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Two replies and two contradictory answers. Where is the official ruling on this?


Druid wolf companions show nothing about wolf companions having low-light vision. Pathfinder wolves have low-light vision.


Let's assume I want to make barding for my wolf companion. Normally, this costs double, though I'm confused as to when to multiply this.

Normally, studded leather costs 25G. Masterwork studded leather costs 175G.


Appreciated. Where in the core rules are these things found?


In 3.X, there was an implicit limit of 6 spells per scroll. What about in Pathfinder?

Also, please cite all rules references.


Wraithstrike only turns melee attacks into melee touch attacks. In 3.5, you still got STR, Power Attack, and so on.

What about in Pathfinder?


1: How far can you bull rush a willing target?

2: Can I knock a target prone via bull rushing?


While this is as intended, I would like a rules reference.


From my understanding, I can put the same enchantment on an item repeatedly, so long as I have the resources.

What's the official verdict on this?


Where is the official clarification for alter self granting stat bonuses even if I don't change size categories?

Also, I know alter self is normally restricted to Humanoids. My DM ruled that aasimar are also legal forms for this spell.


1 person marked this as FAQ candidate.

My DM let me use alter self to become an aasimar. Normally, I'm an elf.

What racial traits do I gain or lose?


Remember, the FAQ is not an official ruling. Rules of the Game is only as official as the material it references.

These articles can provide insight into rules as intended, but they are not RAW.


What happens if a Cleric/Rogue flanks his buddy and tries to heal him with cure light wounds?


I know I can sneak attack with rays, but what sort of damage does Sneak Attack do with a scorching ray? An enervation?

What about with cure light wounds?


An incorporeal creature normally takes half damage from non-force effects and is only 50% likely to be affected by a non-damaging effect.

An orb of fire (Spell Compendium 151) does d6 fire damage per CL (max 15d6) and forces a Fort save versus dazing.

Would this spell affect ghosts? Can a ghost be dazed by this spell? Is there a 50% chance the ghost won't be dazed if it fails its Fort save?


I recall reading that Abjurations and force effects affect incorporeal creatures normally. Where can I find the rules reference on this?


Would the clause about falling slowly for d6 rounds still apply?


1 person marked this as FAQ candidate.

Let's assume a Wizard casts fly on a Druid, and the Druid is knocked unconscious while the Druid is 40' above the ground. What happens to the Druid?

If the Wizard goes KO but the flying Druid is conscious, what happens?

Note that fly states:

Quote:

Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally...

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds.

Note that the spell duration doesn't explicitly expire, but the subject seemingly can't fly while KO.


What happens if I try to use command undead on a ghost? Does it suffer the 50% effectiveness?


Any archetypes to grant Wizards some Fighter bonus feats instead of the Wizard bonus feats?

Also, what can I get if I trade out Scribe Scroll?


Wraithstrike (Spell Compendium 243) turns my melee attacks into melee touch attacks. By Pathfinder's rules, do I still get my STR bonus to damage as normal?

What about other creatures that make melee touch attacks?


Does this mean someone affected by water breathing can cast fireball underwater without a caster level check?


By the rules, you can call any creature of the appropriate type and hit dice. This means advanced creatures, templated creatures, or/and creatures with levels.

You can use other Divinations to determine likely candidates for your Succubus Sorcerer (Sorceress?).


Since elemental body I doesn’t change my creature type, and I'm normally a Medium Humanoid, can I turn into a humanoid-shaped Small air elemental then be affected by enlarge person?


Telekinesis can create a sustained force (which seems like a force effect), or perform a combat manuever (which also seems like a force effect).

How do these interact with incorporeal creatures?


Haste has a range of Close, but I can selectively target up to 1 creature per caster level in a 30' diameter circle around this center point.

My group is somewhat confused on targeting haste works. How best can I explain it to them?


Displacer form is from Spell Compendium 67.


Displacer form is not explicitly a [Polymorph] spell. I assume it would count as one for this case, but I hoped for clarification.


Apologies. The board cut me off.

Displacer form explicitly allows me to cast spells.

1: Can I be in displacer form and elemental body I simultaneously?

2: If I can, what are my stats?


Intro
I want to have these spells cast on my Wizard (displacer form then elemental body I), but I'm unsure what the end result would be.

Displacer form turns me into a displacer beast:
-Magical Beast type
-Low-light vision and 60' darkvision
-Large size
-STR is set to 18, DEX is set to 15, and CON is set to 16
-40' base land speed
-Natural armor bonus is set to +5
-I gain tentacle attacks, displacement, and resistance to ranged attacks.
-Upon casting displacer form, my gear melds into my displacer beast body and becomes nonfunctional.

Elemental body I lets me become a Small air elemental with these qualities:
-Low-light vision and 60' darkvision
-Small size
-+2 size bonus to DEX
-+2 natural armor bonus
-60' fly speed (perfect)
-I gain the whirlwind ability.

End Result
I normally can't have two or more polymorph effects on me concurrently, though displacer form may not be considered sucn an effect. (Saying displacer form isn't a polymorph effect is a major stretch.)


Incantatrix for 3.5 is in Player's Guide to Faerun on page 61 and this version is discussed here. The Magic of Faerun from 3.0 and online is vastly different.

