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I will be playing a Fighter/Oracle at high levels and would like to clarify a feat/class feature combination.

Feat: tery/

Class feature: Unstoppable Overrun (Ex) You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don’t need to meet the prerequisites to gain these feats.

As a Medium creature with Poised Bearing (and Imposing Bearing later), I count as a Huge creature for bull rush, drag, overrun and trip.

With Unstoppable Overrun, I can attempt overrun combat maneuvers against opponents up to two size categories larger than me. Would I be count as Huge, and therefore be able to overrun Gargantuan and Colossal creatures?

1. Spiritualist (Exciter). For an emotional person like me, I develop character concepts I like to cry about. While Spiritualist as a class is all about the connection to the departed, the Exciter archetype portrays a deeper bond beyond rational thought. For the rage power, I chose barbarian's Celestial totem for the blazing halo of light. The spellcasting potency outshines the Bloodrager, and with a better spell list too. The flexibility of which ability scores to enhance was very welcome. The Dedication foci provided the best rewards, with Iron Will, and Skill Focus in Sense Motive & Diplomacy, an amazingly helpful defending aura, and powerful offensive options. I felt like a fiery archon of justice and fury moreso than I had with any Paladin.

2. Fighter (Ubreakable). I felt more rewarded for denying conditions than I did avoiding them. In combination with all the Net feats, and a Rod of Ropes the DM allowed me to add Enhancement bonuses to (and the Defiant weapon enchant), I was able to engage as an almost unheard of type - Control Fighter. Dragging my enemies where needed, foiling their actions, and resisting their attacks through sheer determination. Loaded up with Spell Resistance armor enchant and various items that consume harmful magic, I was the guy who stood in the path of the strongest monsters and forced them to focus on me while my allies AoE abilities exploded everything else.

3. Investigator (Majordomo, Cryptic Scholar) has been my most perfect Cohort imaginable, for my Leadership-focused main character. Granting the teamwork feats felt more interesting than your typical Bard song, and the focus on planning, paperwork, and knowledge really filled in his support role. His limited combat usefulness meant that he was the one who could pull someone out of a spiked pit trap, or give opportunistic advice for those critical rounds where risks are taken.

4. Paladin (Stonelord; dwarf only) with the damage reduction and Earth Elemental companion, self-healing abilities and special powers, I felt extraordinarily tanky. The Stone Servant ability seemed bad, but it was then pointed out that 'as a paladin calls her mount' meant the earth elemental gained animal companion benefits on top of size and celestial template, which granted it the toughness it needed to be a worthy companion.

5. Druid (Treesinger; elf only) allowed a depth of plant focus that was unattainable in any other class, even with the release of Leshys as a playable race. Spenting more time as a plant creature than as a humanoid gave new perspectives to the traditional array of alignment options that typical adventuring parties have. Druid's access to spells that affect very large areas of land really helped me have an impact on the world, leaving lush forests wherever I went.

Using the alternative crafting rules ( and knowing our craft (carpentry) check result, all that's left is to determine whether a given room or building (from the Downtime rules) is Simple, Normal, Complex, or Intricate.

However, there's no criteria set forth to identify the DC for a room or building.


Crafter has a check result of 45, with 10 unskilled laborers aiding.
An animal pen costs 250g.

Normal: DC beaten by 30 = x6 base progress = 12g progress per day.
Complex: DC beaten by 25 = x5 base progress = 20g progress per day
Intricate: DC beaten by 20 = x4 base progress = 32g progress per day

Normal: 21 days to complete
Complex: 13 days to complete
Intricate: 8 days to complete

Moskau wrote:
I'm preparing to move to Seattle by the mid of next Month and I'm interest in finding a group. My main game is Pathfinder, but I'm willing to play most any rpg. Right now, I'm looking at a completely open schedule, but this may change .

Welcome to Seattle! If you're still looking for a group, I've recently posted an open invitation here: or_weekly_group_in/

Thank you both!


I've got my brain all twisted up in a knot, and other forum posts nor the FAQ reach a consensus.

I am a character with levels in Dragon Disciple. I have a bab of +6/+1. I have two claws as primary, one bite as primary. I have Improved Unarmed Strike for a feat as well.

