I was giving some advise a moment ago and while I was double checking the PRD I noticed something odd.
"A character with at least 5 ranks in Knowledge (geography) or Knowledge (local) pertaining to the area being traveled through gains a +2 bonus on this check."
Who says Pathfinder doesn't have skill synergy?
After spending a few days looking around the wizards community forums I noticed that the threads seem to be rather low-traffic. Low post count and long gaps between posts. The view count on any given thread is usually pretty high compaired to the posts which was another odd thing I noticed.
Essentially I am comparing the Wizards Community forums to the Paizo messageboards. The discrepancy in traffic seems rather large to me and was wondering if anyone had any thought's on this.
Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.
When attacking in melee you need to make a reflex save or take1/2 the damage no str mod. would you also take 1/2 damage from extra damage effects like flaming or spell storing or is it full damage or no damage?
If a holy vindicator with the death domain 8th level ability used channel smite could he heal himself? What about a pally?
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Was wondering how long this power lasted, most effects would say 1 round like stunning fist.So if someone could tell me when this power ends? Thanks.
Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform-
Is there anything stooping a creature from choosing an action it does not want to perform and choosing to fail a save?
In what order are saving throws made when one action forces a save from 2 or more effects?
2) 3 effects*
What saves are made first? Does the Attacker or the Defender decide?
If a caster used Shadow Evo Greater to cast Force Cage then there's now a full effect Force Cage in play.
What about [Light]/[Darkness] spells? do they only change light for those that fail saves?
Identify Auras with Detect Magic DC 15 + SL
Round 3 Detect Magic allows you to make a Knowledge check to Identify the school of magic for each aura, Can you also make a Arcana check to get the exact spell? If not what circumstance would you use the check to get the exact spell?
This came up the other day when we encountered a Symbol of sleep trap, we weren't sure which symbol it was or if it was a glyph trap and we used some complicated maneuvers to get around it after a failed dispel.
Undead are Immune to any effect that requires a fort save unless the effect would apply to objects as well.
My question is does this mean that undead always succeed at a fortitude save or are they not subject to the effects all together. Essentially how does Fortitude Partial spells effect undead? Example's: Ray of Enfeeblement, Sirocco and Enemy Hammer.
Could you use the pigments to paint a door/window on a wall to allow passage?
I found this on the wizards site.
"Nolzur's Marvelous Pigments -- For the DM
Nolzur's marvelous pigments is an example of a magic item that benefits those few PCs that take ranks in a skill that doesn't get much use by most adventurers -- specifically Craft (painting). On those rare occasions when such an item shows up in a random treasure roll that can benefit a character, run with it and hopefully the player will do the same. Here are some hooks that might spur you to use Nolzur's marvelous pigments in your campaign:
* A thief with an eye for shape and color uses Nolzur's marvelous pigments to create doors, windows, ladders, and other ways to bypass the walls and gates of a bank, armory, or lord's manor. Because the items created are nonmagical in nature, they do not trigger any of the location's defenses that activate when sensing magic intrusions."
How much control does a barbarian have over the spirit wisp's? Do you choose who they attack? Do they gain the effects of other rage powers like Reckless Abandon,Elemental Rage or Witch Hunter? What feats would apply? Power Attack, Imp. Nat. Attack, Blind Fight? Can you have it disarm or Sneak Attack, and would an Amulet of Mighty fists apply to it as it's a slam attack?
I actually have 2 questions, the first being if i use say an ioun stone to increase an animals intel score to a 4 what happens to the animal? can it learn to speak now that its intel is 3+?
The other question being in the items section under "Mounts and Related Gear" if you have a guard dog or a Horse with you does it earn any xp? or is it cursed to stay at it sad sad hit point total until a fireball kills it?