Depends on what you are going against and if you have prior information. At 15th level, a good first non-surprise round action sequence against a spell caster, would be a quickened greater dispel magic and a readied action for counterspelling. Gets rid of buff spells you can dispel and then prepares for their response. Could also allow your melee PCs to have a round of getting closer without worrying about bunching or lining up.
The CL of the item is also how hard it is to make it. Taking the example of the Metamagic Empower Rod at CL 17, it would require a Sellcraft (or other related skill) check of Base 5 + CL 17 = 22 to craft the item. If you don't have some of the requirements, each missing requirement makes the skill check go up by 5. If you want to craft it half the time (based on the market value), you can also add 5 to the skill check.
For the +2 Cruel Sword, it would be at 5 + 6 = 11. Making it faster would be 16. Not being 6th caster level, would also make it 16. Doing both, would make it 21. Not having one of the two spells required would also make it 16. Not having both would make it 21. (Etc.)
For all items, you must have the Crafting feat. For a few items (potions, scrolls, and something else I am forgetting), you also require access to the spell (whether from you, another member of your party, a daily use item, a number of expendable items based on how many days you are crafting, etc.).
True, but their craft DC check never gets multiplied by the DC to produce a value to see if the crafting is done for magical crafting. The time for magical creation is only based on the market price of the item divided by 1000, for how many days it will take. This time can be reduced in half by adding 5 to the DC (certain other things might make this quicker as well, e.g. Familiar with Valet archetype).
I would say that Mostly Human falls into the special listed in Planar Heritage as it modifies the heritage of the Ifrit. Also, you aren't fully Human as you are an Ifrit whom is only mostly human.
A recent forum post has me questioning how we use acrobatics in our group (and several others, AFAIK).
My newfound doubt is:
Where it gives the ability to pass through an occupied space?
and the reply:
Nowhere, you have to default to the general rules about moving through an occupied space.
PRD wrote:
Moving Through a Square
You can move through an unoccupied square without difficulty in most circumstances. Difficult terrain and a number of spell effects might hamper your movement through open spaces.
Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn't provide you with cover.
Opponent: You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.
Ending Your Movement: You can't end your movement in the same square as another creature unless it is helpless.
Overrun: During your movement, you can attempt to move through a square occupied by an opponent (see Overrun).
Tumbling: A trained character can attempt to use Acrobatics to move through a square occupied by an opponent (see the Acrobatics skill).
Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than itself.
A big creature can move through a square occupied by a creature three size categories smaller than it is. Creatures moving through squares occupied by other creatures provoke attacks of opportunity from those creatures.
Designated Exceptions: Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the Acrobatics skill or similar special abilities.
I have used and seen other people using acrobatic to try to pass through squares occupied by creatures that have less than 3 sizes of difference from the one moving, but now I think that was a mistake.
Check the bolded area. The only ones that can't be moved through are the Designated Exception ones.
Pearls are only useful for those who prepare spells (no sorcerer). Rings are useful for anyone, and will grow as you grow (as you gain spells per day, that number grows as well).
Note that normally you can't just add the masterwork component to an already made weapon (GM call). Usually it has to be crafted that way, same with the Strength requirement (note that you can get away from the Strength requirement by adding Adaptive (+1000 gp) to a magical bow).
To give a specific example, say you've got a light source that gives off 40 feet of normal light followed by 40 feet of dim light. A creature with normal vision sees just that, while a creature with low-light sees 80 feet of normal light and 80 feet of dim light.
And the person with darkvision sees out to his darkvision range regardless of light sources.
When in question, be a Strix, have both.
If you have darkvision and have a light source (such as above), you will see in color out to the light sources edge (so in this case 40 and 40). If you had darkvision 60, it wouldn't change, but if you had darkvision 120, you would see in darkvision from 80 to 120 feet.
If you want to see variety of food, you should look into the old (WOTC) Aurora's Whole Realms Catalog. Interesting food stuff in there (some had 2.0 rules effects). Catoblepas cheese was the best read.
