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Stynkk's page
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Hey everyone, just catching up on the latest FAQ rulings and I noticed that there was a very firm FAQ ruling about 2-Handed Weapons and armor spikes recently, so I got to thinking...
Pathinder Core Rules FAQ wrote: Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?
No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.
Does this concept of handed-ness also apply to Unarmed Strikes (kicks or headbutts)? That is to say, can you TWF with a 2-hander and an unarmed strike?
It seems like you would not be, but I thought I'd bring it up for discussion.
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Wow, very cool. I think that I might like this section the best... random map generation? Very intriguing. The alignment shifting contacting relationship ideas will be welcomed as well. Definitely liking the reveals for Ultimate Campaign so far!
11 people marked this as FAQ candidate. Answered in the FAQ.
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This is a restatement of my original post concerning Overrun and Charge that was marked as "Answered in FAQ" seemingly in err, so here goes... (hopefully it is presented in the proper format to be considered FAQqable):
Core Rules Question: If a player chooses to Charge and perform an Overrun attempt during the charge, is the Overrun meant to replace the attack granted at the end of the charge (as with Bull Rush)? Or is an Overrun attempt allowed in addition to the charge attack? The rules are unclear on this.

34 people marked this as FAQ candidate. Answered in the FAQ.
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There is a discrepancy in what kind of action is listed in the Escape Artist skill for breaking free from the Entangle spell. Escape Artist states it's a Full-Round Action to break free, while the Entangle spell proper lists a Move Action to attempt to break free.
Let's start with Entangle (see bolded text) -
PRD - Core - Magic Chapter - Spell Index - Entangle wrote: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. We see from the spell, Escape Artist is a Move Action when escaping from Entangle.
While in the Escape Artist Skill there is a different listing.
PRD - Core - Skill Descriptions - Escape Artist wrote: Action: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Which is correct? I believe the entangle spell should take precedence but the cloudiness (and specificity) of the Escape Artist skill makes me think that an errata is necessary.
Is there a place to list errata candidates for the CRB?

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First, I want to apologize to everyone for the intense Rules Oriented slant of this post.
Second, I'd like to embrace that slant whole hog!
Here is my appeal...
Please Paizo, utilize a strict keyword system in the ruleset of PFRPG! These words should be off-limits to employ as normal rules description or example text. It would be helpful in discerning the meaning behind certain rules text and remove some of the confusion.
It is my hope that this idea will assist you in communicating the ideas of your ruleset to the masses. This problem is not common, but neither is it uncommon so don't take this as a blanket statement that the rules don't make sense. They do, but sometimes things get a little muddier than they need to.
For example, the word proficiency (Proficiency). Easy right?
Many players recognize this as related to the game term describing the ability to wield a weapon effectively. However, in regards to Composite Bows the word proficiency is used nebulously,
PRD - Core Rules - Equipment wrote: Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). So what does this usage of proficiency mean? Is it related to the game term? Does it say without the minimum STR you can't use a composite bow even with proficiency meaning you get an additional -4 to your attack rolls? Or is "proficiency" here meaning that you can't use the bow effectively, but you still have attained "proficiency" in the game sense of the word? I'm not trying to be a porky mouth, I just don't know what it's supposed to mean.
As a second example, the word action (Action). This has caused quite the stir in the Rules Forum regarding Attacks of Opportunity. I won't get into specifics of that one, but because it is unclear whether the word "action" is referencing Action (the game term) or just action (the normal word) people get into a tizzy!
So please, developers, designers & editors I send this plea out to you that you will codify a keyword system (look to Magic: The Gathering for an example of this). This will keep some of the common game terms (which are also common terms) from entering and muddying text that is supposed to be there to help clarify things. I am doubtful that this (creating of a keyword system) will happen, because it has not yet transpired.
However, I am willing to compromise. If you're describing a rules related topic please capitalize it. If you're talking about action in the PFRPG sense please write Action, if you're not just use action with a lower case a. It will make things easier for us, the users of your fine PFRPG products.
My name is Stynkk and I approve this message.
Paid for by the Cleaner Rules for Tomorrow's Youth SuperPAC.

