Every copy of 3.5 Monster Manual I have read has had the language that creatures with an alignment subtype can overcome that type of DR with natural weapons and weapons they wield. I even pulled up a pdf of what says is a first printing of 3.5 Monster Manual 1 and it has that language, so again no, it is not a late edition. Unless I remembered this wrong or the PDF I am looking at is wrong then it has always been this way. I'll look for my physical copy of it(Or some kind board member has theirs around and can look it up).
Not a late edition. Been in the rules since 2009.
The Sword wrote:
Accelerated Drinker doesn't have the "Or other potables" in its benefits section so using it as a comparison, to me, doesn't seem like sound reasoning. Accelerated Drinker is also a trait and not a feat.
Quantum Steve wrote:
Extracts behave as spells in potion form. Potions are liquids. So if they behave as spells in potion form, they would need to be a liquid.
Blake's Tiger wrote:
For the second trigger, unless he moves more than 5-feet it won't ruin a full-attack sequence as A could follow him with his own 5-foot step.
Poisons could also work. Hitting touch AC(Gunslinger is the easiest way to do this). If most of the AC is tied to dodge bonuses, you're going to have a hard time doing any combat maneuvers as dodge bonuses are added to CMD. I would target things that are harder to hit, like saving throws.
The problem stems from where most of the AC is coming from. If it comes mostly from Dodge, then going after Touch AC doesn't help nor will using Combat Maneuvers.
I would say the best way to try and deal with it(aside from talking to the GM and other players) would be to use things that target Saving Throws. Maybe an alchemis, depending on how no-magic this game is.
Death Resistance wrote:
The Ravager possesses an innate resistance to effects that would kill or permanently incapacitate it, including petrification and imprisonment. Against such effects it is considered to automatically make any required saving throws.
Poisons generally have a frequency at which they occur. Fail the save, take the poison effect. Make the save, you don't take the poison effects. The Ravager has a Con of 46 which means, assuming a usual onset and frequency, he would have to keep it asleep between 8-46 minutes(assuming 1D6 con damage). A creature dies when it has taken damage equal to or exceeding its constitution score. The Ravager automatically makes any required saving throw against an effect that would kill it or permanently incapacitate it so it should pass the saving throw before the poison deals enough damage to its con score to kill it.
Also, remember that a natural 20 on a saving throw always a success, so you have a chance to succeed on the saving throw.
You should also find out what poisons he plans on using so you can find out their frequency and duration.
The only problem I could see with this is that the fire immunity comes from the Fire subtype it possesses.
Change Shape wrote:
This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
There is the rest of the ability. It functions as a polymorph spell, but the creature retains its ability scores unless noted otherwise.
There isn't anything that says the size limit for a grapple. If your venture captains and lieutenants are saying this, it might be a PFS ruling. You can also feel free to ask them where it says this restriction as grapple mentions no restriction on size.
Do note you still need to pay the normal scribe costs even when you buy access from an NPC but it is cheaper than buying scrolls to get more spells.
Honestly, scribing costs are pretty cheap. It might be a bit expensive at early levels, but after it's pretty much chump change.
That's a fallacy. Nothing in a metamagic feat would lead to that conclusion. If Kitsune Magic was required for the feat, why wouldn't they have placed that requirement in it the same way that Heavenly Radiance has Daylight a prereq(I know Racial Heritage doesn't apply to Aasimar)? Because Magical Tail doesn't require it in order to function. Even if a Kitsune replaced Kitsune Magic, they could still benefit from Magical Tail.
There are several instances of feats from Advanced Race guide that require their race's spell-like ability racial in order to function. The fact that they omitted it from Magical Tail and from any errata they have put out for Advanced Race Guide.
I do wonder what happens when you animate its corpse. Does the undead gain the regeneration or does a living terrasque pop next to the undead one after 3 rounds.
I figure it would just regenerate over top of the skeleton and become a Tarrasque. Though an army of Tarrasque skeletons would be kind of cool.
PFFFT! Just make super sneaky throwaway characters who have invested all of their money into Bags of Holding and Portable Holes. Then, every combat, just toss the Portable Hole into the Bag of Holding while surrounded by monsters. Continue this until your GM relents and stops breaking all of your stuff.
Wage war with your GM! Kill every Quest NPC! CHEESE HARD! FOR VICTORY!
Considering we had feats like Double Slice or Dragon Style which let us add strength bonus(or strength and a half in Dragon Style's case) to damage and told us how it normally worked should have been an indicator for how double-dipping wasn't an option. Or else we would have gotten 1.5X strength with off-hand weapons and 2.5X strength with unarmed strike.
I think I'd rather use a normal critical hit and take my chances to confirm and deal 3D10+45 instead of auto confirming and doing 3D10+15.
Not to mention the racial bonus to stealth, perception and sense motive and the availability of those 3 being class skills as well as Disguise and a few others. :D
The FAQ calls out the Paladin's Divine Grace and all other "bonus equal to her [ability score] bonus" as the same as "[Ability Score] bonus" which do not stack with each other as per the first part of the FAQ.
Curse of the Crimson Throne: A History of Ashe Page 22. Guided Enchantment.
Totally exists in Pathfinder.
Yeah, combat maneuvers get weird. And Bob didn't even mention some of the other things, like a Dang Bong, which grants a +2 Bonus to Grapple...unfortunately, you take a -4 penalty for not having two hands free, so unless you're dual-wielding Dang Bongs, you end up still grappling at a minus penalty.
If you wanted to make it even more powerful(and kind of silly), you could also add the Half-Fiend or Half-Celestial templates as well, for a Half-Fiend/Celestial Half-Black Dragon White Dragon.
That is most certain not true. An antipaladin loses nothing for not worshiping, just like a paladin.
Probably because it's from the D20PFSRD. They are known to sometimes not have the correct rulings in there. However, I would like to point out Negative Energy Affinity.
Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. Format negative energy affinity; Location Defensive Abilities
This, to me, makes me believe that unless over wise stated, like in Channel Energy, a undead creature will always be healed by Negative Energy.
Holy Water will harm evil outsiders, Blood of the Martyr Spell will cause harm a person who fails their Fort Save. Fire of Judgement says it's fire of positive energy. Bolt of Glory hurts living creatures and being on a Major Positive Energy Dominant plane can kill you if you stay long enough.
EDIT:I had to look all of these up and they are, to my knowledge, the only Positive Energy effects that will harm living things.
Faiths of Purity and Faiths of Balance(one for Abadar) have Codes of Conduct for paladins worshiping specific Deities(not all Gods have Paladin Orders in Golarion).