No. You can generally not occupy the same space as another creature. (see Movement, Position, and Distance / Moving Through a Square in the Combat section of the Core Rulebook). Exceptions are when the other creature is helpless; Fine, Diminutive, or Tiny; three sizes larger or smaller; plus any other creature specific exceptions (can't go through the space of a gelatinous cube, etc.)
It is just a straight cost. Compare that to the Glamered for Armor in the CR. It is in the equivalents table for UE so that when you use the random magic weapon tables in UE it will include that on the correct table.
I've been trying to figure out the ranks for the Clockwork Familiar. With Class skills, the Perception and Stealth are too low. Perception with 1 rank would be +6. Stealth with 1 rank would be +13, and would leave the familiar with 2 ranks not spent (Fly works out correctly with 2 ranks).
If afflicted with the burn special ability of a monster, a character can take a full-round-action to attempt the save to put out the fire. Dropping to ground is a free action, but what action is rolling around?
If a character has caught on fire by other means they "must" make a reflex save. What action is this? Dropping to the ground is a free action, but what action is rolling on the ground? What action is smothering the fire with cloaks?
With the burn ability, the dropping and rolling is part of the full round action. I believe (RAI) that the caught on fire rules are supposed to follow this.
As a note, Prestidigitation has a duration of one hour. No concentration involved. The mud statue (if allowed) lasts for an hour, then dissolves to mud on the ground, table, etc.
For Jim (lucky Jim), any natural roll in his threat range of 15-20, is a hit and a potential critical against Bucky. This is because Jim will add 2 to his 15 and get Bucky's AC of 17.
Take a look at the chart at the start of the classes section of the Core Rulebook (pg. 30). Note that the top it says character level, not class level on when you get Ability Score increases and Feats.
Also remember, that AOOs are limited in that if you have made an AOO against one target for movement, that is the only AOO you can make due to that target's movement (other provocations such as trip/bluff/etc. count as a different provocation).
Can baleful polymorph be removed by dispel magic since it has a duration of "permanent"? Or is it a curse and requires remove curse as mentioned in Curses in CRB?
Since "permanent" spells are vulnerable to dispel magic, see Magic-Duration, and baleful polymorph doesn't say that it is not affected by dispel magic, then it is able to be removed by dispel magic with at least a caster level check DC of 20 (11 + base caster level of 9).
Once the rogue gets next to the pillar, they can attempt to disable the pillar. However, they are still subject to the attacks from the pillar during this time. The pillar can be disabled because it is an ongoing trap for 10 rounds. An easy way to describe it is that the rogue figured out how to stop the rotation of the pillar, therefore the arrows stop firing from it.
Because your choices are set when you make them (as confirmed in the Diverse Obedience feat). You wouldn't be able to change it, only be able to pick from the categories on your next pick.
Kinda wish create pit would create actual pits, rather than this goofy temporary dimensional hole. Would be a lot easier to manage in this sort of situation. Plus there really aren't very many good digging spells...
As a P/B melee weapon, all damage is both types, and the wielder can choose to deal only one or the other type if the situation matters.
The P part of P/B allows Lucerene Hammer to pass this definition, it can be Keen.
This is not a double weapon in which the various ends do different damage types and are enchanted separately.
Actually the Lucerne Hammer is almost a double weapon. It doesn't do piercing and bludgeoning damage at the same time. It does one or the other.
Type:
Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; rather, all damage caused is considered to be of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. For example, the damage caused by a dagger depends on whether the wielder is thrusting to deal piercing damage or slicing to deal slashing damage.
Lucerne Hammer:
Lucerne hammer 15 gp 1d10 1d12 ×2 — 12 lbs. B or P Brace, reach, see text
I would rule that the only time that the hammer got the expanded critical would be when using it for piercing damage.
Kind of. You only get bonus languages for a high intelligence. You get extra languages for each point of Linguistics (they aren't bonus because you had to put ranks in a skill for them).
That's correct. The ultimate weapon vs all DR (except for DR/-) is a +5 weapon. It goes through DR/Magic, DR/Silver, DR/Cold Iron, DR/Adamantine, and DR/Alignment.
