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The Alter Summoned Monster spell swaps out the summoned creature from a Conjuration (Summoning) spell for one from the same spell level of the Summon Monstrous Creature or Summoned Nature's Ally lists.
Mount is a Conjuration (Summoning) spell that produces a horse for 2 hours per caster level.
Heighten Spell is a metamagic Feat allowing you to cast a spell as a higher level spell.
Thus, a Mount spell heightened to the appropriate spell level, then followed by Alter Summon Monster results in having any creature from the Summon Monstrous Creature or Summon Nature's Ally lists with a duration of 2 hours per caster level. Correct?
A friend of mine argued that the horse produced by Mount isn't combat trained and that any creature it was swapped with wouldn't fight on command either. I'm inclined to disagree, but if that is the case, then applying the Rider's Bond trait should resolve the situation by making the summoned horse know the Attack trick before it is swapped.
I'm interested in the rules as written. If I've missed something please provide the location of the relevant rules (book w/ page number or link)so I can review them.
Thanks.

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I'm planning a campaign where the player-characters lived in an isolated community inside an ancient fortress on a plateau, and they're thrust into the adventure when eroded supports in the depths of the plateau (actually an ancient, long-since forgotten, 20+ story tall crypt)give way and a massive sinkhole swallows a festival.
The party consists of the survivors of the fall. There's no way back up, and they'll have to find their way past the various creatures that have made their homes in the crypt between the party and the entrance (their exit).
There's no undead in this crypt. It's a custom setting where necromancy is all but forgotten, so it's a big deal later in the campaign when the dead start rising.
Creatures they encounter will include Rats, a Rat swarm, Fire Beetles, a Giant Black Widow spider, a Rust Monster, and a Gelatinous Cube. The party may try to fight everything, but they also have the options to try to out-wit or out-maneuver these creatures.
There will be a few traps, mostly on the caskets of royals, since these crypts were originally visited, but there were precautions to prevent tomb robbing.
I really like the idea of the party making what they need out of what's there, but so far the only thing I've come up with is the lighting being Lantern Staffs, giving them access to replacement weapons, and to fire-damage.
I also plan for there to be a few unique items in the crypt for them to acquire, that will have large payoffs later if they keep them (such as a Flaming Burst +3 Longsword that deals its fire damage to the wielder every round if the wielder isn't of the correct bloodline, carrying the sword in its sheath would not have a penalty).
Thoughts?
Suggestions?
The Serpent's Embrace is a Furyborn Scorpion Whip with a unique enchantment. At the beginning of each Turn, the wielder may voluntarily "feed" a number of hit points up to the wielder's character level, increasing the weapon's damage by 1d4 for each hit point so fed to the weapon that turn.
I don't know how I'd calculate the value of this.

Since the Alignment grid only measures alignment on two axes, it should be a measure of two aspects of the character, rather than trying to sum up every entire personality and value system into one of nine pairs of words.
I'd say the vertical Axis (Good/Evil) should be a measure of how safe are innocents in your presence?
Good: You will go out of your way to save innocents from unjust harm.
Neutral: You're not going to harm innocents, but their wellbeing isn't your concern.
Evil: You don't have a problem with harming innocents if it accomplishes your goals.
The horizontal axis
Absolutist: Right and Wrong are black and white absolutes. There is no justification in doing bad things, regardless of the outcome.
Neutral: Life is messy, and you see value in some morally grey actions, but don't revel in morally grey decisions.
Situationalist: The ends justify the means. You justify your actions based on the outcome.
I believe that by reducing the allignment grid to covering two aspects of the characters, is increases the meaning/usefulness of the alignment system, such that it now informs the game master of how he/she can expect the player/characters to respond in any given situation.
Let me know what you think.
Thanks
How do the rules relate to to damaging spells on Wondrous Items?
Ex: can I enchant Burning Hands with a Command Word onto a glove?
(SL1 x CL5 x 1800 = 9,000gp) deals 5d4 Fire Damage in a 15' cone.
