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Was there ever any clarification on this order of operation? Whether it is vulnerability that is applied first or Energy resistance that is? This Stack exchange gives some good citation for why it is vulnerability first but other people point to the 3.5 FAQ and it saying resistance first. Just wondering if anyone else has any good evidence one way or the other. I'm leaning towards Vulnerability first as it would just follow normal math rules that way. (multi/div before addition/sub) Also that is the way it is in pf2 as far as I am aware so it seems the devs also leaned that way( if only for the new edition).


Do spells that were prepared for the day but have had their slot spent count as prepared still? I am Wondering for the spell Channel the gift if a spell can be cast even if you already used it that day.

Relevant links: Prepare rules
Channel the gift


My gm has ruled that durable arrow's can't be made with any special materials but is open to changing it with any evidence to the contrary. Problem is most people just assume you can do this so I can't find many places online talking about this. Does anyone have any good info about whether this is allowed by the rules or another thread/post that clears it up?

I tried saying that in the alchemical archery section it says durable can be applied to a variety of different ammunition and should therefore imply it's alright for special material ammunition but he wasn't having it.

thanks in advance for any answers!


I want to make an Arcanist Occultist with the feat Evolved Summoned Monster. My GM prefers if we use unchained summoner, which I am fine with. However, the unchained eidolon has new subtype restrictions on a lot of its evolutions which many common summons do not meet. Should the subtype requirements apply for this feat?

Additionally, my GM has ruled that creatures with the appropriate limbs meet the prerequisite for Claw/Slam evolutions but how would you rule on creatues without obvious features like an elemental?


Question is pretty much in the title, couldn't find the question when I googled it but I may have just not typed the question right.

Any opinions are helpful, thank you in advance.


I came across an interesting rules question while making a new character for a game.

In the Kineticist utility wild talents you are able to get a Wysp familiar using these talents :
Elemental whispers

Greater elemental whispers

In the wysp stat block there is this ability:

Living Battery (Ex)

As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.

My question is how does this ability interact with Greater elemental whispers? Whispers says the element returns to your mind if it dies and can be re-manifested for the normal resummon cost but the ability says it can't be resurrected. What I think is that Greater whispers trumps the wysp's ability ( specific > general) as normal improved familiar wysps do not get to remain connected to it's masters minds and the masters to do not retain the alertness feat if the familiar dies. It reads to me as if only the material body dies and the consciousness cannot truly die.

Sorry for my rambling, I would just like to know what other people think.


Some of my players were asking how this would work and while I had thought one way some of them thought another. As i couldn't find a thread already asking this (if there is just direct me to it please) I am posing the question here.

If someone has the Blessed touch trait and attempts to damage an undead with cure light wounds do they get the +1 on the damage?

If anyone has an answer or can point me to a part of the rules that addresses this I would greatly appreciate it, thank you.


One of my players has an idea to use Mystic Theurge and Eldritch Knight together by having Eldritch knight bump up Mystic Theurge's "spells per day" with the eldritch knights "+1 level of existing arcane spellcasting class". So in essence the mystic Theurge would get +1 on his "spells per day" which states "+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class". He argues that mystic theurge is an arcane class because of this sentence "This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly." The other implying that Mystic Theurge is also an arcane spellcasting class.

My question is does it work like this? I can't find a rule saying you can't do this and was wondering if this is legal?

Bonus question: was there ever any ruling on the sunrod equipment trick that grants early access to prestige classes?


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While reading the class for my playtest games I noticed that Eidolons fall very behind on stats at the later levels. They start at 16 main stat and then to further exacerbate this they do not benefit from Apex Items. This leaves them at a disadvantage on their attack modifier when compared to martials at some levels. For a class trying to keep the Eidolon in parity with martial classes to not have those things means they feel inadequate when compared to them. Summoners have very limited spell casting so if their Eidolon falls behind martials because of stats they can feel underwhelming and less fun(this is my personal experience from playtesting). What does the community in general think?


If you have an Animal Companion and you have your eidolon command an animal on it does it follow the normal action rules or does the Animal companion get 2 actions without a check like if you commanded it? This could be useful if you wanted to use a battleform or otherwise be polymorphed/unable to talk. It is an interesting question and could provide a lot of fun for the class.


Basically the question is in the title. The Bears support ability reads as follows:

"Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear’s reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8."

To me it sounds like it is the bear doing the damage and does not benefit from you doing a crit but some people think they do.

Are there any rules I'm missing and what is the general opinion?


Recently ran into a situation and I can't find the exact section i would need in the rulebook. My players were fighting a fire mephit that used it's breath weapon that does 2d4 fire plus 1d4 persistent fire. Now normally if there is persistent damage on a spell or spell like ability it says exactly if it halved/doubled or if it even happens but for the breath it is just a basic save.

Some of my players thought that it is not subject to the basic save success/failure rules like the regular fire damage is and would there for not be doubled or halved at all. In the moment I ruled that it is just like any other damage and is subject to normal rules, to which they asked is half of d4 a d2 or just roll d4 and then half.

I know persistent damage CAN be doubled/halved but i just wanted to make sure in this specific situation. So was this ruling correct? and if so would half of the d4 be d2 or just half of a d4 every turn?


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I recall hearing in a Q&A panel at one point that there will be a new errata sometime soon, but haven't really seen any new information about it since then. I was wondering if there has been any mention by paizo about a specific time or even that it is still happening?

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