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Ok. So I'm trying to stat out a Dragon Cohort, however, things get sticky when determining their "senses".
Dragons have "Dragon Senses" listed in their senses field in their statblocks. If you go to the bottom of the dragon section in the Bestiary (Bestiary I) it says:
Dragon Senses (Ex): Dragons have have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light. So dragons have DV 120 ft and Blindsense 60ft. Right? Right.
BUT, if you go to the creature types section where it talks about dragons, it states...
Traits: A dragon possesses the following traits (unless otherwise noted in a creature's entry).
• Darkvision 60 feet and low-light vision.
• Immunity to magic sleep effects and paralysis effects.
• Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
• Proficient with no armor.
• Dragons breathe, eat, and sleep.
There is no mention of Blindsense, or 120ft darkvision..
So which is it? Darkvision 120 ft or 60ft? Blindsense or Lowlight Vision? All of the above? Some of the above? Oh, the inconsistent humanity!! ;)
This needs FAQing..
Hi,
I posted this topic some years ago and it recently resurfaced in the Rules Forum. A poster noted that this thread carries the "Answered in the FAQ" tag given by the folks at Paizo, but there doesn't seem to be a FAQ entry for the topic.
http://paizo.com/forums/dmtz33ho?Overrun-and-Charge
It may be mislabeled, the FAQ may be coming or any one of a number of other scenarios. Just thought I'd bring it up & thanks for creating the Rules FAQs!

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Ok, so I am having a little trouble with Plague Bomb (from Ultimate Magic) and I'd like some input from the forumites on how to treat this. I'll go through what I know, then what I'd like to know.
What I know:
PRD - UM - Spellcasting Options - Alchemist - Discoveries wrote: Plague Bomb (Su)*: So we have a 10ft radius cloud of contagion, that lasts for 8 rounds at minimum.
PRD - Core - Spells wrote: Contagion: This cloud removes onsets of diseases contracted by those inside it.
What I'd like to know:
1) Can a creature be affected by multiple instances of the same disease? I think not because of this text from the Afflictions section in the glossary: Unlike other afflictions [Curses & Diseases], multiple doses of the same poison stack.
2a) Is the type of disease "set by the Alchemist" when you throw the bomb? Do you throw the bomb and say: This bomb acts as an area Contagion spell and gives anything in the cloud "the Shakes"?
2b) OR can you assign any of the diseases listed by Contagion to any of the creatures during their time in the cloud.
Example:
Round 1 - Orc is in the cloud and contracts "the Shakes" (or at least makes a save vs it).
Round 2 - Orc is in the cloud and contracts Blinding Sickness (or at least makes a save vs it).
2c) Basically, are the creatures treated as if they encountered a new instance of Contagion every round in the cloud? How does repeated exposure to the same Contagion spell work?
3) Does a cloud of Contagion limit your visibility, like a Smoke Bomb? All the other "cloud" bombs obscure sight: Smoke Bomb, Stink Bomb, Inferno Bomb and Poison Bomb, but Plague Bomb is nebulous because Contagion was not intended to be an area spell.
A lot of these questions come up because Contagion was not inherently an area spell before being applied to the bomb.
Does Damage Reduction apply vs Ability Damage? It is a type of damge, right? Let's say like against the Alchemist's Madness Bomb class feature (1d4 Wis damage)?

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I have been over the rules for Magic Item Creation and I *think* I found a rules incongruency, but I might be wrong so please let me know.
The last component of Magic Item Creation (after time and money/materials) is a Skill/Finishing Check that the creator must complete in order to create a properly functioning Magic Item. However, I have found two different numbers for this check in the Core Rule book.
From the Core Rules: Feats Chapter: Item Creation Feats subheading & description - PRD - Core - Feats wrote: Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details. So what we're getting is the finishing check is "10 + the item's caster level" for Magic Item Creation.
Conversely in the Magic Item Chapter, the first paragraph of the section - PRD - Core - Magic Items - Magic Item Creation wrote: To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information). Here in the detailed Magic Item Creation rules we see the check is "5 + the caster level for the item".
So, which is it? 5 or 10? And why are there two different numbers listed? Am I going to far with this?
If you hit a character using a Spell-Like Ability with a provoked Attack of Opportunity, they must make a concentration check - right? (Injured while Casting)
But what modifiers do they add tp their concentration check? They have no primary casting stat. Is it simply adding caster level? Would you assume their CL = their HD?