I found a Regional Trait attributed to PPC Blood of the Elements,
"Light Sleeper", which grants the full benefits from a full night's rest with only 4 hours sleep.
It's listed on d20pfsrd, but not on Archives of Nethys.
https://www.d20pfsrd.com/traits/regional-traits/light-sleeper/
http://www.archivesofnethys.com/Traits.aspx?Type=Region
I haven't spent much time with the Blood of the Elements yet, but I haven't found this Trait in it so far.
My question is whether this trait officially exists or not?
If so, what page is it on?
The Scion of Humanity alternate racial trait states that the Aasimar doesn't have to make Disguise checks to appear human.
The Angelic Flesh feat imposes a -2 penalty on Disguise and Sneak checks.
So if an Aasimar has both, can he/she appear human without a Disguise check?
RAW seems to say that the character can, even though logically metallic skin would be a major tell.
Is there a rule against enchanting items with Immediate Action spells?
If not, is the following method correct?
I want to enchant a cape (shoulder slot Wondrous Item) with Windy Escape. As I understand it, the cost for this item is:
1 (Spell Level)
x1 (Caster Level)
x2000 (Use-Activated: Use = getting hit by an attack)
=2,000gp to effectively always have DR10/Magic
The Serpent's Embrace is an intelligent magic whip, crafted in the visage of a snake, its curiously short handle (barely the width of a hand) is shaped like the head of a viper, its eyes represented by a pair of black gems. Its length is decorated with scale patterns, intermittently dotted with dark metal "scales" that flail outwards when the whip is whirled or lashed out. When wielded, the whip is unexpectedly lively, seeming to move in anticipation of the wielder's intentions.
The Serpent's Embrace is a unique Scorpion Whip, with the following additional effects:
It has a +1 Enhancement Bonus, which increases by one at level five, and every five levels after that (max +5 at level 20)
Each time the Serpent's Embrace is used to attack, the wielder may choose to sacrifice up to one hit point per character level, to deal an extra 1d6 lethal slashing damage to the target per hit point sacrificed.
Please critique.
How much would this weapon be worth?
If a creature with multiple natural attacks is staggered, does that mean it can only attack with one of its natural attacks?
Context:
I'm going up against a Tarasque, and I'll have Stunning Critical. The Tarasque will always pass its Fortitude Save, but that means it will still be Staggered for 1d4 rounds. I need to know if this will actually reduce its number of attacks or not as it may mean the difference between survival or death for my character?
Specifically, the Vengeful Combat Trait for attacks that include multiple dice. Does this add a +1 Trait Bonus on every damage dice, or one per attack?
I read it as the former, since it addresses "damage rolls" rather than "attack actions".
Recreating the utility of the Firefly-class ship, Serenity (including its shuttles), here is my prop
For each pair of Lifeboats purchased, you instead get one Shuttle with the following exceptions.
-This shuttle has no weapon mounts.
-This shuttle has no expansion bays.
-This shuttle may not be equipped with a Drift Engine.
-This shuttle receives a number of build points at the game-master's discretion up to but not exceeding that of a Tier 1/2 ship.
Cast with a L2 spell slot, Fly allows you to move yourself up or down, so in space where there is no objective up or down, would you be allowed to use this spell to move any direction you want?
I would say yes, but I'd possibly restrict the movement to straight lines each turn. Tell me your thoughts.
Is this literally just the number of ranks you put into a skill with your skill points, or does it include the bonuses on that skill?
If the former, you're capped by your level, if the latter, you can benefit from the bonuses from Favored Class, Ace Pilot, Dexterity, etc.
The Jetpack uses 2 charges per round to utilize a 30ft fly speed, but it can maintain "cruising flight" for 1 charge per minute. (CRB 206)
Where in the book does it explain "Cruising Flight"?
What are the limitations, and how fast is it?
Which book, and what page do I find the amount of starting gold for characters starting at different levels? I have most of the books, but I can't seem to find it.
