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Quick Question about Wall of Thorns (Link).
Namely this part
Pathfinder Core Rulebook pg.382 wrote: Duration: 1 minute
Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line...
As I read it the spell it's self lasts 1 minute and that minute is the wall of thorns growing. After that the wall is a permanent feature until destroyed. However it isn't completely clear and could have been intended to work as the other walls spells (except stone which doesn't have a duration).
Assuming it is how I read it, how would you rule it being partially there. Mechanically I think it has 0 effect until 10 rounds have passed, but it isn't implied that it's 9 rounds of harmless grass slowly growing which on the 10th it explodes in to a thorn wall.
Quick question. When you provide aid with inspire competence, you use perform for the aid check itself, but for the critical success effect do you gain the bonus based on perform rank or your proficiency in the skill your aiding?
Quick question. When you provide aid with inspire competence, you use perform for the aid xheck itself, but for the critical success effect do you gain the bonus based on perform rank or your proficiency in the skill your aiding?
Both the activities in the title typically require multiple successes to complete.
My question is what resets these successes.
Do they need to be consecutive? Does a critical failure and a tool swap reset them?
If the key is used to open/close the lock that surely does, but is it more of the device (trap?) needing to be repaired?
Is there any limit to the number of Bandoleirs you can make use of. I realize there is a Claus about limitations based on what the GM feels is reasonable (for all items). However I'm curious if your intended to only be able to make use of one of this nice quick access spots (since it mentions putting on your chest, not sure if it's the same as a Worn item slot, or if those are exclusive to magic items.) Or if you can go full on Adventurer and have a dozen, belts pockets, and straps of quickly accessible goodies.
At first read I got the impression you cast a spell, spend the free action, gain the bonus damage for an attack. However after one of players read it they were thinking of using it as if they ended there last turn with a fireball, next turn they could use it and fire 3 times dealing +1d6 damage each shot.
At first I figured this didn't work but after re-reading it I'm not sure how it was intended to function.
1. The limitations of free actions being used as reactions is that they have a trigger. Bespell weapon only has a Requirement not a trigger.
2. They do meet the requirement as the last action they took was the fireball that ended there turn. Even if that was last turn (there is no call outs to the last action taken this turn).

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Just a Quick question about Divine Lance. It can deal 1 of 4 alignment type damages, which are only harmful if they have the opposing alignment.
Or is this only harmful to creatures that are supernaturally Evil (as oposed to mundane evil)?
If the first one, while most likely considered pretty rude (and illegal in most regions) you could in theory shoot your good beams at everyone and find evil doers. To be fair I don't think being morally evil is illegal per say (location dependant) and would put you in the wrong for attackign someone, but no doubt it would be used.
However if this only works on supernatural evil, then you might entirely be justtified in many places with frequent good beam check points. Life just got a little harder for all them shape changing fiends.
Realistic to be used this way, hard to say, but I don't think cantrips are that rare. If it did just a minor amount of damage to others it might be a bit better.
(Sorry for the rant the actual question is regular evil or supernatural evil).
So Treat Wounds was (just) added for a quick downtime heal mechanic, but I'm very much not a fan of "The DC is the medium DC for your level" awkward non-world scaling you specifically said in the description before the "Level - DC" chart was exactly the wrong way to use those DC's. A DC it is possible to get worse at over time if you fail to invest in your medicine skill, Wis, and +Item bonus...
How about instead of including the small chance you critically fail and suddenly can't use this option for the rest of the whole day (a single bad die roll can now dramatically affect a party's total available healing for the entire day) Why not just let it be automatic and scale the HP/level (which goes up on critical success) scale with just Trained (1x), Expert(2x), Master(3x), and Legendary (4-5x)
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Sorry if this has been answered or is in the book but I can't seem to find the info. I see the guidelines for making various difficulty encounters Party to enemy level ratio Xp cost, with a budget for Trivial, Low, High, Sever, and Extreme tier threats.
What I can't find is any info on how many encounters per day, Or how the tiers of threats would affect this (outside of Extreme being best used as a one off fight against a full rested party). I realise it will most likely vary party to party, but there must be some, balanced party expect guidelines for this.
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Some pretty awesome stuff in there. The things that stand out the most, to me at least, are build-your-own familiars, what looks like a new (and more interesting) approach to item-based ability score changes, and Fighters (a favorite class of mine as well) having a lot more interesting choices for how to spend their combat rounds.
I can't wait for August.
My google-fu (or reading comprehension) has failed to find the answers to these
Does Abundant Tactics apply to all combat feats, or just one? {Also some weird interactions with needing to wield a chosen weapon with some feats but I'll leave those kinds of things out of this}
Second question, by the way I'm reading Advanced Weapon Training and it's interaction with the weapon master archetype you could take this feat every 5 fighter levels and with up to every bonus feat from level 4 and later. Is that correct?