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Are Constructs and Undead immune to Bleed damage or not?
There is different information in the Universal Monster Rules and the Creature types section of the Bestiary.
PRD - Bestiary I - Universal Monster Rules - Construct Traits wrote: Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Example 1: Construct Traits in the Universal Monster Rules. No mention of immunity to bleed.
PRD - Bestiary I - Universal Monster Rules - Undead Traits wrote: Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Format: undead traits; Location: Immune.
Example 2: Undead Trates in the Universal Monster Rules. Again, no mention of immunity to bleed.
PRD - Bestiary I - Creature Types - Constructs wrote: Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Example 1A: Here we see Constructs are immune to bleed - conflicting with example 1.
PRD - Bestiary I - Creature Types - Undead wrote: Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Example 2A: Here we see Undead are immune to bleed - conflicting with example 2.

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Improvised Weapons have always been a problem for me, so a little clarification from the community would be welcomed.
Improvised Weapons (Melee):
What can and cannot be used an improvised weapon (melee)? Can an actual weapon be an Improvised Weapon (melee)? Or is it restricted to non-weapon objects?
If melee weapons can be improvised melee weapons, do weapon features/enchantments apply? What is the damage type for an improvised weapon (melee)? Does it vary and wouldn't it almost always be Bludgeoning damage?
Here's an example:
Let's assume a sample character is not proficient with a longsword. This character attempts to use it as an improvised weapon (without the Catch Off Guard feat) do they take -8 on their attack roll? Or is impossible for a character to be doubly non-proficient with a weapon?
Improvised Weapons (Ranged):
Does throwing a weapon that is not meant to be thrown constitute using a Improvised Ranged Weapon?
The rules state that a Weapon that is not designed to be Thrown, can be Thrown. Then it goes on to list the rules for doing this, some of which sound very similar to the Improvised Weapon rules regarding ranged weapons.
Do weapon features/enchantments apply when the weapon that is not meant to be thrown is thrown?
The rules state a character throwing a weapon that is not meant to be thrown takes a -4 penalty on the attack roll. The rules then further state that to use an Improvised Ranged weapon the character takes -4 to their attack roll for nonproficiency.
Is this in addition to the -4 for the weapon being considered an improvised thrown weapon? Or does using a weapon in this manner not count as being an improvised thrown weapon? Again is impossible for a character to be doubly non-proficient with a weapon?
Do weapon features/enchantments apply when the weapon is thrown as an Improvised Ranged Weapon?
One of the main focuses of this mental exercise is:
If it is possible to use a weapon as an improvised weapon, one could get Catch Off Guard/Throw Anything and use pretty much any Exotic weapon in the game without penalties (just a poor crit range). Which is why I'm an advocate for the double penalty.