PS: I'm assuming this would be different than the "Table: Character Wealth By Level" I've seen online, since most likely some of that wealth would have gone into lodging, consumables, and other expenses if the earlier levels had been played out. But if anyone has the page reference for this chart, I'd appreciate that too.
I was told something about using pre-gen characters of an appropriate level for the campaign, and then that counting as if my original character had been there, and after a set number of sessions completed, my character advances to the next level, even though he hasn't actually been used in play.
Is this correct?
If so, then where can I find how many sessions it takes to advance the character each level, and what level the current campaign is on?
Wherever I bring up the question of how the rules interact, about half of my responses agree with my interpretation, and the other half oppose. I'm trying to find PFS's interpretation.
This specific Hex adds spells from the Sorcerer/Wizard spell list to the Shaman's list of spells from which they prepare spells.
My interpretation is that since the Oracle is a spontaneous caster, that this Hex would allow you to "prepare" spells from the Sorcerer/Wizard spell list to your list of Spells known for that day (because it's a wandering spirit, each day you re-pick a spirit, and then re-pick what Hex you will benefit from).
What is PFS's ruling?
What restrictions does PFS put on the options for character creation beyond those in the regular rules?
I've seen references here and there, but I would appreciate a comprehensive list, because I like to utilize the additional books when building my characters, and I want to know what options are available to me.

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I'm new to GMing, and this is one of the NPCs I've come up with as a potential quest-giver for the party. Please give me feedback regarding your thoughts as a GM or as a player encountering such a character.
His backstory is that he was once Lawful Evil, and used his undead hoards to conquer the continent, training other Necromancers to extend his influence even further. At least this was his trajectory until he tried his hand at a Deck of Many Things, his first draw being Balance.
But before he can attempt to do anything to begin making amends, a band of heroes bursts into his chamber and bind him inside a gem to contain his influence while they go out to search for his phylactery to kill him once and for all.
Without his leadership, the legions of the dead are defeated, and his lieutenants are driven deep into the Underdark, and the surface world returns to a semblance of normalcy.
The heroes never find his phylactory, and he remains bound in the gem for centuries until a young band of adventurers unwittingly stumble across his tower, and they fight their way through the various creatures that have used the stone shell of a building to make their lairs, eventually coming to the top floor, where ultimately the Lich is released, who tries to convince them that he needs them to help undo some of the wrongs he's committed, eventually building up to hunting down the phylacteries of his former Lieutenants so they can be permanently killed.
Additional Question: What if this Lich created new undead, but now they exist to protect the living from his previous creations? I'm imagining a deal being struck (first with remote towns) where they give their dead and dying to him, and he transforms them into intelligent undead, retaining their own minds, and given arms and armor to defend the living forevermore. So whatever towns agree to his bargain will be protected by a gradually growing number of knights in full plate armor from the dangers of the wild.
(the undead are skeletal as to not produce foul odors from decaying flesh, and they're wrapped in linen to provide some padding and make the armor fit properly, and they're in full-plate to hide the fact that they are undead)
I'm new to GMing, and I really like immortal NPCs, but what I want to ask, is what are interesting, lore-based reasons for the immortals to not be doing the quests the player-character party is doing?
I'd appreciate any suggestions. Thanks.
Example: An immortal half-elf Sorcerer L20 is running a tavern which serves as a front for the secret vault where ancient powerful artifacts are. He is guarding the vault, but running the tavern brings him stories from all over the world and occasionally allows him to set specific adventuring parties on relevant quests to what they need.
With the "Beast Rider" Feat from the Advanced Race Guide pg 56, A half-ork paladin can take an Elephant as his mount, and as I understand it, this mount gains the level-dependent bonuses of a Druid's animal companion, and gains the Celestial Template at L11, making for one incredibly powerful creature. And it seems as though some important bonuses stack, such as the Natural Armor. Is this so?
AC27 is almost untouchable in most of the games I've played.
Add the DR, SR, and energy resistances, I'm starting to feel like my mount is a better tank than my paladin.
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