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So I was looking at making a Twinned Summoner, and was wondering if the Extra Feat evolution can be taken more than once. I know it doesn't have the clause for taking it more than once, so asking to see if it was intended to be taken only once.


I was reading over the Dawn of the Scarlet Sun module and I noticed something out of place. The last fight in the module has the enemy pick up a bow and arrow in their tatics, and they are geared to using a bow, but I cannot find a mention of a bow in either their statblock or in the room itself. Was there a fix to the module that I am not aware of, or was this enemy reworked?


so I am planing to make a Sacred Fist warpriest with a 1-2 level dip into Master of Many styles, and I had a question regarding the Sacred Fist's Ki pool. The ability functions as you treating your warpriest level-3 as monk levels for the pool, and works as the same class feature as a monk. Does this mean that the monk levels taken in the dip add toward the ki pool, despite it being only a 1-2 level dip?

As Written, the feature says:

At 7th level, the sacred fist gains a ki pool. This functions as the monk class feature, using the sacred fist's level – 3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike. Additionally, the sacred fist can as a swift action spend 1 point from his ki pool to grant himself a +1 insight bonus to his AC for 1 minute. (This is in addition the normal ki ability to gain a dodge bonus to AC.) This insight bonus increases by 1 for every 3 levels above 7th (to a maximum of +5 at 19th level).


I am doing some research on a making a Beastmorph Alchemist for a upcoming game, and I noticed that at level 16 they can choose from the Beast Shape III list. One of those options is poison, which got me thinking: how does that work for the beastmorph? Do they select a poison similar to a animal of some kind? How can they deliver it? What would the DC be? I am assuming it would be something like they are able to, say, get spider features and make it so a bite attack they do would inject poison, but wanting to make sure


I am trying to design a custom Lamia Harridan for my adventure, but I am trying to make sense of both the template and the stats for one. The template stats that a Harridan needs to have ten levels of a divine spell casting class to be able to use the template, but a normal lamia is a CR 6 monster, while Harridans are CR 12. Does the Lamia receive any of class features from the class levels they get prior to becoming a Harridan, or how exactly are you supposed to apply the template?


If a invisible character with the Dampen Presence feat ends their turn in stealth next to a opponent with Blindsight, does their stealth break? While dampen presence lets you use stealth against a foe with blindsight, blindsight renders the concealment from invisibilty normally irrelavent, and you need to end your turn in cover or concealment to maintain stealth.


So, I was reading the entry in the beasitary 4 on Time dragons, and I am kind of confused on what their Shifting Breath actually does. I says it shifts a target forward in time by a number of rounds, but what does that mean? Does it mean that the target effects tick off by those rounds, or does the target actually vanish and return after the number of rounds has passed?


So I am aware that a Master Chymist when using mutate ability gets the effects of a Beastmorph alchemist's Beastform Mutagen ability. What I am asking is: when using the Mutate ability, does the form that the character assume always match the currently prepared mutagen? Otherwise, can the form used with Mutate have diffrent beastform abilities or allocated ability score bonuses than what the currently prepared mutagen has?


That arguement does make sense when you have one individual with a portal. What I am asking about is the case of a summoner and their eidolon, which is two separate individual creatures. The moment one of them crosses a portal, they are both near each other, by your argument, but also on different planes at the same time.

In the case where they are merged there is no issue, but since a eidolon requires to be within a certain distance of their summoner, which distance would you use, as I am pretty sure every plane in existance is not ten thousand feet of each other


I had a question on this subject.

If a summoner steps through a interplanar portal while their eidolon is summoned, what happens to the eidolon? I know eidolons return to their home plane if they exceed a certain distance from their summoner. While in one case they are literally within several feet of each other, at the moment that a summoner steps through the portal, they are on different planes, and by extension a incalculable amount of distance from each other.

By that reasoning I would believe the Eidolon would be unsummoned. Would that mean that a summoner and eidolon need to cross the portal at the same time for the eidolon to stay summoned?


I was not aware this existed, and having this would be very nasty a surprise. Needless to say I like it. Sadly the party's magus was smart and blew the corpse up, so I'd have to find some way that the dragon had a backup in order to return as a lich or ravener. Although, he died in a dungeon that is a necromancy lab for a actual lich. Maybe I could have the lich bring the dragon back somehow.


