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Specifically, can a witch use Possess Undead on one of her Animate Dead minions? Possess Undead and the relevant portion of Magic Jar below.

Spoiler:
Possess Undead (Sp)

A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

Magic Jar

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

I assumed that when the text mentioned minions that this ability overwrites the general limitation on Magic Jar, but a recent discussion has caused me to come here for answers! Also, I already know that undead under the Command Undead spell don't fall under the minions category (but those under Bonethrall do). My concern is that not being able to use Possess Undead on mindless minions essentially limits a witch's Possess Undead ability to undead controlled via Bonethrall, which doesn't seem to be the intent of the ability.


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Can a monk wielding a +5 allying temple sword choose to allocate its enhancement bonus to his unarmed strikes?


Are there any bindings I can use to tie creatures with extraordinary strength, assuming I can grapple them to the ground? The strongest rope in equipment is spider silk, but it can be burst with a DC 25. Any ideas?


I was looking at the Tetori's grab ability. It reads as follows:

Graceful Grappler wrote:
At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool.
It says he gains grab, then it says that he must spend a ki point to gain grab. This always bothered me because the second clause more or less invalidates the apparent intent of the first. Then I found this gem in the grab section of the pfsrd:
Grab wrote:

The grab rules for the Bestiary say the ability only works on creatures smaller than the monster, but the grab rules for Bestiary 2 say the ability works on creatures of up to the monster's own size. Which is correct?

Bestiary 2 is the new, updated version: grab works on creatures up to the size of the monster with the grab ability.

Is the Tetori's grab ability written with the old grab wording in mind, such that he always has a grab which works against creatures smaller than himself, but he has the option to spend a ki point so that it affects creatures of his size? Or does he simply have grab, and must spend a ki point to have grab?


As the question asks, does a sentient wax golem continue to obey its creator without question once it thinks that it is alive? Or does it start treating its creator as the person it looks like would?


My character is in Council of thieves and plans on crafting a wax golem that is to gain sentience at some point. I have come across an interesting opportunity in the form of an outsider who can no longer properly function. I hatched the idea to use that soul instead of the usual elemental to power the golem, and the GM has given me permission to give the wax golem the actual sentience of the bound outsider. I have been trying to figure out the best way to do this. Here is what I have so far:

A)the most standard option, I just use the outsider's soul and the wax golem keeps whatever mental stats it has when I make it. I consider this the most expensive (100k base cost), least flavorful option.

B)the most obvious consequence, I just use the outsider's soul and the wax golem gets the outsider's mental stats when it is made. I consider this the cheapest option, but also the most wonky, as I am essentially putting the outsider's head on a golem's body.

C)the first odd way, I use the construct brain and soulbound doll construction methods combined to create a sort of fully-functioning soul focus that captures the complete soul of the outsider instead of just the blank fragment that the regular souldoll does. I consider this between A and B in cost, but far more interesting than either.

D)the second odd way, I use option C, but instead of automatic sentience for the wax golem, I actually make the golem normally, and also give it a variant of crafter's eyes such that the outsider is bound to the brain, and can see through the eyes at will. I also will tell the golem to listen the outsider's commands, I haven't worked out how it will communicate just yet. The golem will make checks for sentience, and when it gains sentience, instead of its normal sentience, the elemental's essence is subsumed into the outsider's soul, and then the outsider has complete control over the golem body, and can gain class levels like normal at that point. I consider this my favorite, but most complicated option.

Thoughts on which I should go with?


If I had a wax golem who gained sentience and has a level in synthesist, would he be immune to Banishment as it allows Spell Resistance, and said golem has the beloved Spell Immunity (ex)?


Do you take the damage only once if you pass through multiple times?

How about multiple times in the same move action?

Would, say, a wax golem be healed for every time it passed through a breached wall of ice?


I recently came across quite a find from The Guide to the River Kingdoms, specifically Salve of the Second Chance-a wondrous item that mimics the functionality of Reincarnate.
Some observations I have:

-Reincarnate the spell has a material component of 1000 gold while this item only costs 800 gold to create.
-Reincarnate is, from my readings, the earliest spell PCs will be able to access that can bring back dead party members (druids of level 7 can use it), SotSC on the other hand can be accessed by any caster at CL 3 with the craft wondrous item feat and all you need to do is pass a DC 17 (5 base + 7 CL + 5 can't cast Reincarnate) Spellcraft check after working on the item for 2 days.
-If used on the New Moon (once per ~4 weeks, though subject to GM discretion) SotSC gives the player two rolls on the chart. I assume it has a window of 1 week to raise the dead (as per Reincarnate) giving any PC that has died a 25% chance of being within the window of the New Moon and therefore able to take their two rolls.

This item seems absolutely absurd in terms of accessibility. The only major drawback (that I see) is that there is no way to remove a permanent negative level at 3rd level, but that would hold true for any resurrection attempt (aside from GM intervention). As the item crafter for my current party should I refrain from accessing this item?

PS. My GM is very permissive and I doubt he would stop me from using it, but I think it would take too much of the edge off of dying.


First, the question I am confused about: Do an Eidolon's evolutions function when the Eidolon is under the effect of a spell from the polymorph subschool?

Polymorph rules on natural weapons etc:

Rules from d20pfsrd:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.

Eidolon Evolutions:

text from d20psrd:
Text from Summoner class ability:
The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

Text from Eidolon Evolution Pool Entry:
The value given in this column is the total number of points in the eidolon’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).

I have seen many posts claiming that you lose all of your eidolon's evolutions that give extra arms, natural weapons, etc. The only special Eidolon power I assume you would lose is its innate darkvision, since it is not an optional addition. Is there some clarification as to whether or not an Eidolon's evolutions fall under the exempted category?