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Is there, or will there be, a document or something that provides guidelines to use pre-Remastered creatures while we wait for Monster Core to be released?

I know that most of the creatures will play pretty much the same, but with the dropping of alignment and sanctification, holy and unholy, and the like, there are weaknesses and resistances that might come in play that fiddle with certain monsters, specifically those of The Outer Sphere.

Also, are such beings that are neither good or evil pre-remaster (such as aeons) which had weakness to chaos for example, going to have a different weakness to replace them, are they going to be susceptible to both? Or a stronger weakness toward what sort of material does more damage to them?


Advanced Player's Guide page 150 first paragraph wrote:
Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the witch’s master spellcasting feat is called Master Witch Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the eldritch archer archetype allows you to pick a spell list when you take its dedication feat. If you pick arcane spells, the archetype then grants you spell slots you can use only to cast arcane spells from your eldritch archer repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.

The highlighted part is the possible errata.

It seems that this portion of the sentence needs to be rewritten, for clarity.

The only situation this would apply is if you were a noncaster who took eldritch archer dedication then took the sorcerer deication.

If you are already a sorcerer, then your eldritch archer dedication tradition is going to be the same as your sorcerer dedication after all.


First off, if my search foo is bad, and this question has already been answered, I apologize, please direct me to the answer!

So my questions are

1) If I am Bard, Cleric, Sorcerer, Wizard or similar class (a spellcaster that uses slots) and I take the Eldritch Archer or Cathartic Mage archetype, which by my reading, makes the cantrip I gain from the dedication feat a part of my spellcsting suite, can I take the archetype spellcasting feats as well?

2) Does this then mean, at the listed levels, I gain an additional slot and spell then, giving say a 20th level Wizard 6 cantrips, and 4 1st through 8th level spells if I take all three of the spellcasting feats?

There is also one at the bottom, that is basically the ones above in one question. I ask a full read before answer these please. I put a lot of thought into this, as it kept me awake for a while!

Below is my reasoning for asking and believing it might be so.

So I was reading the Cathartic Mage, and realized it and eldritch archer have a little ambiguity about when you are a spellcaster that uses spell slots. If you do not cast spells with slots, there is no ambiguity, so I am not asking about that. Or if you are one of these, and later take a spellcasting dedication that uses slots. I only know of these two that have the same wording in the dedication feat at the moment, but there are likely others, or will be.

The dedications state two specific circumstances when take the feat as follows (cathartic mage is identical):

Advanced Players Guide and Secrets of Magic wrote:

If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.

If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.

Now, if you are not a spellcaster that uses slots, for instance a Crusader with focus spells or just a non-casting Fighter or Rogue or what not, you gain your own spellcasting suite all based on Charisma. All fine and dandy, no issues here.

However, if you are a spellcaster that uses slots, the way I read it, you gain an additional cantrip that uses your spellcasting suite, and becomes a cantrip of your class. This cantrip also seems not to have the limits that the first circumstance requires: a spell attack roll.

Now, before going to the root of my quandary, here is another tidbit from the Advanced Players Guide, as it is related to the issue:

Advanced Players Guide wrote:

All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype.

For instance, the eldritch archer archetype allows you to pick a spell list when you take its dedication feat.

If you pick arcane spells, the archetype then grants you spell slots you can use only to cast arcane spells from your eldritch archer repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.

The second sentence only applies if you are not a spellcaster that uses slot of course. The third sentence would only apply if you were a not a spellcaster that uses slots, say a fighter, who took eldritch archer, then later took the sorcerer archtype. Otherwise, the eldritch archer would be required to use the sorcerer tradition.

But with the first sentence, there are two restrictions, depending on whether or not you are a spellcaster that uses slots. If you are not, no issues. But if you are, then, as stated, it implies that the cantrip becomes part of your previous spellcasting suite, and thus, when you gain spells from the spellcasting feats, so do they.

So, can a spellcster uses slots that takes one of these archetype dedication feat take the spellcasting feats as well, and gain full benefits thereof? Or, even though it is heavily implied that the spells are part of that suite, do they have a separate suite still?


So a lot of the threads about this are somewhat dead, and I would rather not raise one in case no one is looking, So I will start my discussion here.

A lot of powers like Arcane Surge, pre-FAQed Wild Arcana and the like say "As a swift action, expend one use of mythic power to (do something):

A lot of people read that that means that you can (do something) as a swift action or a non-action, that it is part of the swift. But mulling it over and looking at it, it really seems to say: spend mythic as a swift, do something as normal action.

For instance,Arcane Surge says: As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot.

This means, you spend the swift action and cast spell normally, except that you do not loose it as a prepared spell or loose a spell slot.

