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avr wrote:
There's at least one teamwork feat which increases CMD for that purpose though I forget the name.

Crowd Control


gratuitous math:

1d4+1 rounds requires at most 5 successful saves at most to end
Assuming you they need a 20 to save (and thus 4 consecutive 20s for it to count), we have P(success)=0.05^4=6.25*10^-6

It was sometime in WW1 that RoW took place, assuming the hut only travels through space (but can do so faster than light). I'm going to go with 100 years as the time frame, since its 100 years after WW1 ended. That is 525.6 million combat rounds, according to Wolfram|Alpha.

Normally, for binary things like this (taking one trial to be a set of four rolls), you would use a binomial distribution. I'm going to change the question from "at least 5 success" to "no more than 525 599 995 failures" In other words:
1-P(all fail)-P(all-1 fail)-P(all-2 fail)-P(all-3 fail)-P(all-4 fail)

P(all fail)=1*(1-6.25*10^-6)^525600000*(6.25*10^-6)^0=2.18*10^-1427
P(all but 1 fail)=525600000*(1-6.25*10^-6)^525599999*(6.25*10^-6)^1=7.16*10^-1424
P(all but 2 fail)=525600000*525599999/2*(1-6.25*10^-6)^525599998*(6.25*10^-6)^2=1.17*10 ^-1420
P(all but 3 fail)=525600000*525599999*525599998/6*(1-6.25*10^-6)^525599997*(6.25*10^-6) ^3=1.29*10^-1417
P(all but 4 fail)=525600000*525599999*525599998*525599997/24*(1-6.25*10^-6)^525599996*( 6.25*10^-6)^4=1.06*10^-1414

Finally we get a probability of breaking themselves out sometime during 100 years of

Spoiler:
0.999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 999 894
So I think they got away at some point


HiPS=Hide in Plain Sight


HWalsh wrote:
CorvusMask wrote:
And I always thought paladins were supposed to have gods until one of my players pointed out nothing in rules said that <_< I do wonder how many different flavors of paladins exist in different preferences
Until PF2 there was never a version of Paladin that needed a God or Goddess.

Archetype 1

Archetype 2


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wikipedia, winged unicorn wrote:
This creature has no specific name, but in some literature and media, it has been referred to as an alicorn, a Latin word for the horn of a unicorn, especially in alchemical texts, or as a pegacorn, a portmanteau of a pegasus and unicorn.


I was unable to find a concrete answer for Awaken in its description, but

awaken construct wrote:
Its alignment is determined by the GM, but is usually within one step of its creator’s alignment.


While we're here, I'm going to leave the option for Int to damage


The spell you are looking for to rez constructs is Memory of Function.


Mergy wrote:
Nemo_the_Lost wrote:
In short, I want to be able to build an elven fighter-mage who is recognizably an elf, a fighter, and a mage, but who is also recognizable as different than other elven fighter-mages. D&D5 does this with ease. What it looks like I'll be getting in PF2 is an elf-like, fighter-like, mage-like character with nothing else to differentiate them.
It's possible I don't understand what you mean here, but I'm confused by the distinction. What exactly makes someone a fighter? A mage? Are people in Golarion able to look at one another and identify what classes and archetypes each has at a glance in Pathfinder 1?
Spymaster's Handbook wrote:

You can attempt a skill check to identify a feat or class feature when you observe it in use, similar to how Spellcraft can be used to identify a spell. The feat or class feature must have some observable effect in order for you to attempt the Knowledge check. For example, you can’t see the internal determination of Iron Will, so this ability can’t identify that feat. In general, if a feat or class feature creates a noticeable effect (such as the extra attack from using Cleave) or has a variable modifier a character must choose to use (such as Arcane Strike, Combat Expertise, or Enlarge Spell), it can be identified. If it creates a static bonus (such as Dodge or Lightning Reflexes), there’s no telltale sign to give it away.

[table]

The Knowledge skill required to identify a feat or class feature varies depending on the type of feat or class feature to be identified and is outlined in the Recall Intrigues (Knowledge) table above, along with the DCs of such skill checks.

