-Armed Gargoyle and makes spell combat while wielding his longsword two-handed to add 1.5*STR to damage?
(2)Can he enhance his longsword with his arcane pool and use ready action to activate bane baldric in the same round?

By the way, (3)how does the feat Hidden Presence interact with Magic Circle against Evil? Will the evil possessing creature fail to control his victim's body if he enter the circle and his victim make a successful save?

Hidden Presence

Spoiler:

You are adept at hiding within your host.
Prerequisites: Int or Cha 17, ability to cast possession or
greater possession.
Benefit: While possessing another creature, you can hide yourself from divinations and pass through wards such as magic circle against evil or the effects of a forbiddance spell. You must attempt a Will save against the spell (even if it doesn’t normally allow a saving throw). If you succeed, the spell treats you as if you were your host
(for instance, divinations would reveal only the host’s alignment, and forbiddance keyed to the host’s alignment wouldn’t damage you). If your saving throw fails, the spell functions against you as normal; if the spell normally allows a save, your previous failure doesn’t count as a failed save against the spell’s normal effects.

Magic Circle against Evil

Spoiler:

All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' Spell Resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its Spell Resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

Alright the last problem: (4)if a ghost possesses my teammate, may I use command undead to cast it out?


How does possessing interact with command undead or similar effect?


In 3.5, the rule says, "It takes a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side." But I can't find any rule about it in pathfinder? Any ideas?


The master would never show up....
I've checked the text of Life Link, and it doesn't mention line of effect.
I wonder if any archer can actually hit the Eidolon.....


The Eidolon in my game has driven me crazy. Its defense seems unbreakable.

Let’s see a Level 5 Biped Agathion (HD4), with Naturalist Archetype, who has enslaved a half elf to provide him endless power.

With 3 Extra Evolutions and favored class bonus, the Agothion has 8 Evolution points, which can be allocated as follows: Improved Natural Armor*2, Fire Resistance, Energy Attacks, Claws, Limbs.

The Agothion has learnt some skills about Combat Reflex, Power Attack, Dodge

Now, WITH NO EQUIPMENT, the Aagthion has 33 AC(+10 Natural, +2 Dex, +1 dodge, +4 Mage Armor, +4 Shield, +2 Barkskin), while according to the monster creation rules we know a High Attack CR 7 monster ONLY has +13 attack, which means the Aagthion is nearly immune to any attack that targets AC.

And with the help of Resist Energy: Acid, the Aagthion has 10 Resistance to any energy attack, so things like FireBall, Alchemist’s Bomb can be of no help.

Also, we know Biped Agothion has a good fort save and a good will save.

The most crazy thing is, even if I manage to do enough damage to the Aagthion, its master can share HP with him through Life Link, and with the help of Fervor juice, the Aagthion just continues fighting.

Don't forget Summon Eidolon. A scroll can make all my effort in vain. I believe a rod of quicken spell, lesser, can be a nightmare.

So every times the team encounter something, the master just casts shield and stay out of sight, and leave the Aagthion to finish all the monsters. And with 4claws +9 1d4+1d6acid+5(str+2 from animal focus), the Aagthion is doing a goodjob.

Any ideas?


Hi everyone. I found a interesting spell called Storm of Blades. But I'm not quite sure about its mechanism.

1 In description it says "You create floating swords of the type used as the material component for this spell (such as a rapier or scimitar)". So what does "type" means actually?
2 What about the size of the swords the spell creates? The same as the one used as material?
3 What about special materials? Could I create silver swords to bypass DR/silver?
4 How does the spell interact with feats and class features that modify weapon attacks, such as weapon focus and perfect strike(kensai)?
Perfect strike

Spoiler:

Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.

5 Could the spell be empowered?
6 How does the spell interact with feats and class features that modify ranged attacks, such as deadly aim?