If that is the proper reading, then Inspired Spell should be the power that is FAQed or Errata-ed, since by its reading, spending the mythic is a non-action.


Can a character with Craft (Alchemy) craft his own reagents? That is, using the normal Craft rules, create X doses of Y Reagent, which he then uses for his Spontaneous Alchemy later on.

For instance, if Bob wasn't to create some Cold Iron reagent, could he spent 1 gp for materials, do his Craft checks and when complete, have 3 doses of Cold Iron? Or 10 gp for 30 doses or what not.


At the end of City of Lies, if the characters come out victorious, then well, the Worldwound is closed, and there is a communal cheer of 'huzzah' from the world; except with the possibility of Cheliax. True, they don't want the Worldwound to exist anymore than the rest of the world, but now, with it gone, Iomedae, or more specifically her Church and Heroes, can focus on them. It was even mentioned somewhere that the only reason the Church hasn't focused on Cheliax is because the Crusade.

Now sure, there is still mop-up to be done, but with the threat gone, they can direct their gaze elsewhere. Has anyone else thought that this would not only be a great continuance of the AP but a natural progression?


So I have a character in my game who wants to be able to keep some of his racial abilities while in wildshape (mainly such things as his swim speed and ability to breath underwater). I was thinking a feat that would allow it, but I am not sure if it would be to powerful for 1 Feat to let him do this, or if maybe require 1 Feat for each ability he wants to keep, and i am not sure if that is to restrictive.

I am willing to let him do it, I have no issues with the ability to keep abilities, but i am just not sure how to go exactly. Any advice would be welcome!

Additionally, if anyone knows of any feats that work similarly, it would be helpful. Thanks ahead of time!


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Has anyone out there made a quick reference sheet for Ship Combat from Skull & Shackles that they are willing to share?


This has been bugging me for a while. Why is it that those born with the blessed ability to turn into animals and thier hybrids (natural lycanthrops) curse those they bite? Where as those who have been cursed as lycanthropes do not?

In most (i admit not all) media, that is movies, tv, other rpgs, and the like, lycanthropy is a curse, which is passed on by the bite, and those afflicted with the curse can pass it on. Natural Lycanthropes are those people who have been, for lack of a better word, Blessed with the ability to change shape into an animal, why would that blessing be able to pass on a curse?

If we go off of cultural and similar beliefs, the examples of 'natural' lycanthropes of course are rare, but the examples of afflicted are overwhelming, and they all follow the rule of the curse can be passed on, at least I havn't heard of one that isn't (but then I only know movies and a couple other).

One 'natural' of course is skinwalkers - not exactly a natural occuring thing (the person skins an animal and wears it, turning into that animal) but as far as I know, skinwalkers do not pass a curse on.


While working on sheets for summoned monsters, I came across the Giant Lizard in summon monster III. There is no Giant Lizard in the bestiary. THere is a Monitor Lizard and a Giant Frilled Lizard. I am assuming that for summon monster III, they mean the Monitor Lizard, since it is a CR 2, like most of the summon monster III creatures.

Also, as others have meantioned, the Drone Ant and Soldier Ants seem to be in the wrong lists. The Drone is an advanced soldier, but is in summon monster II, and the Soldier is in summon monster III


The other day we were playing in a game, and we were facing a cleric of Lamashtu, a gnoll to be specific. And when the clric attempted to cast enlarge person on one of its bodyguards, it was pointed out that enlarge person only effects humanoids, and as we know, gnolls are monstrous humanoids.

So the thing is, most clerics of Lamashtu are likely monstrous humanoids. Since this is so, should they be allowed to cast enlarge person on at least another gnoll? Seems rather odd to be unable to cast one of your own spells; after all most humanoids you wanna eat; or at the very least kill.


I have just read the Races of Earthbound Evil exerpt in Escape from Olf Korvosa, and I was wondering; if the spirit-guides given to the generals was one of the reasons for reincarnation into rakashas, what did the general with the mongoose spirit guide, which opposed the other generals and its former master, reincarnate into. A good native mongoose headed outsider opposing the rakasha's would be interesting, escpecialy, and could be touchy; most people without knowledge of the rakasha might think they were rakasha's themselves.


1 person marked this as FAQ candidate.

The Core Book, Bestiary, and PRD have a number of definitions to them, and in the cast of the action required to activate a spell-like ability, there is some descrepicy:

The Core/PRD definition states: A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

The Bestiary/PRD definition states: Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. (the previous part is talking about constant SLAs)

So which is it suppose to be? One of the things I have seen about Pathfinder is they try to keep from having contradictory rules.

Ever since d20 came out, SLAs have had this contradictory rulling, but eveyone I know has used the "standard action unless the spell-like ability states otherwise" rule instead of the other one. Perhaps we were wrong.


