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9 people marked this as FAQ candidate. |

This Forum is for Fact Please and a miniscule amount of interpretation.
I love each and every one of you, but I have had my fill of Personal Preference and Conjecture. This Game Day was an Effor in Futility.
http://paizo.com/prd/skills/knowledge.html states:
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DCs.
I role a 32 on my Arcana for the following creature:
http://paizo.com/PRD/additionalMonsters/golem.html
Glass Golem CR 8
XP 4,800
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
[u]Defense[/u]
AC 21, touch 8, flat-footed 21 (–1 Dex, +13 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +3, Will +4
Defensive Abilities reflect spells; DR 5/adamantine; Immune magic, construct traits
Offense
Speed 30 ft.
Melee 2 slams +16 (2d8+5 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d8), dazzling brightness
Statistics
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +18; CMD 27
Ecology
Environment any land
Organization solitary or gang (2–5)
Treasure none
Special Abilities
Dazzling Brightness (Ex) A glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golem's brightness for 24 hours. The DC is Constitution-based.
Immune to Magic (Ex) A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below.
• A shatter spell damages a glass golem as if it were a crystalline creature.
• A keen edge spell affects all of a glass golem's slam attacks as if they were slashing weapons.
• A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
• A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass golem gets no saving throw against fire effects.
Reflect Spells (Ex) As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell.
A glass golem is a sizable guardian constructed by a powerful caster, usually in the shape of an armored humanoid. They are more common in desert lands where quartz-based sand is readily available, or in urban centers where glassblowing is commonplace.
A typical glass golem is 10 feet tall and weighs 2,500 pounds.
Stained Glass Golems (+0 CR): Divine casters sometimes build glass golems that resemble the windowpanes commonly found in temples. Thin and agile, these colorful beings often act as spies, wielding powers of stealth that their other counterparts do not possess. A stained glass golem has a +8 racial bonus on Stealth checks.
ConstructionA glass golem's body is made from 2,500 pounds of glass mixed with special salts and rare minerals worth 1,000 gp.
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I ask "1. What are it's Special Abilities? 2. What are it's Defensive Abilities? 3. What are it's Special Attacks?"
What should I be told?
What I Was Told angered me to no end.
1. The GM is only obligated to give you the name of the ability (sorry, but "Immunity to Magic" IS NOT the effect), if you want to know what that ability does, look it up.
a. I don't have a bestiary or access to the internet in the game store and their were no books on the shelves to reference. b. I have already bought most of what I consider Player Tools:Core Rule Book, Advance Players Guide, Inner Sea World Guide, Character Folio, Ultimate Magic, Ultimate Combat, Ultimate Equipment, Society Primer, Society Field Guide, and more Player Companions than you can shake a stick at.
I consider the Bestiaries to be for GM Tool and Summoners or those with summoning/conjuring spells. Not only that but in a previous combat with two large Air Elementals, a player offered to look up the Whirlwind ability for the GM and he specifically said "No, because I know you'll look up the creature and I don't want you doing that!"
By the end of the night, with only one role being less than 30 (it was a 29), everything I was told I could see for myself or it had already exhibited during the fight, BEFORE I rolled with nothing of it's special attacks or defense.
-takes a breath-
What is the official ruling on how to phrase questions to know a creatures special abilities and do you get all of them if you say "Special Defense" or "Offense"? Is the 1/5 higher per category and is it wasted if you ask for the next special defense and it doesn't have one or can you use the question for another ability?