I don't feel like checking every archetype, but you could reasonably expect to identify alchemists, barbarians, bards, bloodragers, brawlers, cavaliers, wild-shaping druids, AWT-using fighters, gunslingers, hunters, inquisitors, investigators, kineticists, magi, media, mesmerists (provided you notice the stare, of course), monks, occultists, oracles, paladins, unchained rogues, shamans, shifters, skalds, slayers, spiritualists, summoners, swashbucklers, warpirests and witches after a quick look at their combat style and the other spellcasters with some effort directed at figuring out how they cast. (low-level) Rangers and chained rogues seem like they would be the hardest to identify.


Reksew_Trebla wrote:
So the Koan build is impressive, but technically speaking, each item would have to make a saving throw.

Only on a natural 1:

CRB, magic wrote:

Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.

If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.

V does have an ability to deal more damage to objects, but nowhere in the breath weapon text does it call out an exception to the normal damage to gear. In other words, the items would take extra damage in the event they take damage, but them taking damage only occurs on a natural 1.

breath weapon description:
d20SRD, Varklops wrote:

Each of Varklops’s three heads can exhale a blast of searing fire and billowing ash in a 1,200-foot line once every 4 rounds. Each head’s breath weapon is a separate attack with its own 4-round recharge period. The kaiju can exhale one line of fire as a move action, two lines as a standard action, or three lines as a full-round action.

Each breath weapon deals 20d6 points of fire damage and 20d6 points of bludgeoning damage to all creatures in the area of effect as they are barraged with semisolid chunks of superheated rock and magma expelled in the torrent of fire; targets are also stunned for 1 round by the overwhelming force. With a successful DC 43 Reflex save, a creature takes half damage and negates the stun effect. If Varklops exhales more than one breath weapon, he can use them in different directions. If a creature is subjected to more than one breath weapon in a round in this manner, it takes damage from and must attempt separate saves against each breath weapon. The save DCs are Constitution-based.


doc roc wrote:
CivMaster wrote:
i love the idealist cleric,

I'll have to reserve judgement till I see it....

Whenever I see a new cleric archetype released, my heart goes, "Excellent!", but my head goes, "Ugggghhh, let me guess, poor design with unbalanced trade outs?"

Here it is


Falchions are 18-20/*2


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And so the duty of truth falls to me


For reference:

Shield Brace wrote:

Prerequisites: Shield Focus; base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.

Benefit: You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon.

ACP wrote:

Armor Check Penalty: Any armor heavier than leather, as well as any shield, hurts a character's ability to use Dexterity- and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue.

Tower Shield Specialist wrote:

Tower Shield Training (Ex): At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.

Tower Shield Specialist (Ex): At 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield's encumbrance. This ability replaces weapon training 1

Tower Shield Specialist feat wrote:

Prerequisites: Shield Focus, Tower Shield Proficiency, base attack bonus +11 or fighter level 8th.

Benefit: You reduce the armor check penalty for tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum Dexterity bonus of tower shields as if they were armor.

Phalanx Soldier wrote:

Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

...

Deft Shield (Ex): At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by –1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by –2. This ability replaces armor training 2 and 3.


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Mark Seifter wrote:
If you play classes like cleric (which admittedly you might not), you still have to keep track of "I have 10 uses of bit of luck, 2 uses of tugging strands, 1 use of deflection aura, and 14 rounds of aura of protection" for instance. (incidentally, for those reading alon, who can tell me all the specs of my example PF1 cleric based on only this information?)

Tugging Strands is the power of the Fate Subdomain, and 2 uses indicates a level between 14 and 19 inclusive:

Fate subdomian wrote:
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Bit of Luck is by default 3+Wis, so ten uses would seem to imply Wis 24, but some FCB like the elven one increase this number.

Deflection aura is from the defence subdomain of protection (fixed at 1/day), and the time on aura of protection locks the level as 14.

The first deity listed that provides both these subdomains is the Empyreal Lord Chadali


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SheepishEidolon wrote:
Paizo seems to be very hesitant to brand a whole race as dumb. The entire Advanced Race Guide of PF1 has no race with an Intelligence penalty (and none with a Wisdom penalty, either).

Catfolk, Fetchlings, Ifrits, Orcs, Gillmen, Vishkanya, and Wayangs are ARG races with a Wis penalty. Orcs, Nagaji, and Suli are int-penalty.


CorvusMask wrote:
Core races are on average Neutral races though iirc

Not by RAW:

CRB, races wrote:

Most dwarves are lawful good.

