| 
  
        		
          			
          				
          					Search Posts
          				
          			
        		
        		
        		
        		
  			  
 I am planning some "bigger badder" versions of these creatures for my PCs, how is the disease's save calculated? I know that 10+(hd/2)+con is the usual but the Akata has 2 HD with a +3 Con mod and the save dc is only 12...  
 Under the section to Improve Damage it lists that a Light weapon can select this three times. But it goes on to later state it can only go up to a maximum of 1d6. Now if all weapons start at 1d3, its only selected twice to get to 1d6? 1d3 > 1d4 > 1d6... Did they forget a part like the others for a (1d8 if exotic).. cause thats how I am currently interpreting it. Cause if all weapons start at 1d3 and you can select it 3 times then it should be able to go up to 1d8 with with the exotic limitation like the others...  
 Quote: For the duration of this spell, you or your familiar can separate or merge at will as a move action. While merged, your familiar can’t be targeted or affected by any means (including ongoing effects). Now you merge with your familiar, do you then have a magical aura that can be dispelled because there is a magic and duration on going with you and your familiar? I am asking this for the instance that a caster dispel magics this off of a caster that is currently merged with their familiar.  
 I was looking at the Hell Knight creature block and noticed something fishy going on with the feat section. How does the Hell Knight have Improved Critical, Critical Focus and Sickening Critical? When it is a Fighter 5, Hell Knight Commander 6? Cause if you build the npc out from 1st level they have access to 1st level feat
 10 feats, which matches up with the amount they have listed. but... Improved Critical requires a BAB +8 putting that as the 9th level feat, critical focus requires a BAB +9. And Sickening Critical requires BAB +11 and Improved Crit. So how do they get the feats? Are there some retraining rules or something that I am not aware of that they used? Cause as it currently stands they have only 2 feat slots that all 3 of those feats need to sit in right? Or am I mistaken in assuming that retraining a feat slot requires you to retrain that level's feat so if i retrain a 3rd level feat i have to make sure i qualify at 3rd level? Or is there no limitation of that sort and you can retrain that 3rd level feat into say sickening critical because you now qualify for it?  
 A player of mine is using the spells and items Longarm Potion
 Do the effects of +#ft reach stack in these cases? Because I figured they wouldn't because although they're separate spells of differing names they're all applying the same bonus...  
 Arcane Lock wrote: An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes. vs Knock wrote: Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access. When you are using arcane lock it either creates a lock at a DC 20, or it improves a lock by +10. So a Good lock becomes a DC 40. Knock says it grants a +10 to beat the DC of a lock. The problem I am having with Knock is that it doesn't clarify when it suppresses Arcane Locked doors. As written
 Knock wrote: If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. This by order of written format that first declares that Knock has to beat a CL check against the DC of the lock with a +10, but in order to suppress the Arcane Lock it has to open an arcane locked door meaning you have to succeed in opening the door in order suppress the arcane lock for 10 minutes. So you have to beat the DC 40 with the Knock check in order to suppress the arcane lock. | 
 
	
 
     
    