In the hands of a Dwarf, does the Dwarven Thrower get the -4 penalty for a non-throwing weapon (since a warhammer doesn't have a range entry in the Table:Weapons in the PFCR)?
What happens if someone with source severance (arcane, CL 18) walks into a wall of Suppresion (CL 19)? What happens to other spells in the area if they are CL 20?
(Wall of Suppresion does not effect spells with higher caster levels but source severance does)
My personal take on this would be to treat them both as anti-magic fields and they both work. Therefore the only worry would be the CL20 spells, which only Arcane would be affected by Source Severance.
The CL 10th isn't a requirement for enchanting, but it does set the roll requirement.
For the +1 Flaming weapon, the requirements are Craft Arms and Armor (must have); CL 3 (+1 weapon, but can be bypassed by adding 5); flame blade, flame strike, or fireball (can be bypassed by adding 5).
The roll required to make this item is 15 (5 + caster level of item (larger of 3 and 10)) + 5 * the amount of requirements bypassing.
A +5 weapon can be attempted at 5th level since the only solid requirement is the feat. The roll required is 25 (5 + CL 15 of item + 5 since you aren't 15th level).
Hey Mark, I have a couple of clarifications for the designer of the Kineticist and the Medium, if you can find him!
1) Is Rare Metal Infusion supposed to bypass hardness, considering it counts as adamantine for DR?
2) I'm a little confused about Surprise Strike's wording, does it just mean your first attack of the day against any enemy is at flat-footed? Or is it only against targets you have hit with your sneak attack? Does your Sneak Attack damage apply to this attack?
As a note, Adamantine doesn't bypass hardness, it ignores hardness that is less than 20 (so it will have to reduce its damage by any hardness at 20 or greater, i.e. anything Adamantine, or a +3 or greater Mithral armor, etc.)
Starting with a level of Gunslinger, what happens when you get to 2nd level Steel Hound Investigator? Does the Amateur Gunslinger become Extra Grit, or just not work? Obviously nothing happens with the Gunsmithing feat.
How we have usually run it: A scroll of Permanency actually has two spells on it*, the one you want made permanent, and the Permanency spell. This is because, not only does the caster level of the Permanency have to be high enough, but the variable amount of diamond dust that has to go into the Permanency scroll. I haven't read through all of the AP/Adventures to see if there was a treasure of Permanency scroll, but I doubt it because of those two requirements.
1) Since jumping is considered part of your movement, yes.
2) No, since you will either be long jumping to get over something (or someone), or high jumping to get up to your opponent, high enough doesn't matter.
3) Don't see a limit as long as you keep 2) in mind.
Here is how I take what he said. Let's say a common lamp creates an area of light with a 15 foot radius, and a dim light radius out to 30 feet for normal creatures. For an LLV character that radius is doubled. The dim lighting area is treated as 60 feet out for them instead of 30 and in addition this dim light is treated as normal light for them.
Beyond that is darkness.
I don't think that's what I said, but I'm not sure. If you would characterize it as "creatures with low-light vision never experience the light level known as low light," then that isn't quite right.
I think what Mark was saying is that a LLV character would have 30 feet of normal vision and then 30 more feet of dim vision, then darkness for that common lamp, however, moonlight and bright starlight (ambient outdoor lighting conditions) would be normal light for LLV characters (dim for normal characters).
1) Concealment applies to the target, not the attacker (therefore you only check if concealment applies to what you are hitting, not where you are hitting from).
2) The Blink spell has special cases (Ethereal).
2a) I believe you could only get precision damage if you can see invisible and can strike into the ethereal (no miss chance).
2b) Possibly even if you can only see invisible (since you can see where the attack is going, and the miss chance is for if the target went into the Ethereal plane).
2c) Ring of Blinking would be the same (since it uses the Blink spell on command).
2d) See 2b).
2e) Hard to tell exactly where your strike is going if the target is in shadows or you can't see particularly well.
3) I would say that since you have a chance to miss, you can't fully verify where your strike is going (unless you have a way to negate the concealment).