Most elves are chaotic good.
as a result, most half-elves are chaotic good
rather, most half-orcs are chaotic neutral
Most halflings are neutral as a result.

found under each race's "alignment and religion" section

3 good, 2 neutral, 2 undeclared one one axis, 2 chaotic, 1 neutral, 1 lawful, 2 undeclared on the other. Apparently core races tend towards the chaotic side of NG.


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LuZeke wrote:


Divine wishes, from beings such as djinni or the like, will twist the wish into an undesirable outcome for the amusement of the wish giver.
Noble Djinni wrote:
CG Large outsider

I don't want to turn this into an alignment thread, but I'm not seeing these two statements intersecting all that much.


Option 1 (you will want the brain bioconstruct augment)
Option 2
option 3 (craftable with Intelligence)


AoN has its as ripsaw glaive, gnome
While I'm here, the other gnome weapons are:
Gnome pincer
Gnome flick-mace
Gnome battle ladder
Gnome hooked hammer
Piston maul, gnome


Basically, some script looks for any mention, and sometimes anything that autocorrects to smurf.


Interestingly, you are already houseruling if you decide to make a Lightning Bolt underwater spread out. It instead keeps a normal path (since containment was necessary even in air) but is invisible. Aquatic Adventures is the source, but I'm having trouble with getting an online citation (It's not yet on the PRD, and d20SRD was loading it's search extremely slow at the time I'm posting this.)


Skeleton
Redcap

Quote:
A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

I would rule that both Boot Stomp and Heavy Weapons "improve its melee attacks" and would allow them on a skeleton. Irreligious does not, so it is dropped. Red Cap is dropped for being supernatural.

As to your second question,

Quote:
A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton’s size (see Natural Attacks). If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.

Edit: ninja'd while researching


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Some LE leaning cavailer orders:

Asp wrote:
An order of the asp cavalier must endeavor to enhance her prestige, wealth, and power, as well as that of her patrons. She must endeavor to maximize her profits and efficiency, directing hirelings and even sacrificing them when doing so would further her goals and make her appear exceptional by comparison.
Cockatrice wrote:
The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
Ennead Star wrote:
The cavalier is a merciless champion of the law, and if he must crush dreams, coerce obedience, or slay in the name of law, that is a small price to pay for peace and progress. The cavalier must bring lawbreakers to justice, and when that is not possible, he must serve as executioner of that justice. He must also uphold the tenets of his Hellknight order.


Asmodeus' Advocate wrote:
I Spread Bread On My Butter wrote:
@Derklord what about the LE alignment tho? does it work with that pala-archetype?

Does Virtuous Bravo stack with any of the lawful antipaladin archetypes?

EDIT

It seems to stack with Tyrant!

According to the AoN archetype listing, tyrant replaces class skills, code, and fiendish boon. Bravo replaces armour prof, smite, mercy, spells aura of justice, and the capstone. They're as compatible as a paladin and antipaladin archetype will ever be.


weapon trick (one-handed) wrote:

You can use these tricks only while wearing light or no armor, wielding a light or one-handed manufactured weapon in one hand, and holding nothing in your off hand.

Feat, requires BAB 1, gives things as you qualify. Probably not the greatest set of weapon tricks, but it exists.


graystone wrote:
Avoron wrote:
The really weird thing is that I can't find anything that says the confused condition is inherently mind-affecting either.

IMO this makes sense as 'acting erratically' is a condition that can logically apply to most creatures. corrupt programing for a robot, damaged sigils on a construct, drugged smoke on vermin, magic scrambling the commands of an undead, ect.

Divorcing the conditions from the mechanisms allows for a variety of effects without having to create new conditions: why create a new 'corrupted programing' condition for robots when confused does what you want?

Already implemented


Woodoodoo wrote:
David knott 242 wrote:

One option to consider would be the Racial Heritage (Halfling) feat. That feat would give you access to the favored class bonus for Halflings, which lets you add +1/3 per Medium level to your Séance Boon (but not share that bonus with others).

The Gillman favored class bonus is even better, but as I recall PFS banned that option.

What is the Gillman favored class bonus? I can't find it anywhere.
AoN, Gillman wrote:
Increase the medium’s spirit bonus by 1/6.

Apparently from Blood of the Sea.


CrystalSeas wrote:

" Humanoids are built the same was as players are and follow the same rules."