Which attack pattern for a full attack is correct? For simplicity sake assume and strength of +0

#1: Claw +6/+6, Bite +6, Unarmed Strike +1/+1
#2: Claw +6/+1, Bite +6, Unarmed Strike +6/+1
#3: Claw +6/+6/+1, Bite +6
#4: Claw +6/+1, Bite +6/+1, Unarmed Strike +1/+1

there are more variations but you get the general idea. I just need to know how many attacks I get and what bonus I get them at. rchetypes/juggler-bard-archetype

If I am grappling with an opponent, are both my hands considered fully occupied?


Seperate question (but related),

If I am grappling an opponent (or pinning), would I be able to use Maneuver Master rchetypes/maneuver-master to perform other maneuvers, such as Steal?

I do have the Chokehold feat

At BAB +11, I would have a full attack of 4 maneuvers.

Attack #1: Attempt Grapple.
Attack #2: Attempt to establish chokehold
Attack #3: Attempt Steal
Attack #4: Attempt Steal

Anyone able to chime in on this? What is the intent?

1 person marked this as FAQ candidate. 1 person marked this as a favorite.


"A blast of hellfire blazes from your hands. You must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks."

Because Hellfire ray says that the other half of damage is "directly from unholy power", and does not say that it is Hellfire damage, it thusly does not get the 2x damage vs good creatures.

Thoughts? types/paizo-llc---spiritualist-archetypes/haunted-spiritualist-archetype

Question: If I am successfully possessing a creature, and my phantom usurps manifestation, does my former body gain the nauseated condition or does my possessed body gain the nauseated condition?

Human Antipaladin 11 (Lord of Darkness archetype)

STR 18 (20)
DEX 10 (12)
CON 14 (16)
INT 12
WIS 8 (10)
CHA 22 (24)

Human: Fiendskin (Immune to fire, Immune to Cold, Resist Acid 10, Outsider (native))
1: Maleficium (+2 DC to all evil spells, metamagic -1, +2 caster level to evil spells)
3: Mask of Virtue (Detect as any alignment, know name and alignment of creature using alignment detection)
5: Soulless Gaze (+4 intimidate, intimidate as swift action, can increase severity by intimidating multiple times)
7: Vile Leadership
9: Ability Focus (Cruelty)

Skills: 3+1(favored) = 4/level +2 background
Bluff 11 ranks: +22
Intimidate 11 ranks +25 (+29 within 10ft)
Diplomacy +11 ranks: +18
Disguise 11 ranks: +21
Handle Animal 11 ranks: +19
Lore 11 ranks (True names): +15

Is "Stabilize" considered magical healing, and thus requires a DC 26 caster level check to work on someone dying via a clay golem's attacks?

Here's the situation: I'm the DM for the Pathfinder module Wrath of the Righteous. We're in Book 4, which states:

"Note that if the PCs aren't disguised as demons, all
encounter rolls on the following table should be modified
by +40, Alushinyrra's danger rating."

"If the PCs...disguised themselves as bodaks and graveknight...."

Here's the problem: There is no way that we've found that permits a creature to use Disguise to alter its type. Humanoids cannot disguise as Outsiders or Undead.

Is there something we're all missing?

Any final verdict on the costs of a door?

So, based on that logic,

Simple wood door 20g
Iron door 520g

Still leaves the other door types

Guru-Meditation wrote:
Why would a simple Iron Door cost 500 gold? That is not in line with other mundane equipment stuff.

It's repeated several times here:

But otherwise, there is not 'other mundane equipment stuff' for doors to compare to.

After pouring through the books and SRD, I have been unable to determine the cost of buying a door.

Yes, a door.
Door, iron 3,200 lb.
Door, stone 2,200 lb.
Door, simple wooden 150 lb.
Door, good wooden 225 lb.
Door, strong wooden 350 lb.

Costs to upgrade to an iron door adds 500g, but can't determine the base cost of the door itself.


2 people marked this as FAQ candidate.

So my last thread devolved into a nightmare of arguments, RAW, RAI, and no resolution, and was ultimately locked by the forum mods.

I'm still looking for an answer to my question: Does the Sleep spell or Slumber hex cause you to become Prone and drop held items?

Please do not comment if you cannot provide RAW proof or RAI evidence to support your answer. If you believe you are right, you need to prove it as written in the Pathfinder rule set, or get a dev to agree with you.