There are two 'Defenses" given for Feint; 10 + BAB + Wis Mod or 10 + Sense Motive bonus, which ever is higher. I was wondering is BAB was misisng from the second one. The first one considers a persons 'insight' as well as his combat ability, but the second one simply seems to cound his insight and ability to read somone, and not his combat ability.


Hello all,

Has anyone converted the Swashbuckler from Complete Warrior yet?


I am not sure where to post this or send, so I put it here, and will let someone do what they need to do with it.

Page 459 of PDF (Dunno about book)
Damaging Magic Items
Second paragraph, Last sentance

Magic items that take damage in excess of half
their total hit points, but not more than their total hit points,
gain the condition, and might not function properly (see the
Appendix).

seems to be missing the word broken between the and condition.


Okay, so last THursday we faced Dragotha, defeating him in 3 rounds (one of them a surprise round). First off, should let you know, that the session before we followed the WOrm Drake to Dragotha's lair (the drake had teleported away, and we followed his relleport with a miricle). Dragotha breathed and killed two of our numbers. THen we teleported away like good boys and girls facing the First Dracolich unprepared.

Our party consists of a Paladin/Vassal of Bahamut, a Cleric/Warlock with the cleric warlock class that acts like a mystic theurge (can't rememebr the name of the PrC), a WIzard/Mage of the Arcane Order/Archmage, a Pixie Rogue, plus a Psuedo-dragon Healer. In addition, there is a 20th level Bronze dragon who did not make the game, and we also had a solar as a henchman at the time (no levels, just solar with some treasure)

So, the first hour of Thursday determined the course of the battle agasint Dragotha, plotting how we were going to face him. ANd the warlock/cleric came up with a cheesy but valid idea. We bought a bunch of gate scrolls, half and half so that warlock/cleric and wizard could cast them, then the warlock/cleric used a miricle (5000 xp usage) to cause Dragotha to miraculously appear in the torture chamber of the spire of longshadows, where the called solars were to hit him with mass heals. ALl but one failed thier saves and were paralized.

Warlock/Cleric uses another miricle, and they all gain freedom of movemnt. Several mass heals later, a couple sneak attack from rogue (she has the crystal that lets her sneak attack undead) and then a single sphere of ultimate destruction (he saved so took only 5d6, but it still killed him) and the First Dracolich falls, in less thatn 18 seconds.

Now this sure was a cheesy way, the solars and lots of miricles, but did anyone else think to use magic to pull him away from his lair? Or to use similar tactics?

Oh, and we dimension locked the room so he couldnt use any magics to get away or bring help.


I am looking over the barbarian class, and I see a few things that I think need to be addressed.

The first suggestion I would like to make is about Renewed Vigor. My first assumption on this rage ability is to give the barbarian a boost in the middle of combat, allowing him to keep fighting. But with it being a standard action, he is giving up any attack that round, to get a rather piddling amount of hit points, points that will likly be lost when his foes attack him the next round. As most, though not all, the rage abilities are swift or immidiate actions, may I suggest making Renewed Vigor a swift action. In addition, reduce the cost to 6 rage points, 9 seems rather excessive for 1d8 + Con mod. healing. I woudl also suggest making the cost variable, allowing a higher rage cost for a greater return. I would suggest the following rewrite for the ability:

Renewed Vigor (Su): The barbarian heals 1d8 + her Contition modifer points of damage at the cost of 6 rage points. For each 3 additional rage points spent on this ability, she heals an additional 1d8 points of damage, to a maximum of 12 rage spent. This power is used as a swift action. A barbarian must be at least 6th level before selecting this power. (6, 9, 12 points)

Rolling Dodge does not meantion what kind of action it is.


Just a though here, but it seems as if the gnome and half-elf are missing a weapon proficiency. Every other race gains one or more weapon proficiency, but the gnome and half-elf does not. Perhaps it was a oversite?
In my thoghts, the gnome should recieve proficency in light pick at least, and maybe heavy pick as well. Half-elves housl at the very least gain the weapon training of a human. I am not sure, even if they spent all their time with elves, that they should get the weapon familiarity ability of elves, they don't get as much time as adolecent elves get. But even humans gain a single proficiency.


I am currently running the Savage Tide AP, and my players are starting to relize that they are going to be stuck in the hicks for a a while. Thier issue is, how can they sell the loot they get, and get better stuff. WHile I am doing some constructive treasure, including a few Weapons of Legacy, there just isnt enough leway to give them all the things that a party of thier level woudl want and have. I was thinking, well, they could sail to Scuttlecove only 2 weeks sail away, but then, at this point, they may not ICly know that the place exists, and even if they do, its not realy a palce they want to be at this point I think.

So I have come up with a bit of a conundrum. Anyone have any suggestions on this problem?