So in the game I GM, the party finally managed to slay a Ancient White Dragon that has been giving them trouble. Recently a friend I know made the rather sadistic suggestion that I bring the dragon back for a third round as a lich, but I am debating on both if this is too cruel and if it can be done in the first place

First off, can you make a Ancient white into a lich? It takes a caster level of 11 to make a Phylactry. While the dragon's sorcerer levels are too low, it caster level for it's spell-like abilities is more than high enough.

Second off, I am curious: if the above is possible, would a ancient white dragon lich still be vulnerable to fire? would it still have it's breath weapon? I know one of it's claws would likely be replaced for the touch attack that lichs get. What other things would a dragon lich lose or gain?


I am not intending to be ultra-hard on him about it, but I do plan to have a bit of a discussion with him to try to point out that 1) He should really try to remember all the stuff he can do. And 2) He has the potential to be a really powerful character, despite him thinking that most of the rest of the party is more powerful than him.
I am well aware he is still pretty new at this, and I know I was in a similar spot when I was new. I have mentioned the phylactery to him, and alot of people in the group have also suggested it, but he seems overly attached to his headband of charisma, even though he doesn't get his charisma bonus to saves (he is a Sword of Valor)


So, I have a player in the game I GM. This is his first major game, and, despite the advice on several people to the country, he decided to make a paladin. In a recent session, the party's oracle and cleric failed their saves against a enemy's Phantasmal Killer spells, and later I learned the paladin (who is immune to said spell due to their Aura of Courage) had Paladin's Sacrifice memorized during that fight, but apparently he didn't remember he had it memorized or didn't realize what it could do (he's been consistently bad on remember what he is capable of). Said player has been using this paladin all the way from level 1 to 14, and about over the course of several months. Also said player has done several questionable things in the past, but since it's also his first character I have been trying to be understanding. So, I have two questions:

1.) Does failing to save the life of a comrade when you have the ability to, even if doing so could mean you die, count as violation of the paladin's code?

2). If the answer to the above is a yes, despite it being a session or two late, should I let him off with a warning, or make him fall?

Advice on this matter is welcome


@ Sub Zero

Yes, yes it is


Thank you for the information all.

I decided to not have the paladin fall, but I did suggest he seek a Atonement spell for what occurred. To answer what some of you have asked, I present the fallowing:

1) The cult leader was only charmed for a recent series of murders. This was a cult to Norborger, said leader has had a past of committing murder. Part of reason the party was reluctant to report information on this cult was the leader was also a city official. However, they did figure out who charmed the cult leader and killed them, as said person was the villain of that part of the adventure.

2) The paladin has so far not used their Detect Evil ability ever. This is despite him reading the fact he has it repeatedly. I am actually getting half tempted to in the future change the alignments of some evil monsters he tries to use Smite Evil on to Neutral, to see if I can convince him to remember to using it in the future.

3) I spoke to the player who convinced the paladin to not directly report the info on the cult to the government. Said player's character is a grizzled old druid sailor who has recently begun to grow distrustful of the paladin as said paladin recently died and was resurrected, and the druid is the superstitious kind of sailor. Recently the two characters have been arguing over the party's course of action, so I am interested to see what results.


So, here is a story that has occurred in the RoTR game I am GMing. One of my players made a anti-paladin who joined the party shortly before the battle at Thistletop. The rest of the party didn't know she was a anti-paladin, and some party members actually began to like and trust her more than the actual paladin because she got results in combat (he didn't know either because his player has consistently forgotten they can use Detect Evil, using untrained Sense Motive checks instead). On the way to Magnimar she was tragically killed by a giant snapping turtle.
Because of her part in saving Sandpoint, the party sent the gold she had collected during the adventure back to Sandpoint in a effort to send it to her next of kin. So, when the party returns to Sandpoint, they will find a statue to her in front of the cathedral.

So, to the people of Sandpoint, the only evil person in the party is revered as a hero, because she wasn't able to do anything obviously evil yet.


Ok, so recently I was GMing a session and the party defeated a evil cult, but let the leader go because they realized he was charmed. After letting them go, the party discovered that said cult leader was responsible for many murders. The party' paladin of Imoedae wanted to report the information they got right away, but another party member convinced them to not report it until later. By the time to city government learned of this cult, the leader has had time to escape

The paladin's code states that one must punish evil. So, because the paladin was convinced to, through inaction, let a murderer flee the city (and said murderer told them they were fleeing the city) did the paladin just break his code and fall?