Here is my understanding of how spells work:

Everything has to do with the time of casting. If your score is 16 at the time you cast your spell, the DC is based off that. If you later increase your score to 20, it does not retroactively increase your spell DC to spells you already cast.


This interpretation seems to have caught my players by surprise - just as I'm surprised there was another interpretation. To their understanding, it is retroactive.

Any evidence to support one or the other?

DM_Blake wrote:

Wait, wait, wait.

Some people are here saying that when you get hit with sleep magic, you must fall prone and drop things because it makes sense from a simulationist perspective.

Fine. I agree.

But RAW doesn't say that, and this is a Rules Questions forum.

I've had people on this forum tell me that mithral shirts cost essentially the same for pixies as they do for titans (because it's a gamist mechanical benefit that does the same thing for a pixie and for a titan so it should cost the exactly same gp, at least for the mithral part of the cost). That's crazy, but it's RAW and it makes gamist sense.

Where are those people now? Shouldn't they be here saying that sleep magics (spells, hexes, etc.) should not give extra mechanical penalties beyond what the RAW says? Being asleep is bad enough, but if the victim survives it, must he also lose additional actions after the sleep effect ends? Actions to retrieve dropped items, an action to stand up.

Is it fair to suffer the penalties of being asleep for X rounds and then have to suffer the additional loss of actions?

Maybe. Maybe that's what the devs intended. Or, maybe, that's causing further loss of actions to the target and causing these sleep effects to be overpowered.

Option 1: Cast a 1 round slumber on a TWF fighter. He loses one round while he stands there, nodding off, his head in a fuzzy state drifting on the edge of dreamland. After one round, he shakes it off and gets back into the fight.

Option 2: Cast a 1 round slumber on a TWF fighter. He falls to the ground and drops both swords. A round later he wakes up and loses his entire second round as he tries to pick up one sword (provoking) and then the other sword (provoking), and then he loses half of his third round as he stands up (provoking). If he survives being asleep for a round and then survives THREE AoOs, he can finally attack with just one of his weapons.

So with option 1, the target gets exactly what the spell says: 1 round of sleep.

But with option 2, the poor...

Option 2 is why I'm looking at this so hard. I'm GMing a Witch with a Slumber hex of DC 19 at level 3, and a feat to allow them to try it again if the enemy succeeds. While I do not wish to punish that hyper specialty, I have to keep in mind the effect on the game - enemies can no longer be interesting. If they're not coup de graced, they're rendered impotent due to falling over and dropping held items, as common sense dictates. Becoming helpless and inviting coup de grace is enough, I think, to have Slumber and Sleep effects be incredibly powerful. Adding on additional rounds of vulnerability and forced ineptitude is adding salt to the wound. I want my players to feel like every fight is interesting, every fight is unique, every enemy is fleshed out.... not a process of "Activate decerebrate for no power points" every time.


Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target).

(equivalent to attacking a prone target).



Seems RAW is that unconscious people do not go prone.

Oh, and I'm the GM. My mind got blown last week about how differently Charge works in Pathfinder, so I'm fully open to the concept that Paizo intends for stuff like Sleep and Slumber hex do not make the opponent fall prone.

28 people marked this as FAQ candidate.

Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.


1. Does going Unconscious (as per the Slumber hex) render you prone?

2. Does going Unconscious cause you to drop your held items?

Question arose.

P = Player character
E = Enemy
X = Occupied space

P------E Charge OK

P------ Charge OK

P------X Charge OK

P----X Charge not OK?

So, even though the blocked space and the space directly above the blocked space are equally distance from where P starts, the PC cannot charge the enemy as the blocked space is occupied, and the PC may only charge that one exact square and not any other square. Is this correct?

Temporal Witch

Class Details

Hit Die: 6


To qualify to become a Temporal Witch, a Character must fulfill all the following criteria.

Skills: Knowledge (arcana) 10 ranks, Knowledge (planes) 10 ranks, Spellcraft 10 ranks.

Must have the Time Patron

Must be able to cast Must be able to cast 10th Lvl Time Patron Spell (Teleport)

Class Skills

The Temporal witch’s class skills (and the key ability for each skill) are Perception (Wis), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge(planes)(Int), Survival

(Wis), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Table: Winter Witch

Level Base Attack

Class Features

The following are class features of the Temporal Witch Prestige Class.

