Thias

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ok, a buddy and I are arguing about this one.

Of course, since 4e came out, WotC has closed the 3x forums, or i'd be asking this there.

one place, in the MM states that a weapon needs to be an epic weapon; eg: having an enhancement bonus of +6 or better to penetrate DR x/epic.

He says that it means that it's the only way a weapon qualifies as overcoming /epic DR.

I was arguing that any weapon that is epic is considered epic for the purposes of overcoming DR even if the enhancement bonus is +5 or less, such as having a +6 or greater special ability, or total special abilities.

I would appreciate ways to help solve this argument. (preferably showing that I'm right and he's wrong, but if I'm wrong, so be it... :) )


As far as RAW, what is the difference between a follower and a hireling?
If there is no difference, as there appears to be from what I read bin the book, what's the benefit to taking the leadership feat, other than the cohort, whom you still aparently treat as a hireling, except he can gain levels as well.


For sorcerers, do these stack? In other words, if you've got both feats for fireball, you can apply two metamagic feats to the spell, say empower and quicken for no adjustment.

The way I read them, it does.


Another of those "I seem to recall..." moments, does anyone else know of a way to increase the crit multiplier of a weapon? I seem to recall something about "impact," but of course, I can't recall where.

As an example of what I mean, a normal rapier does 18-20/x2 for crit. an Impact Rapier would do 18-20/x3 for a crit.

Or was it perhaps a feat? I'm not entirely sure, but the effect was the same, turns an x2 weapon into an x3 weapon...

Anyone who's memory doesn't resemble swiss cheese remember anything like this?


Is anyone familiar with a feat or class ability (from pathfinder or 3.5) that allows for cheaper item crafting? I seem to remember that there was one, but of course, when I go looking for it, it's no where to be found... :(


My current gaming group has been using UMD in the D&D fashion, where if you fail your UMD check, you loose the charge from the wand. We never really looked it up before, and just assumed that it still worked that way.

However, when I looked in the pathfinder book, it does not say that the charge is expended.

Can someone confirm for me that using Use Magic Devices skill check that fails doesn't burn a charge from a wand?


Can a Targeted Mage's Disjunction affect a golem?

I would think that you can disjoin a golem, given that golems aren't as powerful as artifacts and mage's disjunction can affect artifacts, and it doesn't allow spell resistance, so Golems shouldn't be immune to it, right?


I am considering taking a few levels of Archmage for a wizard that I'm currently playing in our current weekly game. One of my fellow gamers is of the opinion that he recalls that there's a game rule that allows you to somehow take feats in place of class features, though he can't seem to find the rule and I can't remember ever reading anything similar.

Anyone have a clue what he's talking about?


Ok, it says, as fluff, that it is a cure for aging, and that you no longer take penalties to your physical attributes.

Seems to me that it stops physical aging, thus eliminating death from old age. However, as it says nothing about maximum lifespan, we therefore have to assume that it does nothing to maximum lifespan.

Is this written as intended, or something that got left out unintentionally?


When judging new spells for inclusion at your table, do you compare them to only the core rule book, or do you include books like Advanced player's guide and Ultimate Magic? How about the PFRPG Reference Document?


On a 4 by 4 grid, with a large creature in the center.
Squares are labeled by number in clock-wise order starting in the top
left corner.

ex:

01 2 3 4
12 x x 5
11 x x 6
10 9 8 7

Are positions 5 & 10 flanking?
Positions 6 & 10 and 5 & 9 I would presume are not flanking, but from my reading of the rules, 5 & 10 would be flanking.


Ok, so assuming that Energy Admixture is allowed in your game, how do the effects stack with Maximize and Empower? How would Intensified work into that?

We already know that an empowered & maximized spell deals normal dice maximized, then adds in the +50% extra dice from empowered.

This suggests that the Energy Admixture would just add extra dice of the different energy type. Similarly, Intensified would also add 5 levels of whatever damage type the original spell did, right?


Ok, how exactly is it done?

If you make a half-human/half celestial creature, what is its effective character level for the purposes of taking other classes?

Ex: you're making a half-celestial paladin. You are only allowed to be effectively an 8th level character. How many paladin levels are you allowed to take?

I've been trying to figure out how this works in Pathfinder, but can't figure it out.


I remember from way back in 2e that you couldn't wear armor 24/10. you needed to get out of your armor in order to do such mundane things like sleeping and bathing and flirting with the tavern wenches...

I was fairly certain that the rule was also in 3e, but I appear to be totally unable to find it in Pathfinder.

Anyone know where it is or why its no longer there if it was removed?


for the purposes of breaking invisibility, (not greater invisibility) does Modify Memory count as an attack?

I ask because attack implies some kind of harm, and invisibility says you can indirectly harm someone, but what if you were to cast a cure spell, or a heal, or cure poison/disease, would those break invisibility?


I came up against this question in last nights game.

my LE character was trying to summon a Lantern Archon with Summon Monster III as we were fighting a demon and getting our behinds handed to us as the cleric hadn't prepared 'Align Weapon' that day, something that the spell says is fully capable of doing. One of the other players pointed out that this was now a [Good] spell, and because of it, an evil character can't cast it.

I of course challenged his assertion, as I have never heard about such a thing. I do know that non-good characters can't cast Sanctified magic, and non-evil can't cast Profane magic, but never that an evil character couldn't cast spells with the [good] descriptor, or that good characters couldn't cast spells with the [evil] descriptor. Sure, they would be Good or Evil acts but nothing would prevent the character from doing it. Sufficient Good or Evil acts might see the character's alignment shifting (if there weren't ulterior motives for those acts) but shouldn't be prohibited, right?

If this isn't correct, could someone please direct me to the source material that says an evil character can't cast spells with a [good] descriptor?


I've been looking through the various options for magical protection.

I'm not very good with statistics, which is what brings me to the question at hand.

There are of course, Bracers of Armor of varying strengths. you can enchant them with anything that provides a +x, but not with anything that provides a +gp. Speaking strictly of protection capability, which of the following options provide the best protection?

Bracers of Armor +8

Medium Fortification Bracers of Armor +5

Heavy Fortification Bracers of Armor +3


Point for clarification came up in our new game. Most of us are new to Pathfinder, and D&D type games in general & were seeking clarification on Damage Reduction.

If a monster's DR is listed as 5/-, does that mean that only spells, spell like effects, and energy attacks bypass the DR? You can't use Longsword +1 to bypass it, or is that what's meant by 5/magic?

Thanks!