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2 people marked this as FAQ candidate.

One of the Magic domain's granted powers.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

1. Using a supernatural power doesn't trigger an attack of opportunity, but does throwing the melee weapon trigger one? (Or is throwing the weapon part of using the supernatural ability?)

2. If I throw a 2-handed weapon, do I get a 1 1/2 Strength modifier bonus to damage?


I am a neutral character fighting a monster with DR 10/good.

I cast Summon Monster and choose to summon a Celestial creature.

Are the attacks from that Celestial creature considered Good for overcoming DR?


When making the summoner's eidolon, the armor bonus it gets says, "This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner."

Is there a difference?


Is there a damage type on swarm damage? (bludgeoning, piercing, and/or slashing?) I looked and couldn't find the type under natural attacks.

It could be:

A) Other - B/S/P (But as a secondary attack? That doesn't sound right).

B) No type of damage, it simply deals its damage. (But suppose a creature damaged by a swarm has DR 5/Bludgeoning?)

C) Use the damage type dealt by a similar single creature of the swarm. Example, bat swarm uses dire bat's bite (B/S/P), crab swarm uses giant crab's claw (B/S), etc.

I would go with "C", but is there some rule I'm missing on this?


3 people marked this as FAQ candidate.

A paladin uses Lay on Hands to damage an undead creature. This requires a melee touch attack. The paladin misses. Is one use of Lay on Hands wasted with no effect, or is the paladin holding the charge with Lay on Hands and can attempt another touch attack next turn?

If yes, could that paladin use a held Lay on Hands to heal rather than make another melee touch attack against an undead?


1 person marked this as FAQ candidate.

Would a wizard's spellbook (with spells inside) show up to someone casting Detect Magic?


Here's an example that's been coming up a lot in my games.

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: 24.
GM: You hear nothing on the other side.

Everything is fine. Players open the door. But...

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: Uh-oh... 7.
GM: You hear nothing on the other side.
Monk: Watch out. I listen at the door.

So, the monk listens at the door only when the rogue rolls badly. And if the Monk rolls badly, then the next character steps up and makes a roll. Repeat, until someone gets a good roll or we run out of PCs.

I try to hint at it.

GM: Rogue, you just listened at the door and heard nothing. The Monk doesn't trust you and you are a little bit insulted.
Rogue: Whatever, he's helping me.
GM: He didn't help you before...

This is just one of the many things that happens. A player flubs a roll and another player runs up to try and get a better roll.

I don't know. Maybe this is a minor issue that annoys me a bit and I should just let it go and expect everyone to make a Perception check at every door, every time.


My players have leveled up. They are not resting. How should current HPs be handled?

For example: A character has a maximum of 15 HPs, has taken 6 damage and is down to 9 HPs. That character levels up and gains 7 HPs to his maximum, bringing his maximum HPs to 22.

Leveling up options for HPs:

A) The character has taken 6 damage, why make it seem like he has taken more damage? Keeping him at 9 HPs means he has now at 13 damage. Give the player the benefit and add 7 HPs to his current total.
9 + 7 = 16 current HPs.

B) The character is at 9 HPs and is still at 9 HPs, he does not get "healthier" by gaining a level. It's not like someone cured him for 7 HPs of damage. If he wants to get to his max HPs, he need to rest or heal per the rules.
9 current HPs.

C) Leveling up resets everything. The character is at max HPs. Kudos for everyone!
22 current HPs.


Can a multiclass Cleric/Druid "lose" a cleric spell to spontaneously cast a summon nature's ally spell of the same level or lower? (And vice-versa, "lose" a druid spell to spontaneously cast a cure spell of the same level or lower?)

Spontaneous Casting does say "any spell". Some reason I've always assumed it was only the spells from that class, not from other classes.


If a character gets a temporary ability score increase, does that only affect what is listed under "Ability Score Bonuses" (pg 554-555) or everything related to that ability?

For example: Say a Paladin drinks a potion of Eagle's Splendor (+4 Charisma), what does it affect?

A) Only what's listed (pg. 555); Wisdom-based skill checks and bonuses to spell DCs based on Charisma.

B) The same as A), plus; the Paladin's class feature Smite Evil (+2 to attack and deflection bonus vs target of smite), Divine Grace (+2 on all saving throws), Lay on Hands (2 extra uses), etc...


I'm having some problems with a group of players splitting the loot from an adventure.

Say there are 5 characters. They find 1,000 gp and split it 200 gp apiece. Easy.

With the 1,000 gp, throw in a Potion of Cure Moderate Wounds (level 3), a 300 gp potion, sells for 150 gp. There are 2 methods of splitting the loot as far as I can see...

A) 1 character gets the potion and 80 gp, 4 characters get 230 gp.
B) Everyone gets 200 gp, one character holds the potion for group use.
Pretty simple on both.