Weapon and Armor Proficiency: A Temporal witch gains no additional weapon or armor proficiencies.

Spells per day:

A Temporal Witch gains new spells per day and patron spells as if she had gained a level in the witch

class. She does not, however, gain other benefits a character of that class would have gained except for

additional spells per day and an increased effective level of spellcasting.

Temporal Witchcraft:

Levels of the Temporal Witch prestige class stack with witch levels for determining when she learns new

hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities

of her witch’s familiar, and the level at which she can learn major hexes or grand hexes.

Rewind Hex (Su) (normal hex):

Effect: The Temporal Witch can cause a creature within 30 feet to be reset to an earlier round. The

Creature is reset to the location and status they were a round earlier. A Will save can negate this hex.

This Hex harnesses the power of the Void to move a creature through time and thus the Temporal Witch

will take 1 point of Constitution Damage for each round the Creature is reset to. Whether or not the

save is successful, a creature cannot be the target of this hex again for 1 day.

Temporal Defense (Ex):

A Temporal Witch level 2, the witch has garnered a minor mastery of time itself. If she takes a moment

she can use that to her advantage. As a swift action she can gain a dodge bonus equal to her Intelligence

bonus equal to half her affective Witch level (if any) against a single foe of her choice until her next turn.

Temporal Initiative (Ex):

At Temporal Witch level 3, the witch has a better understanding of what might happen next. When she

rolls initiative she may add her Intelligence modifier equal to her Temporal Witch level (If any) to her

initiative roll. (Max 3)

Time’s Gamble Hex (Su) (major hex):

Effect: The Temporal Witch calls upon the many different timelines to Hex a creature. A Hex is randomly

rolled from the below table and the Creature takes the relevant save. Whether or not the Save is

successful, a creature cannot be the target of this hex again for 1 day.

Table: Time’s Gamble (Hex details at bottom of the document)

d% Hex Save

1-10 Borrowed Luck(Su) -

11-20 Hoarfrost (Su) Fort

21-30 Major Healing (Su) -

31-40 Frightful Flare (Su) Will

41-50 Retribution (Su) Will

51-60 Fortune (Su) -

61-70 Visions in the Heat of Battle



71-80 Pariah (Su) Will

81-90 Healing (Su) -

91-100 Ice Tomb (Su) Fort

Hex Descriptions for Time’s Gamble:

Borrowed Luck (Su): As a swift action, the witch can give her next attack a +20 insight bonus to hit; however, the

nature of this insight is at the cost of another. An ally within 30 feet takes a 20 penalty to his next attack roll. This

hex does not function without somebody to take the luck from and the universe tends to balk if this is done too

often. As such, each of your allies can be affected by this hex once per day. Once affected, an ally cannot be the

target of this hex again for 24 hours.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon

this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check,

taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level,

the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot

benefit from it again for 24 hours.

Frightful Flare (Su): Delving deeper into the ways of inspiring fear and woe, the witch has devised a way to create

gouts of flame that burn away hope rather than flesh. With a snap of her fingers, the victim of this hex

spontaneously bursts into lavender flame, removing all morale bonuses currently on the victim. For the duration of

this hex, the victim is immune to positive morale effects, though spells that provide a morale bonus partially

counter the hex, reducing its duration by 1 round per spell level. On all subsequent turns, the victim must make a

Will save or be shaken. Creatures that succeed on a saving throw must continue to make saving throws each

round. This hex persists for one round per witch level. When the hex ends, so too does the shaken and frightened

effects caused by it. Once affected, a creature cannot be the target of this hex again for 24 hours.

Healing (Su): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited

from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate


Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh

(Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it

dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end

the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage

(Fortitude half). If the target fails its save, it is paralyzedand unconscious but does not need to eat or breathe while

the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after

being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for

1 day.

Major Healing (Su): This hex acts as cure serious wounds, using the witch’s caster level. Once a creature has

benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts

like cure critical wounds.

Pariah (Su): The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal

to the witch's Intelligence modifier. Any other creature attempting to directly assist the target with a harmless

spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this

hex. If the save fails, the aiding creature can't follow through, the action is lost, and the aiding creature can't

directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area

of effect spells.

Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open

across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed

creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances,

immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the

witch’s Intelligence modifier. A Will save negates this effect.

Visions in the Heat of Battle (Su): Some witches leave divining to their sisters and go for information she knows is

true. The witch can attempt to burrow into the mind of a creature within 30 feet that she can see. On a failed Will

save, the witch gains insight into the plans of that creature, gaining a +2 insight bonus to her AC and saving throws

against that creature. Further, she can choose to gain a +2 insight bonus to attack and damage against the creature

or relay the information directly into the minds of allies within 30 feet, granting them a +1 insight bonus to attack

and damage. This ability persists for rounds equal to the witch's Intelligence modifier. Once affected, a creature

cannot be the target of this hex again for 24 hours.

1 person marked this as a favorite.
Lord Lupus the Grey wrote:

Hi, guys!

We are playing real epic level now (17 lvl, 3 mythic tier), and we have really intresting question:

If your character is buffed by, for example "Haste" spell or "Bear's Endurance" spell, and have been killed (brought to -CONx2)... Buffs are all gone? Or not? How does it interracts with breath of life? What about raise dead, resurrection? What about bonded legendary items (character brought to life with "breath of life" counts as DEAD or not for broken bond)?


Magic already cast on a valid target does not care if the target becomes invalid later. It will continue to consume duration and attempt to affect the target, but for most spells like Haste, the result is a spell effect that does nothing.

Example: Boris is hasted. Boris eats a sword and is dead. Boris is now a very fast corpse. But Boris, he has friend. Friend raise Boris from dead! Boris spits sword out and stands up. Boris haste still going! He chase down villain who make Boris eat sword and make him eat sword.

When an NPC is casting a spell, which of the following happens?

The DM announces a spell is being cast and requests spellcraft checks of the players,


Players must announce they are using spellcraft to identify the spell?

blahpers wrote:

The Osirion feat was for 3.5. The feat makes little sense in Pathfinder.

You get a passive check. If you fail it, you don't notice the trap. If you actively search, you can continue to make checks as long as you have the time and inclination, including a take 20. If you have the Trap Spotter rogue talent, you get another automatic check with no penalty when you get within 10 feet.

This is incorrect. You do not get passive checks unless something is actively opposing you - like a creature making a stealth check. Only a rogue with Trap Spotter (or someone with a similar ability) gets 'passive' Perception checks versus traps.

In addition, failing to notice a trap does not trigger the trap. Triggering the trap triggers the trap. If someone fails to notice the trap, they do not know that there is a trap or how to set it off - but they might learn it when they trigger said trap.

Let's say the fighter searches for the trap, which has a pressure plate trigger in the square he is searching. He fails to find the trap or plate - he won't know it is there, but he won't set it off until he actually moves through that square, perhaps to search the next square. If upon his failure to find anything he decides he'd rather let the rogue take a look, he steps back and the rogue gets to look. He never entered the square with the trap to trigger the plate.

This is the insane debate I was trying to avoid. Just look at how this thread has turned into another flame war.

Right, wrong, I don't care. We need a dev to put a nail in this.

Someone pull some strings or something, or else this will be one more massive thread on a vital rules question that ends in no consensus.

Advice question here

Shaman. Life spirit, Spirit Warden archetype, intending on taking the Soul Warden prestige class.

Channel only to heal, 1+cha times per day
Rebuke spirits only to harm undead, 3+cha times per day
Channel damage only to harm undead, 3+cha times per day

Does the feat Extra Channeling give me 2 more channels per day for each channeling?
Do Rebuke Spirits and Channel Damage each have their own pool of channeling?
Does Channel Damage stack with my Rebuke Spirits to determine damage? Vice versa?

Huuuuuuge question here, one that affects hundreds of abilities (especially 3rd party features) but also common ones like Grab.

Question: By default, can you take Free Actions when it is not your turn?

If no: Creatures with Grab cannot use Grab when they hit with an AoO.
If yes: Creatures can drop prone at any time.

Thank you all for your commentary, and I'm excited to have this reviewed, but I must underline one important aspect here:

99% of this discussion has already been had in this forum, to no conclusion

This is specifically a call for a developer to answer, as the current game documentation does not answer this question explicitly.