Ah, Power Attack vs Combat Expertise, like the offensive and defensive sides of a coin. However, the writing of the feats is markedly different and I have a few questions about them for you all.
1. Can you use a feat when it is not your turn? Rhetorical, I assume yes because of the existance of things like Deflect Arrows.
2. Can you use Power Attack when it is not your turn (e.g. Attack Of Opportunity)? Power Attack states that you may evoke the feat whenever you make "an attack roll". And nothing about on your turn.
PRD - Feats - Power Attack wrote: You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. 3. If Combat Expertise is supposedly the defensive counter to Power Attack, why is the writing of the feat so wildly different?
PRD - Feats - Combat Expertise wrote: You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. 4. If you can use Power Attack outside of your turn, then why is the much less popular (and many would say less useful) Combat Expertise so exacting in when it can be utilized?
5. Assuming that you can use Power Attack outside of your turn, would it not be fair to allow Combat Expertise outside of your turn as well? It would be giving a boon to defensive warriors.
Thanks
Just want to be sure:
If you polymotrph with this spell from a Medium to a Small creature you gain +2 dexterity, that much is clear.
Do you also gain the various other size modifiers for being small?
- Modified Weapon Damage
- +1 AC
- +1 Attack Rolls
- +4 Stealth
- -1 CMB/CMD
- Lower Base Speed
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Can you use the Knockback Rage Power (bull rush in place of a melee attack) with a weapon? If so, a Reach Weapon?
Quandary wrote: ...The exact definition of what maneuvers are done with weapons isn´t stated very clearly in the rules itself, but basically the assumption seems to be that ´in place of melee attack´ maneuvers are done with weapons. PRD - Rage Powers - Knockback" wrote:
Knockback (Ex)
Benefit: Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
I'm trying to access the
TWF (Falchion & Improved Unarmed Strike) in PFS
thread in the rules forum, but when I click on the thread I get brought to the Archives page with the list of threads. Others are posting in the thread and I'd like to see what they are discussing.
Thank you
If a Cleric takes levels of Holy Vindicator does he/she also gain the Domain Spells for his/her associated domain/subdomain via the Spells per Day ability?
I ask because on the Spells Per Day chart for the Cleric, the domain slots are tallied. Furthermore they are directly associated with increasing your cleric level. It is my understanding that you would not be gaining any domain powers or the like.
Spells per Day:
This bolt is mighty cool:
Aura faint enchantment; CL 5th Slot none; Price 267 gp; Weight 1/10 lb.
These +2 bolts scream when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become Shaken. This is a mind-affecting fear effect.
How long would the shaken effect last? Is it treated as a CL 5 Doom spell (5 minutes?)
When a barbarian goes into a Rage they gain morale bonuses of +4 STR +4 CON +2 to Will Saves and a penalty of -2 to AC.
I'm assuming that the CON bonus actually also adds +2 to the Fortitude Save through the ability boost - though it never says that in the ability.
So, would that mean that a level 2 Barbarian with Superstition would get:
+4 STR +4 CON (and hence +2 Fort) + 2 Will and another + 2 all saves vs spells?
For a total of
+4 Fortitude vs Spells
+2 Reflex vs Spells
+2 Will vs Spells (because it doesn't stack with normal rage bonus)
?
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Okay, I know this has been brought up before, but this inconsistency can't continue. I'm talking about the inconsistency between Missile Shield and Arrow Deflection.
This enchantment says it acts "as if [the wielder] had the Deflect Arrows feat". Then demands a Reflex Save that the Deflect Arrow feat does not mention at all. In reality, this functions similarly to Deflect Arrows, but not exactly the same. See Deflect Arrows below.
No mention of a reflex save at all. Not only that, but since the APG was published the feat Missile Shield has been introduced into the debate.
This is the first time (that I can recall) that another feat/enchantment used the text "as if you had the Deflect Arrows feat" aside from Arrow Deflection.
Does Arrow Deflection deserve an errata or is this working as intended? What is the deal with the reflex save?
Is a Dragon Disciple's Dragon Bite considered a Magical Attack for the purposes of overcoming DR?
The draconic bloodline specifically calls out that the Claws become magical at 5th level. However, the Dragon Bite has no such clause.
I assume it to be the case that both the Bite and the Claws are magical, but I thought I'd ask the board.