"anything the GM throws against you you can (in theory) play yourself. The kobold shaman is just a kobold with levels in... well, sorcerer usually, but that means anything they do you can replicate. "

Is there a citation for this? I don't think I've ever seen anything like that in the rules.

Certain creatures, including most non-Giant humanoids, do not have Racial HD. In these cases, they have a number of adjustments that define the race, but all their HD and most of their strength comes from having class levels. The presented Aasimar (incidentally the first entry in the first bestiary) is a level 1 cleric. It's extremely easy to make a player-ready build identical to the bestiary statblock, though your ability scores won't be very good by PC standards. As for anything else in the bestiaries, they're actually very close, just with their "class" being their racial HD.

Appendix 4 of the Bestiary details using monsters as Player-controlled characters. It reccomends using standard classes for advancement since racial HD abilities are not standardized (A whale and a horse are both receiving the same type of HD: Animal type racial)

full text here:
PRD, monsters as PCs wrote:

Using one of the monsters presented in this book as a character can be very rewarding, but weighing such a character against others is challenging. Monsters are not designed with the rules for players in mind, and as such can be very unbalancing if not handled carefully.

There are a number of monsters in this book that do not possess racial Hit Dice. Such creatures are the best options for player characters, but a few of them are so powerful that they count as having 1 class level, even without a racial Hit Die. Such characters should only be allowed in a group that is 2nd-level or higher.

For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.

GMs should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play.


Dispel doesn't work on instantaneous effects, but can affect permanent ones:

CRB, page 216 wrote:
Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.


AlastarOG wrote:
Rosc wrote:

I mean, the whole problem with Fighters can be summed up with Spoons.

** spoiler omitted **

Is there a solution? In a way, I don't think there needs to be one. Fighters are such a nonspecific lego-set of feats and raw number boosts that any specific character can also be made with a more functional class. Devout fightmans can be Paladins. Close quarters fightmans can be Brawlers. Rangers not only cater to multiple fighting styles, but their class features and skill set are far better for the fantasy of an elite soldier. Swash...swashbu... you can dip Swashbuckler on another martial!

Don't nerf Wizards. Work with the party, convince the casters to help the fightmans. Buff their stats. Dimension Door them over terrain...

I wish there was a like system on this forum just for this quote.

Carry on you glorious spooner :-)

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The Cosmopolitan feat may be of benefit if you are looking primarily for extra languages.


Note that as written, a barbarian's rage and paladin class features require incompatible alignments from one another. Barbarian requires non-lawful, Paladin requires Lawful Good.

Composite bows can use all feats that apply to their non-composite counterparts:

PRD wrote:

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow


APG, races:
Quote:
Dwarf cavaliers are almost unheard of; the few dwarven cavaliers are almost exclusively surface dwellers, riding on ponies or even giant boars. Not surprisingly, many dwarves see cavaliers as odd folk, not to be trusted.
Quote:
The general lack of flora below ground leads few dwarves to take up the druid's call.
Quote:
Most dwarves do not understand the powerful bond between a summoner and his eidolon, making this a rare profession for the stout folk.

Apparently, Dwarves are the least class-diverse among the core races.

PRD, environment wrote:
Transparent Floor: Transparent floors, made of reinforced glass or magic materials (even a wall of force), allow a dangerous setting to be viewed safely from above. Transparent floors are sometimes placed over lava pools, arenas, monster dens, and torture chambers. They can be used by defenders to watch key areas for intruders.


M1k31 wrote:
There is some kind of undead spider husk that is really a hive of mini-spiders... I can't recall the name atm though.

Deathweb


Blog says no

Quote:
No animal, plant, or vermin companions can wield weapons or activate magic items, with the exception of the imp granted by the diabolist prestige class, which uses the rules for an imp familiar (See "Can my familiar wield weapons or use magic items?").


Malik Gyan Daumantas wrote:
voideternal wrote:

You can shadowstrike with a natural weapon or unarmed strike. It would simply follow the rules for holding the charge, as shadowstrike is a spell-like ability.

Holding the Charge, Combat wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
Meaning it cant be used through a weapon right...
most of the time:
PRD, weapon enhancements wrote:
Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).


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I believe it applies to outsiders of chaotic alignment. Note however that this will also apply to outsiders with the (chaotic) subtype regardless of alignment.

PRD, monster types ans subtypes wrote:
Chaotic Subtype: This subtype is usually applied to outsiders native to the chaotically aligned outer planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned (see Damage Reduction).