While we all could happily engage in another thread of "What's the answer?" the truth is it's been tried, many times before. Just do a search for "Free Actions" and you'll find too many threads that ask this question and don't provide a clear answer.

9 people marked this as FAQ candidate. 1 person marked this as a favorite.

Last night, our game ground to a halt as we were all mesmerized by an unanswered question, and this needs a straightforward answer from a developer. There are dozens of threads asking this same question, and it needs to be put to rest - as it has huge implications for gameplay.

Question: Can you take a Free action outside of your turn?


A lot of people cite Speaking as a suggestion that no, you cannot take free actions when they are not your turn unless the free action specifically says you can. But this is not an answer, and here are the implications:

1: "Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity."
Nowhere does it say that you can make an attack of opportunity outside of your turn; it merely says it's a free action. Of COURSE you can take an AoO outside of your turn (that's what it is for, after all), but this would contradict what the Speaking section implies.

2: Grabbing on attacks of opportunity: #TOC-Grab-Ex-
"If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity."
If free actions are not allowed outside of your turn, then that would mean a monster with Grab could not Grab if they hit you with an AoO.

3: Barbarian rage:
A barbarian would not be able to rage outside of their turn.
Yet, Savage Intuition might suggest that you can't rage outside of your turn, since it removes the need for rage to be an action: rage-powers/savage-intuition

4: Vitalist Collective Healing:
"Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action."
This would mean that a Vitalist could only redirect healing on his turn, which is directly contradicted in the example they provide of the ability in action.
"Example: Darius the soulknife is a willing member of Jorus the vitalist's collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus's collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6."


Basically, we need a developer to say Yes or No, as this forum has so far failed to answer it in the myriad threads asking this same question.


I have a question for all those archetypes that reduce the number of spells that you know.

Is there a mimumum of 1 spell known?

For example, Crossblooded sorcerers know 1 fewer spell per level. Does this mean at level 4 they know 0 2nd level spells?

I would assume that there is a minimum number of spells known. of-knots

The strength check DC to burst the Rope of Knots in its net form isn't listed, and I'm not sure how to calculate it.

A normal rope has a DC of 23. It has Hardness 0 and 2 HP.
A normal net has a DC of 25. It has Hardness 0 and 5 HP.

A Rope of Knots has Hardness 1 and 10 HP.

What should the DC be?

Entryhazard wrote:
Empyreal Bloodline gives Channel Energy at level 9

No, it gives a 1/d ability to use channel energy (at -4 level), it doesn't give channel energy or stack with soul warden's channel damage.

So, I've been struggling for nearly two weeks reviewing every official and 3rd party resource I can get my hands on, because I have this one character idea I really want to play.

I want to play a Sorcerer with some Channel Energy ability to harm undead (don't care about healing), and then go into Soul Warden prestige class.

Does anyone know of any way for sorcerers to gain channel energy? I'm adamant that I do not want to play an Oracle or Cleric.

Going straight into Soul Warden from Sorcerer without channel energy would be sacrificing 3d6 on the Channel Damage, far too much.

Here's how I see it:

With Eldritch Heritage, Improved and Greater, you get
1st level power, and two of the 3rd, 9th or 15th level powers, at your character level.

With Eldritch Heritage and Mythic Eldritch Heritage, you get
1st level power at your character level, and the 3rd, 9th, and 15th level powers all at your character level -2

With all four feets, you get the 1st level power at your character level, and two of the 15th or lower powers at your character level, and gain the power you didn't pick at your character level -2.

At no point do you gain the level 20 power unless you can somehow have your character level be 22.

Personally, Mythic eldritch heritage is only worth it if you do not take the Improved or Greater feats. Otherwise it's kind of a waste of a mythic feat.

1) This is a big advantage for formerly prepared casters. You have the same number of spells per day, the same number of spells know, but instead of having to choose which ones you can cast that day, you can just cast any of them at any time until you run out of that level, like a sorcerer. Part of being a prepared caster is if you prepared Color Spray and you really need a Magic Missile, you're out of luck.

Conclusion: This is a bonus to prepared casters.

2) In tandem with #1, the change seems universally affecting all casters, not just screwing some casters. I see this as a way to allow casters to apply multiple metamagic effects, and with a limitation so it doesn't go crazy.