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Ok, let's talk shop.
PRD - Skills - Stealth wrote:
If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
1. Let us say that you are in combat for this, if your character gains concealment via a cloud effect (obscuring mist, smokestick, fog cloud) can you make a stealth check (in combat) while in the cloud or on the edge of it? That is to say with the 50% or 20% concealment granted from the effect?
1A. If we say yes, does a character on the edge of the cloud still have concealment to maintain stealth? Ideally, this would be shooting/attacking a target outside the could. Assume the attacker would not have any vision or obstructions from the edge of their square to the target.
2. Is bluff the only way to "create a distraction" or would a fog cloud also create one? What about reatreating out of a room? (out of sight)
3. Can you shoot from cover without having to leave cover? Please refer to the following diagram. R = Rogue, C = Cover Object, E = Enemy, X = empty sqare
R x
C x
x x
x x
x x
x x
x x
x E
x x
Using cover rules here, you can gain stealth. IMO you do not lose stealth while attacking in this way. If the wall is a low wall you can gain cover from it and shoot over it. Correct? If the wall is a high object you can designate the corner of your square as the source of your ranged attack and from these corners your line of sight/effect is not broken by anything.
4. Finally and most grandly, if any of these hair-brained ideas work as I'm thinking, is your target blind to you? Are you "invisible" to them? What is the penalty for not being aware of a target? Are they flat footed to you?
Note: I haven't yet thought about what would happen once you strike the character and they become "aware" something is attacking them from your general direction. If you don't use the "sniping" clause n Stealth then you're automatically detected?
I've been crunching numbers on how difficult to make this poison would be and it would be some months (maybe even years) to create this poison even with rediculous modifiers.
Black Lotus Extract - 4500 gp, Craft DC 20
Converted into sp = 45000 sp
Lets assume a check of 10 with +40 modifiers = 50. x 20. That result is 1000 for the week.
So... in a mere 44 more weeks, I can have a single dose of the poison. Assuming I ever get +40 to my skill checks...

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PRD - Combat - Full Attack wrote:
Deciding between an Attack or a Full Attack:
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.
How does two weapon fighting work with this? Assume you attack with one hand first as a standard action (the attack hits, no TWF penalties) then you decide to continue with the full attack getting your offhand attack.
Do you retroactively account for penalties on the first roll? The player was not using TWF at the time of the first attack. How does that work?
A player that does not utilize the extra offhanded attack of TWF does not suffer the penalties of TWF in my understanding.
Not trying to stir up trouble, but seems like it might cause some problems.

Can a character use two different weapons to complete a Cleave?
The player uses the Cleave feat with his Long Spear to attack the enemy that is 10 feet away. This first attack hits. Can this player continue the Cleave with another weapon, such as Armor Spikes - as the next enemy is both adjacent to the first and still within reach?
The Cleave feat stipulates:
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach.
Let us imagine the following scenario. P is our player, E is for the target enemies and X denotes open squares on the battle grid.
X X E X X
X E X X X
X X P X X
If this were possible, would the cleaving character be subject to the penalties for Two Weapon Fighting? This scenario invovles a Spear and Armor spikes, but I can also imagine a cleaving situtation that involves a whip and a close range melee weapon.

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If that witty title didn't draw you in, then nothing will...
Let's talk about the Brace Feature shall we? Currently, a character can do double damage with a brace weapon IF they use a readied action to set their attack vs a charge.
Brace:
This makes the feature overlooked and frankly not very usable. I know that I would prefer to set my weapon to attack a target that gets in range without adding the highly conditional "if they are also charging" clause. Double damage is a powerful feature, but honestly - how often does it occur that a monster charges into the brace?
I propose a modification to this oft forgotten weapon feature:
Brace v2.0:
This is a minor change, I admit, but it does allow a little more flexibility to use a Brace Weapon in a cool and unique way. If your readied attack strikes a charging character, double damage.
This way, a monster doesn't get to walk up to you and slap you across the face because you set your spear against the charge that never came.
Is there any chance we will see this type of bloodline implemented by Paizo either in Ultimate Magic or in the future?
I am a bit dismayed that the only representation that werewolves (or otherwise) only get a curse with very little description involved.
I would like to see a bloodline constructed similarly to the Undead Bloodline in which the type of creature/transformation aesthetics are up to you, but the general powers are the same.
The lycanthrope bloodline would open up some great character and roleplaying possiblities.
I would think this bloodline would grant:
- Bite (or claws)
- Rage (of some sort and the Rage spell)
- Scent
- Progressively increasing DR x/silver
Haven't worked out the bloodline arcanna, but I think it should be centered around physical augmentations.
In Creating Magic Items - Potions: the rules state "The character must pay the full cost for brewing each potion" - which is the same cost as just buying a potion.
However, the feat Brew Potion says "To create a potion you must use up raw materials costing one half [the] base price". Which is more in line with the other Item Creation feats, but it links you to the information listed above.
Which is correct?