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Here you go from Alien Archive.


PRD, Incorporeal wrote:
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
PRD, magic wrote:
Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.


Chromantic Durgon <3 wrote:

and if you can't attack you can always help your buddies with painful stare.

Hey question, you know painful stare feats that make your stare sicken and such, can your buddies trigger those riders?

Depends on the feat itself:

Fatiguing Stare wrote:
When a target takes damage from your painful stare,
Demoralizing Stare wrote:
When you trigger your painful stare,


James Risner wrote:
Knight Magenta wrote:
I believe you no longer need to qualify for the prestige class after you enter it.
Not true, and you can’t use things from a prestige class to qualify for that prestige class. Plus you lose all class features (except saves, hp, and BaB) when you don’t qualify.

Technically, you don't lose saves, HP, BAB or skills because they are not class features (i.e. they do not appear after the line "the following are class features of the _____"). This is why, should a paladin fall, "loses all paladin spells and class features" has a clause about armour/weapon proficiency, but not HP, BAB, base saves, or skill points.


Deadmanwalking wrote:
A forcecage is, in fact, stopped (or more accurately temporarily suppressed) by antimagic field. All spells are. And her whole (pretty valid) strategy is not getting full attacked. If she's, say, 60 feet in the air with antimagic field...how's the Barbarian getting to her to attack her? Ranged full attacks are definitely an issue...but that's why she vanishes immediately after making one of her own.

Actually, this is a possible point of contention that depends on references.

AMF wrote:
Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field.

Forcecage has the same wording as to it's sturdiness as Wall of force, and thus it can be a reasonable assumption that it is also immune to the AMF spell.


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I don't know how strong rifles are, but here's how strong mantis shrimps are.


Cevah wrote:
Dalindra wrote:
If it grants you an extra hex, how it exactly alters your 1st level hex?

By altering your first level hex, it limits the archetypes you can use. [Assuming the Seasons witch can use witch archetypes. I don't have UW.]

/cevah

It's a pretty short archetype, only changing level 1 hex and patron.


SRD, starship combat wrote:

Snap Shot (Gunnery Phase, Minor)

You can fire one of your starship’s weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snapshot).

In other words, you can do this if you don't have a gunner or if the gunner is asleep on the job. In the latter case, have your captain wake up the gunner instead.


Mr. Bonkers wrote:


Do keep in mind that a Bogeyman might not have the same things as a regular Fey. I do not know the stats of such creatures, but their lore is that they are creatures that go bump in the night. It might be that Darkness is something they revel in.

statblock for reference:
Bogeyman CR 10

Source Bestiary 3 pg. 1 (Amazon)
XP 9,600
NE Medium fey
Init +9; Senses low-light vision; Perception +23
Aura deepest fear (30 ft., DC 25)
Defense
AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 93 (17d6+34); terrible rejuvenation 5
Fort +9, Ref +15, Will +13
DR 15/cold iron; SR 21
Offense
Speed 30 ft.
Melee 2 claws +13 (1d8+1/19–20)
Special Attacks sneak attack +6d6, striking fear
Spell-Like Abilities (CL 16th; concentration +17)
Constant—detect thoughts, tongues
At will—darkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20)
3/day—crushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21)
1/day—nightmare (DC 22)
Statistics
Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
Base Atk +8; CMB +9; CMD 32
Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse
Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Aklo, Common; tongues
Ecology
Environment any
Organization solitary
Treasure double
Special Abilities
Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.

Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any target that has successfully saved against the creature’s fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.

Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.

Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society’s willingness to do itself harm.

Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims’ growing realization that they are not alone.

The most evil bogeymen are those who abandon the tactic of feeding on one person’s fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father’s work.

A specialist in fear effects. darkness SLA, no darkvision.


Umbral Reaver wrote:
I'm pretty sure we can have multiple deities of the same thing.

lunar deific entities:

thoth portfolio wrote:
magic, the moon, wisdom, writing
Tsukiyo portfolio wrote:
Jade, the moon, spirits
Jezelda portfolio wrote:
desolation, the moon, werewolves
ketephys portfolio wrote:
the moon, forestry, hunting
thoth portfolio wrote:
magic, the moon, wisdom, writing
Ashava portfolio wrote:
moonlight, dancers, lonely spirits

I'm pretty sure you're right.
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