Conclusion: This is a bonus to spontaneous casters (which is now all casters)

3) Odd, but workable. Requires a lot of work on the DMs side. Might even have some 4-point feats, or 0.5 point feats. Some are just that good or just that terrible.

Conclusion: More feats mean more power. A clever player can optimize well, especially with a DM that is not diligent or smart.

4) Sounds like 4th edition. But not so bad. It's a powerful game, so powerful characters, sounds like.

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This is your opportunity. You are playing a cleric - a devotee of a god, and gods need to be respected and worshiped, do they not? What heresy is this that someone not divinely blessed could be so powerful?

It is your duty (in-character, in-game) to expose him. Find his source of power. Pacts with devils? Bargains with demons? His very presence threatens the immortal souls of those around him!

Pray. Investigate. Prepare. Pass notes to the DM or send him private emails about what your character is doing in the background. You have a huge wisdom - rank up your Sense Motive. Interroga- I mean, question him on his beliefs and actions, his history. It is your divine duty to be vigilant.

Does he have ranks in Spellcraft? If not, he never knows quite what spells you are casting unless you tell him or they have obvious effects.

You have a quarry. You have a target. Your target trusts you. He may even rely on you for healing. Use any ranks in Heal and get a real *good* look at his body whenever you heal him.

As you are 4th level, you have access to these spells: (and good/chaos/law/magic)

(Of course you could always talk to the player on your own, 1-1, and tell him how his character makes you feel useless and not having fun. That's probably best.)

Aura of Cowardice (Su)

At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Aura of Fear (Su)

At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability. This ability functions only while the dread remains conscious, not if she is unconscious or dead.

As you can see, they are exactly the same ability. However, the bonuses are untyped, and they have different names. So can a Dread 3 / Antipaladin 3 provide a -8 penalty on saves vs fear?

This question just came up in our game, with Phantasmal Web vs True Seeing.

Seems there has been huge debate on this.

Could a Paizo creator make a FAQ on this?

And it will continue to exist and function in an antimagic zone?

That doesn't answer the question. If he is summoned, he can be dispelled or returned to whence he came (for example, stonelord's earth elemental). If he is called, this is not so. Please clarify and cite if possible.


The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Simple question. Is the mount Summoned with a duration of Permanent, or is it Called?

This thread is to aggregate and put together every tidbit if information on the Empyreal Lord Ashava the True Spark.

The purpose of this is because in my game I have chosen her as my deity, and the information on is the bare bones to worship her but not enough to know who she really is. What's her history? How did she attain divinity? What is her personality and what are her goals? Who are her allies?

Any assistance in this matter would be appreciated.

Likely the least played classes are the least mentioned classes here.

Least mentioned: Antipaladin, Druid, Samurai, and Wizard.

Summon Monster VI

Lillend, Azata - use her to Inspire Courage. She does so at a +3. I think you and any other fighters in the party would appreciate a +3 to attack and damage.
Or, if your party isn't opposed to the idea, an Erinyes devil, partly because she has constant True Seeing and has lots of defensive/offensive abilities, but also because she can fly (transport you to hard to reach area), teleport (steal something or murder someone), telepathy (send a private message), and generally has a ton of useful skills for non-combat situations.
The Succubus can do many of these as well, with the added bonus of having 1/d Dominate Person. Fighting a humanoid, like a powerful fighter? Summon succubus, dominate him. If you can pull it off against an enemy spellcaster, well... go to town!

And if you just don't want to deal with any of that funky stuff, a Dire Tiger will obliterate everything.

Your guys suggestions are great!

However, I decided to take a different path. 4 Winds Fantasy has the Dream domain, with no subdomains. I've created the Sleep and Imagination subdomains, and put Deep Slumber as Sleep's 3rd level domain spell.

Appreciate the help!


I'm a DM for a weekly game and one of my NPCs is a cleric, a bishop of the local church. The Cleric class is not a must, but the below is imperative:

Able to cast Deep Slumber as a 3rd level divine spell and able to cast Remove Curse as a divine spell.

I have been unable to find any way to get Deep Slumber onto the cleric's spell list or grant the cleric access to Deep Slumber.

Any advice?

Is the average supernatural ability mental-only?

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