I'm wondering if there is anything I am missing about the interaction between these two.
Feat:Elemental Commixture and Spell: Frostbite
If it matters (since I have seen debate on it) we are using Frostbite as a no time limit (other the how you break holding a touch spell charge) Caster level number of touches later, can be used multiple times with iterative attacks, or even many times with a way to deliver it through natural attacks/weapons. With Reach spell on it, we have the charge still being held in the hand (for accidental discharge) but can be used as a ranged weapon (even rapid shot allowing more touches; not that anyone is actually planning on using it as such).
With Elemental Commixture and Frostbite (as above) it is easy to prepare it before battle making the action economy not matter, well the DC's are low players are willing to invest to solve that problem and use it as a major fighting method (Spell strikes, druid natural attacks, familiar's 3x pounces, so on)
Well I am familiar with how powerful higher level spells eventually get I am curios what people feel about allowing this combo applying (nauseated/blind) per hit or Reach rimefrost with mud elemental. We currently have tentatively ruled that it might only effect the first touch but I'm looking to see if people have any RAW insights I missed, or just input on it's overall effectiveness.

Forced March: wrote: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
Healing Nonlethal wrote: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage. Unlike deprivation damage you can heal this damage without removing the issue first, so a quick question since I don't imagine your supposed to be able to walk forever just for being 6th level...
How is this supposed to actually work?

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So I have a quick question about Diehard (core feat). Diehard allows you to stay up and acting (although staggered) while your dying, but nonlethal damage rules state if your nonlethal damage exceeds your current Hp you fall unconscious. So I am curious how these 2 interact.
Because by super RAW -1 is exceeded by nonlethal damage of 0 and thus diehard doesn't work, it would seem odd to even require 1 point of nonlethal to trigger this and then to have its effects immediately fail to work (especially because you might have nonlethal from some kind of beneficial effect that turned lethal damage in to nonlethal from an attack)
Assuming Diehard allows you to ignore the nonlethal rules then what if your just taking nonlethal damage does it all need to convert to lethal and kill you or is there a point you should become unconscious (nonlethal by RAW doesn't add passed your Max Hp so you can never have Max Hp + Death Hp worth of nonlethal)
Sorry if this was asked before but...
The area of spells that don't have the (S)Shapeable keyword like shrink item spell it affects 2 cu ft/level is that at 6th caster level 12 cubic feet as in 12x12x12 or is it 6x 2 cubic feet meaning i would have 6 2 cu ft blocks to work with?
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Shield Slam {Feat}
This feat allows you to...
"Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check..."
I am unsure exactly how this works do you...(Examples assume the character has a +9 to hit with shield bash, and a +11 combat maneuver bonus for bull rush attempts)
1)Use the exact result of your attack for the combat maneuver check {(Die roll 13, final attack 22 versus AC if that hits 22 versus CMD)}
2)Apply your bullrush modifiers to the same d20 result of the attack roll. {(Die roll 13, 22 attack versus AC if that hits, 13 plus bull rush modifier 24 versus CMD.)}
3)Make a new bull rush attempt but may use your attack modifier {(Die roll 13, 22 attack versus AC if that hits roll d20 add +9 versus CMD)}
4)Roll and Modify the bullrush attempt as per normal ({Die roll of 13, if 22 hits AC, die roll +11 versus CMD)}

Quick question about fear stacking, unless the spell/power/ability/feat says otherwise does fear stack with the same named ability? Additionally does it stack with other peoples use of a same named ability.
Example, Sorcerer bloodline infernal 1st level power, points out that it doesn't stack with itself, instead adding duration. Most abilities don't point this out.
But what about the enforcer feat, or barbarian rage power intimidation based fear effects.
Additionally what of 3 party members with the enforcer feat?
Also someone who makes 3 attacks in a round with the enforcer feat can they bring an opponent to panicked. (Also does the DC still go up by 5 if its a feat/spell calling a use of intimidation skill as opposed to a direct use of it)?
I don't think I've seen anything about intimidate / other fear effects not stacking by means of same name or ability but just checking since I noticed a lot of the people in my party happened to have fear effects and we want to be fair about this, either that or were going to end up being one scary band of adventurers.
Thank you for whoever knows the answers to all this fear stuff
So the Theurgy Feat stats that it can cause half the damage of a spell to deal holy (or unholy) damage. This wording appears different then flame strike which just says half the damage is divine power and therefor not subject to fire based resistances. Now the feat links holy damage as the weapon property (though this could be automated) however could easily make sense to me (Suggesting it is specifically good type damage (which can matter for Regen/good damage and such) and deals 2d6 extra on evil creatures). Is this correct?
So two inquisitors walk in to a tavern, both Infiltrators (Archetype, Ultimate Magic, Misdirection ability), but inquisitor B has Eyes of judgement(Ultimate Magic, feat). Lets say there both evil, but using misdirection to appear good, The one without eyes of judgement (A) uses detect alignment and checks if (B) is good (its true, as far as he knows), the other (B, with eyes of judgement) uses detect good (at first he comes up as good, but after 3 rounds of study does he now appear evil, or does misdirection also beat the feat)
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The Myrmidarch Magus's Ranged Spellstrike ability allows it to fire a ranged touch spell through a ranged attack weapon. The scatter property of the dragon pistol prohibits precision damage and those granted by feats. With this combination would you be able to...
A. Not use them together at all (kind of lame)
B. Only affect 1 target with the spell (this one kind of makes sense but the rules support it the least, i think)
C. Hit multiple targets with a single casting of a spell (possibly over power, most likely not intend at all, but you know would be awesome and might be what the rules allow RAW)
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