Problem with A
The potion belongs to a single character. If he sells it, fine. If he uses it on himself, fine. The problem, he uses it to save a dying ally. He just used 150 gp of shared loot on someone else. Does/should that ally now owe him 150 gp? Make up the difference on the next loot split? "You know what? I don't want that potion if it's going to cost me."

Problem with B
The group decides what the best use of the potion would be for the group. If it is sold, the 150 gp is split up amoungst the group. If it's used on someone, that's okay, it helped someone in the group. The problem, what constitutes "group items"? Potions? Sure. Scrolls? Okay. A +2 weapon? Hmmm... Magical armor? Um... Well, I am using the weapon to help the group fight monsters. The armor protects me better against monsters to put less of a strain on group resources to keep me alive.
So, all magic items are group items? And whenever sold, split the gold. But, Player A has 10 magic items, and Players B, C, D, and E are looking kind of jealous with their 3 magic items or less.

Advice?


I don't thing there is an official rule listed in the book on this, perhaps this is more of an advice question.

During combat (tracking initiative), one character wants to hand something off to another character. How would you handle this? Should both character be required to spend an action, or just one character?

Things on my mind that might relate to this:
- Readied actions
- Provoking attacks of opportunity
- Characters abusing any ruling (Ex: There's a weapon the BBEG is weak against, players try to pass the weapon around each turn and attack with it).


A player of mine is playing a paladin and is trying to decide what deity to worship. Are paladins only limited to worshipping LG deities, or can they choose any deity that is Lawful or Good (LN, LE, NG, CG)?


1 person marked this as FAQ candidate.

You can't ready a charge action. But, if you were limited to only taking a standard action on your turn (Disabled, Staggered, etc.), could you ready a partial charge?


I cast a touch spell and miss, so now I'm holding the charge of that spell.

Pathfinder RPG Rules wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action.

Will my held spell go off if someone touches me?

Examples:
- Enemy attack with weapon
- Enemy unarmed attack
- Enemy touch spell
- Paladin ally Lay on Hands

Pathfinder RPG Rules wrote:
If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges.

I'm holding the charge of a touch spell and knocked unconscious. I fall to the ground. Did I just touch the ground? What if my spell specifically targets "Creature Touched"?

If you're in the boat that says willing creatures touching you sets off the held spell for an automatic hit. Do I still get to roll an attack to determine critical hits? What about conditional modifiers, such as -4 to melee attacks for being prone?


Does a character suffering from burning become a hazard to allies trying to help him with touch?

The only part about touching in the Burn description says, "Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire."

So, is everything else fair game? Say, like a Paladin ally using Lay on Hands?


Is there anything in the rules that says every player in the same game receives the same amount of Experience Points, and should level up together as a group?

I ask because sometimes I have a player who can't make a game. I'm wondering how to handle this.

Keep the character's XP at the same level? So, you don't have to be present in the game to be awarded XP. And if your character isn't there, the group gets more XP. You get more XP dividing the spoils by 4 people than dividing by 5 people.

The character's XP are at different levels. Players seem to be punished for not being able to gain XP when everyone else can because of real life situations (sick, work, school, no babysitter).

Advice?

- Another player plays his character.
- The GM controls his character.

I really don't like the above options.


All questions with invisibility involve the invisibility spell, where the spell ends if you make an attack.

1. An invisible character moves past a monster (moves out of a threatened square), does that monster get an attack of opportunity?

2. An invisible character makes a ranged attack adjacent to a monster, does that monster get an attack of opportunity?

3. An invisible rogue makes an attack on a monster, does he add sneak attack damage?

4. An invisible rogue makes a full attack, missing on his first attack, does he have the +2 bonus to attack for being invisible on other attacks in the full attack? Sneak attack damage?

5. An invisible character melee attacks a monster. That monster has a readied action, "If anything attacks me, I want to move 30 ft. away." What happens?


Combat is starting. I have the players roll initiative and I roll initiative for the enemy creatures. I have a display chart that shows initiative order and I show when each character will act.

Do the players know when the enemy will act before anyone has acted yet? For example, Player #1 begins combat, will the players know that the main enemy will act between Player #3 and Player #4?

Perhaps this is more play style than rules...


Can a neutral cleric cast any good or evil type spells, or does the player need to make a choice at the beginning (good or evil) to determine which spells are available?

I thought the player had to make a choice, but I don't see where it says that concerning spells.


I am starting with an Elf Ranger with an Intelligence modifier of +1.
Spellcraft is one of my Class Skills, but I don't put any ranks into it.
Elves get a +2 bonus to Spellcraft skill checks to identify the properties of magic items.

Can I identify the properties of magic items untrained with a +3 bonus?


A tinderwig, or basically a match, is small but made of wood.

Does/should this give it a hardness of 5?