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The Search function does not seem to work for the rules FAQ. I tried several common topics and no search results were returned.


I have a sorcerer in my game with the elemental bloodline. He just got to 9th level and got Elemental Body I as a bonus spell. All of the damage-doing bonus spells specify that they must be of the bloodline element (in this case, Air/electricity), but the rules say nothing about Elemental Body I.

Thematically, it seems like the sorcerer would be limited to turning into an Air Elemental. Has their been any clarification about this?

Thanks for any help.


Hi Customer Service Folks,

My order (4017294) has a bunch of items on it and two of them are on back order (Hounds of Tindalos and Mi-Go). I would like to get the other things shipped and defer the back-ordered stuff until it comes in. Is that possible?

Thanks for your help.


I am trying to come up with action and behaviors that would demonstrate chaotic neutral behavior of a befriended, but deeply troubled NPC.
I am running a game for my son (10), my nephew (14) and my niece (16) and a few others. I started them off with Falcon's Hollow.

Falcon's Hollow plot elements:
In the Falcon's Hollow module, they encountered Jeva the female, tween, orphaned, infected werewolf/serial killer. She tried to lure the party, trick them and kill them, but was defeated. Instead of killing her, the party took pity on Jeva and tried get her help. They went on a quest to get her cured of lycanthropy and treated her with kindness and respect. Jeva's is about 13 years old and has developed a crush on the 16 year old Barbarian (my nephew's character) when he spared her life and treated her kindly. Slowly, her alignment changed from CE to CN. The party went on a quest to find Jeva's aunt and uncle in Ustalav. However, when the time came to part, the player's caved and allowed her to remain with the party, even though she is kind of young to be an adventurer.

So now the party has a CN, adolescent, female, rogue as a permanent NPC. She has a crush on the 16 year old CG Barbarian (nephew's character) and has developed a "sisterly" relationship with the 146 year old (young adult) NG female elf ranger (niece's character). Other characters include a NG adult, male, human ninja (player - 10 year boy); a LN adult, male, dwarf cleric (real life dad of ninja player); and a NG young adult, human sorcerer (my son). These last three are relatively new additions to the party and were not around when the NPC joined the party.

So far the NPC has run away when angry, gotten in trouble for stealing things from random strangers when she got bored in town, and viciously attacked anybody who insulted her barbarian crush. She is ruthless and is more than willing to kill anybody who annoys her, but she is trying to restrain those impulses for the Barbarian's sake.
I need some good PG 13, chaotic neutral behaviors that I can use to demonstrate this NPC's volatile personality. She likes (perhaps even loves) most of the other characters, but has a very troubled past (orphaned and abused). I don't want to derail the game, but I want to make her volatile nature apparent.

Thanks for your ideas.


The other night our party was hit be a Chaos Hammer trap (20' r burst, Will save for half). Would that affect the wizard's familiar too? This damage could have killed the familiar.

Typically the familiar can avoid most AoE damage, because they have improved evasion. Also they are usually not subject to direct attack unless the wizard/sorcerer intentionally sends them into dangerous situations (attacking bad guys, spying, aiding allies, etc..).

The wizard's player argues that to make familiars viable and fun to play, familiars should be ignored/exempt from spells like Chaos Hammer when the familiar is not being actively used by the wizard.

I am planning to start a game soon and would like to know how other GMs handle familiars. Would you make the familiar subject to damage from a Chaos Hammer? What about environmental hazards like lava or drowning?


Order # 2834936 is showing as placed on October 11. Today is November 11 and the order is still shown as pending.

Please help.

Thanks.


I have always liked the concept of a character that raises mindless servants to his bidding. The various Necromancer builds are great for that (3.5 Dread Necromancer is pretty cool), but undead don't go down well with the local townsfolk or good party members.

Has anyone taken a shot at reskinning the Dread Necromancer (or something similar) and switching our elemental abilitieis in place of undead ones?

Traditional summoners(summon monster 1-9) are fun, but they don't get to keep their minions around for long.

I would like to create/control a bunch relatively low-powered elemental minions just like create undead does. I am even OK making the primary material component (a body for undead) similarly difficult/easy to acquire.

Before I take a shot at this, I would like to find out if anyone else has tackled this idea.

Even if no one has attempted this, I welcome input on what would be interesting/effective.


I would like to get opinions about the interaction of early firearms and armor as DR.

I am planning to use the Armor as DR varient in Ultimate Combat along with early firearms.

My reading of early firearms is that they are designed to penetrate armor (at least at close range) so, in the standard rules, they resolve as touch attacks in the first range increment.

With the armor as DR varient, all attack resolve as touch attacks (plus sheild bonus and enchantment bonuses) and DR is applied to all physical damage. This kind of gimps the "firearms penetrate armor" concept.

My thought is to resolve firearm attacks like all others (against 10 + dex bonus + dodge bonus + shield + armor/shield enchantments) and allow them to overcome a certain amount of armor DR at the first range increment. I am not sure how much is reasonable. I was thinking that overcoming 5 points of armor DR would be reasonable as it would simulate guns being able to easily penetrate most light and medium armors.

You could make the argument that shields should not come into play when resolving firearm attacks. That argument has merit, but I am willing to sacrifice a little realism for the simplicity of allowing all attacks to resolve the same way.

Does this approach to firearms and armor DR sound reasonable? Is 5 points of DR penetration enough/too much?

Thanks in advance for the advice.


I am starting a Pathfinder game and want to be wary of potentially broken feats or feat combinations. I searched the forums, but could not find anything relating to this question.

I am restricting my players to the Core Rulebook and Advanced Players Guide, but they can petition me for one-off exceptions. The Summoner is banned and I am allowing the Spell-less Ranger from New Paths (3PP).

The players are experienced in 3.5 (and eariler versions) and some of them have played Pathfinder.

Thanks for the help.


What should good characters do with captured evil guys when confonted by an ineffective/corrupt legal system?

We play in an urban campaign where the main dispensers of law are the watch. Their primary purpose is to keep the rabble from bothering the wealthy. In cases of true crime against other "regular" citizens they seem disinterested at best and hostile at worst.

In the past when we have tried to bring a captured prisoner to justice (after they have surrendered or we have spared them for questioning) our characters have been interrogated about the the activities leading the the capture. Most times this is inconvienient and we would rather not divulge all of our secrets.

Also how do you "prove" that this is a bad guy. In our case the victims of the crime were from the lowest rung of society and were either dead or fled as soon as we reached any area of relative safety.

Would it be within the bounds of "good" to just kill them all (quickly and humanely) and let the gods sort them out?