Regardless, my DM believes that Cooperative Metamagic and Metamagic Effect require a skill check and use a higher-level spell slot. While this may be balanced, this does not seem to be the rules as written or the rules as intended.

The point of the tremendous skill check is to avoid using higher level slots for metamagic, though unless your team focuses on boosting your Spellcraft, meeting these DCs for Persistent Spell (also in Player's Guide to Faerun) is mostly a mid-game or late-game reward.

Cooperative Metamagic:
Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster.

The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively.

The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 × modified spell level]) to succeed. “Modified spell level” is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level.

For example, if an incantatrix applies the Maximize Spell feat to an ally’s chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 × 9) = 45. If she applies the same feat to an ally’s silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48.

An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier.

Metamagic Effect:
Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place.

For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill.

To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 × modified spell level]. “Modified spell level” is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell’s casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell’s effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.

For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 × 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell’s casting, not its effect.

On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spellcraft DC of 39.

An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity.


Let's assume a lillend tries to use her hallucinatory terrain spell-like ability which mimics a level 4 spell.

What's her Concentration modifier?


1 person marked this as a favorite.

Thank you, Sean! Here! <glomp!>

If only SKR's quote were in the errata, then fewer people would misinterpret it.

Quickly, to the erratamobile!


Sean, thank you for your official clarification! May I get a post of your saying, "Taking 10 requires only as much time as making one check" so I may screenshot this, print it out, show it to my GM, and hug you (that is you, Sean) for it?


My main contention with his ruling is with manifester level checks with the Psionic Mastery feat (Complete Psionic 59).

"You can take 10 on manifester level checks (as if the manifester level check were a skill check)."

While this above text doesn't specifically mention I can use this under duress, the GM has allowed me to do so. (Complete Arcane's Arcane Mastery functions the same way for arcane caster level checks, and was errataed to allow use under duress.)

EDIT: I like these arguments. Thank you, but please post them on my RPG.net post.


My GM checks the RPG.net boards. You add your support here.

URL: http://forum.rpg.net/showthread.php?p=12443284#post12443284


Where can I find staff recharging rules?


I've repeatedly referenced this page to no avail. He assumes since taking 20 takes 20 times as long, then taking 10 takes 10 times as long.

I need official clarification for this situation to change. A possibility is that an author says, "Taking 10 requires only as much time as rolling once."


1 person marked this as FAQ candidate.

That's what my GM vehemently argues. He would be persuaded to say "Taking 10 takes only as long as a normal action" if there were official clarification on this.

Where can I find such a thing?

EDIT: Please post your supporting arguments on my RPG.net post. My GM reads RPG.net's board far more than this Pathfinder board.


I'd rule that changing hands requires no action. You assumedly use one hand to grab a dagger, and toss it then regrip your spear.


Why? The group has an Artificer who makes things at about 28% market value. The group is made entirely of casters who will soon have lotsa money to spend.


I drop item slot affinities. I want players to be creative. Boots of INT +2 and faerie fire at will should not cost more for breaking a stereotype.

I also combine magic item creation feats. There's "Craft Continuous Item," "Craft Charged Item," and "Craft Construct." Wizards, Artificers, and other characters who get only specific subsets (scrolls, potions, rings...) still get only those. Defining what makes a "wondrous" item or "magic armor" gets blurry when wondrous items can do effectively anything. Let's be honest here and not waste feats. In the end, you're trading your feats to save some gold and maybe make items the DM wouldn't hand you.

Staves and wands effectively do the same thing, but staves are a higher level version of wands. (Magic item crafters worth their spells who must invest resources into making these items only put 1 spell on a staff.) Why should I pay 2 feats just to spend lots of money to make expensive glowsticks I'll be hesitant to use because of the cost?

As for custom magic items, by the charts, it's OK. Price it as you see fit (and I recommend against the artibtrary body slots; lawyers will bog you with questions) then tell your player it's OK. Go wild with Boots of Protection, Amulets of Protection, Scrunchies of Protection, and so on. If it's slotted, it costs one thing. If not, it costs double.


Pathfinder rules say "Unnamed bonuses always stack." This was seemingly changed from 3.5 where the rule was "Unnamed bonuses from different sources always stack."

Does this mean I can load up on Orange Ioun Stones?


What is the full name of this 'transformational belt' and where's it?


I don't mean by using wish/miracle or reincarnate to become one.

I hoped to nab this form with Assume Supernatural Ability (Savage Species) for its Quickness ability, since polymorph got gimped.


On a related note, you should be able to take 10 on your Spellcraft check to learn a spell. How did you fail your roll?


The group has an Artificer and an Incantatrix. The Artificer uses greater magic weapon then item alteration (Eberron Campaign Setting 113) to change the bonus type to "awesome."

The Artificer then uses greater magic weapon to grant an enhancement bonus on the weapon. The Incantatrix then Persists the second greater magic weapon.

How long does each greater magic weapon last?


Fluff-wise, a divine caster getting more spell slots from this item may merely be attuning better to divine forces.


What I don't understand is why a level 7 spell with an expensive material component has a save. Wall of force cast once or twice could trap most creatures.

Pathfinder added "Reflex negates" to forcecage so melee was less hosed.

As for making the save, the targets should be able to leave the cage's area to the nearest available space.


The term 'common sense' is often used as an insult.

'Common sense' seems neither common nor sensical.

Race

The Right Woman in The Wrong Place