When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.
So my queston is: What's the DC for the Fort save?
I'm toying with the idea of making a Magus that uses Words of Power. However my grasp of the rules are a bit tenuous. I'm curious if anyone has tried this before. Is it something that is worth exploring?
I'm sorry if this has been answered already, but I find the Eidolon kind of confusing.
So the Biped Eidolon has two natural attacks, if I spend the Slam evolution does it now have two Slam attacks? Or one slam attack and one claw attack? Do I need two Slam evolutions to get both attacks?
I'm trying to put together a "monster hunter" type character. (Think a mix between Hellboy and Van Helsing.) I'm curious as to what Knowledge skills are the most important to prepare the character for what he is going to be facing. Obviously Religion for Undead, but how important are the others? For those of you playing Inqusitors what have you put skill ranks into?
I'm thinking of making a Half-Orc Inquisitor and I am trying to decide which weapon to give him. Thematically and mechanically I've narrowed it down to two weapons, the Greataxe or the Heavy Flail and I am wondering which would be the better choice? On the one hand the Greataxe does better damage, but the Flail has other properties and a better chance to crit. Help me decide.
ps. I appreciate that there are other options, but I really do want to choose between these two so "Use a Falchion instead" replies will not be helpful.