James Risner wrote:
By RAW EFS is a rectangle 10 ft long by 10 ft wide by 5 ft high. It is a hemisphere center on a point with a 5 ft radius.
James Sutter wrote:
The planar ripping is proportional, and depends on how far you're going. Short jumps don't do much of anything, it's only when you're going across huge stretches of the galaxy that it's a problem. (And as folks say, it allows for Event Horizon-style adventures.) Remember, the planes are infinite—I suspect a lot of people in-world aren't going to worry overmuch about stealing small amounts from an infinite (and thus renewable?) resource, in the same way that most of us still drive cars despite knowing exhaust is bad for the atmosphere. Some folks may indeed object strenuously, and that creates fun stories, but since we know how our own society deals with resources held in common (i.e. tragically), I'm not super worried about everyone deciding to stay home. But it's certainly something to think about, so I'm glad folks said something!
As a technical point removing any finite amount from an infinity still leaves the infinity.
Nox Aeterna wrote:
From Ultimate Campaign PRD
the Queen's Raven wrote:
I believe back in the day they would play on sand covered table tops and did in fact use measuring tapes.
Correct, this is why the original D&D and 1st edition AD&D gave movement in terms of inches and then gave a conversion from inches on the table to feet(indoors) or yards(outdoors) in the game world.
Players: The attention hog. Always has to be in the spot light, if the group splits in two wants to be in both groups. Tries to change what they did in the past based on what would get the most attention now (e.g. chose to hunt goblin rather than go to the library but when there are no goblin and orcs attack the library wants have gone to the library).
DM: Plays favorites. Certain players and their characters get favored treatment. Plot lines revolve around them, hooks in their backgrounds are used while everyone else's are ignored. Lets the favored characters do things they tell other players and characters they can't do.
It is only specified as the activation method for scrolls.
From the PRD
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.
It has come to my attention that in the last week, there has been an increased amount of Pathfinders using pseudonyms and costumes to mask their identities. To date a blind eye has been turned to such activities, but I believe that the new influx of these masked vigilantes is leading us to a position where this needs to be addressed. It is becoming increasingly difficult to ensure that fellow pathfinders are not participating in any activities that would tarnish our reputation or bring any unwanted attention from organizations that we currently are in good standing with. To that end, I propose that all of these so called vigilante 'superheroes' be required to reveal their social persona to the society and be under the employ of their local Pathfinder Lodge. I propose that this change by codified into the Pathfinder Guide as the 'Superhero Registration Act' and put into effect within the month. Once completed, any masked 'superhero' in Absalom should be considered a danger to the population and the Society's well-being, and dealt with accordingly.
In light of the above transparent attempt to undermine the society and discover their identities, the Decemvirate has ordered all those espousing the above idea to removed from the society immediately.
It went into effect when the blog post was made. Note, that both the old and the new monk are legal and can be played. Only the summoner had its old version ruled illegal.
Strategy Guide pg 125 wrote:
Relevant part bolded.
Akio Ryuu Katsu wrote:
Hey folks, I'm making a character for a homebrew game, and while I normally don't do this, I would like to ask what you folks think about this characters background/personality, and if you had any suggestions to help tighten it up so to speak. I'm not quite finished adding bits, but I thought I'd go ahead and see if I could get any responses. Its all in this Alias.
I like it. It has plenty of hooks for the DM to use and gives a good idea of the characters personality. You might want to add some bits of detail about his relations to people outside his family and the girl next door.
It depends on the circumstances
A large enough window would allow you to cast through the wall.
62. Ask your DM if not rescuing them is an evil act. When your DM, a real dick, says yes, go ahead and save them. Go to the nearest village. If anyone objects to them or says they should be killed, slaughter them in the streets. When the DM objects point out that they were evil and you were only fighting evil.
Here is the old FAQ
Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?
Edit 7/12/13: The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). Given that prestige classes are usually a sub-optimal character choice (especially for spellcasters), the design team is allowing this FAQ ruling for prestige classes. If there is in-play evidence that this ruling is creating characters that are too powerful, the design team may revisit whether or not to allow spell-like abilities to count for prestige class requirements.
There is a chart that give bonuses to BAB, saves, and stats plus extra skills , special abilities and feats for each level. It is in the Druid section.
I went through the class books a found every instance of the letters 'one' being replaced by the numeral '1' that I could. Here are the results.
Prestige Class -
No it affects your next melee attack:
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.Now I do wish there was a feat or ability that let you take advantage of feint at range because it is a fun way to run a rogue (one of my gm's allowed it once and in our group it was not overpowered) but that isn't currently an option in the rules.
Thanks for clearing that up. I was going off the description under the Bluff skill.
Dave Justus wrote:
I can't think of any situations in which you would want to feint a creature you don't threaten with a melee weapon, since it only effects your next melee attack.
It effects your next attack, not just your next melee attack. Someone with sneak attack could use this to set up an opponent for a ranged sneak attack. It could also be used to reduce touch AC for a ranged touch attack.
If you use PCGen, you can set the feats selection to only show those you qualify for.