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From Core (cleric glory domain): Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell.....

My question is this: what is the size of this aura? Is it 30 ft radius from my character? Many other auras are a bit more specific but the cleric domain aura always have this wording.

Thanks for all responses


Under what conditions could i retake my body? Say I leave my body at 0 hp and it then becomes damaged to the point of negative my constitution score (or lower). Could I heal the body and enter it again?

Twin Soul (Su):
: At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other's body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle). This replaces the witch's major hex at 10th-level.


Full example:

A wizard summons a shadow demon. Normally a summoned creature can't cast a spell with an expensive component cost (what would count as too expensive?). However, what if the wizard gives the shadow demon the spell component (a gem or crystal worth at least 100 gp)for magic jar?

Does a summoned shadow demon not have access to the magic jar spell at all?


Do the +2 attack bonuses from flank and charge apply for combat maneuvers such as trip? Additionally, can you substitute a trip attack at the end of a charge? The table I play at says no... but i think this might be because they are confusing 3.5 rules with path rules.

Quote:


from core rulebook: combat

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Thanks for any help!


As I compared paladin class features to those of the antipaladin I noticed some wording that has confused me regarding fiendish boon.

The wording of divine Bond and feindish boon are nearly identical. However, there seems to be a vast difference in the mechanics of the two features in the sections dealing with the mount/servant.

The paladin refers to a druid animal companion while the antipaladin refers to the summon monster spell (the level of which changes as your character levels).

Here is the confusion I am having: both the antipaladin and paladin have a mount/servant that is said to be an individual creature that is permanently with you (unless banished or killed). The antipaladin section states: that the servant is "permanent and the antipaladin can only gain the service of a single creature". Additionally, both paladin and antipaladin use the term "call" in the sections dealing with bringing the mount/servant to them.

How can this be consistent with a summon monster spell in the case of the antipaladin? summon spells are supposed to be different from calling spells in that you create a manifestation of a creature that goes away when the spell ends or when the creature is killed (not really, as the creature is reformed in 24 hours on it's home plane.

From core:

Quote:


Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

Points to consider:

-Why would paizo switch the class feature to a real animal companion to a summoned manifestation?

-Why would they use the term "call" when referencing bring both mount/servant to you when call and summon have such different meanings? To see my point just compare the spells summon monster and planar ally.

-why the 30 day restriction on calling the servant again if it is killed or banished? This makes sense with a mount because it is real and died. There is no problem if my character summons a meat shield and have it die for me daily using the summon monster spell.

From APG:Antipaladin

Quote:


Should the antipaladin's fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

The only way this makes sense to me is if you actually gain a servant chosen from the summon monster list. It can die and is not just a summoned creature.