PRD wrote: Magic Item Creation [...]
All items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites.
Does brewing a potion only have four prereqs? The Brew Potion feat, knowledge/preparing of the spell, sufficient caster level, and material components (if any)?
I am currently trying to figure out what the finishing DC would be for a level 3 Cleric trying to make a Potion of Haste (not on his spell list). It is my understading that potions can be made without the knowledge of the spell. However, would there also be the prereq of being an Arcane Spellcaster and/or a Wizard or am I thinking too broadly?
Hi there!
All this crafting talk got me thinking...
Can a character that is not a Wizard, let's say a Sorcerer with the Scribe Scroll feat, copy a scroll onto a blank parchment and create a new scroll of that spell?
Let's assume they don't know the spell to be copied for this example.
I can't seem to find anything in the rules directly relating to this situation, just about copying from a scroll to a spellbook...
Sub Question:
Can this sorcerer have their own spellbook filled with spells and spells they don't know? (I'm assuming yes) Can they then use that as a template to create scrolls?

Just an idea:
IMO if you are a Repeating Crossbow user and take Rapid Reload, you should be able to take iterative attacks while using the Repeating crossbow with one hand.
This enables you to TWF or use a shield with these kinds of weapons. Rapid Reload has benefits for all other types of crossbows, but not this one, I wonder why that is.. We do know from Core that these kinds of crossbows can be fired with one hand, albeit with penalties due to their size.
I find this proposal to be logical because the Repeating Crossbow can essentially be negated if you use a Light Crossbow and take Rapid Reload.
Assuming that you do, what now is the point of a Repeating Crossbow? The weapon becomes redundant - you don't need the proficiency feat or the exotic weapon and it still requires two hands to operate. In fact, its probably better to use a standard crossbow so you don't get bogged down for a full round by reloading the 5 bolt clips.
Is it reasonable that another player (with a similar concept) that is using thrown weapons (let's say javelins) only need select the Quick Draw feat to throw Javelins either in TWF or a use a shield while tossing javelins with iterative attacks?
Why are repeating Crossbows getting the Shaft? And where's the repeating Hand Crossbow?
Anyway... it's a bit of a rant and a bit of residual fallout from a character idea when I wanted to make a pre-industrial gunslinger type. Let me know what you think.
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I don't have much experience with grappling so I thought I'd ask this question inspired by a similar thread.
Hypothetical situation...
If you Grapple a creature, then Pin the creature and finally manage to Tie Up the creature....Does the creature ever become Helpless? (I guess if they can't break their restraints)
Part of the helpless description also refers to a creature that is "bound", but the grapple section of the rules never refers to this.
Can you ever upgrade to helpless in this way?
Hi,
In the PRD: Spell Lists for the Cleric there is a linking problem with one of the spells.
Problem link:
Cleric Spells: Level 6
Symbol of Fear
Problem:
links to Symbol of Pain description page when clicked
Solution:
should like to Symbol of Fear description page.
Thank you! Just a random issue I stumbled upon.

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Hello all,
I have a question (and some follow ups) to throw out there about charge and it's interaction with the Combat Maneuver called Overrun.
Overrun states that it may be invoked "as a standard action or as part of a charge". However, this maneuver is largely designed to move through the space of an enemy. Yet the text for charge stipulates "you must move to the closest space from which you can attack the opponent [I will presume to stop there and attack]."
If the CM Overrun is used as part of a charge action where does the attack from charge come in? Is it before or after the Overrun Attempt? This is important for the next follow up questions.
Follow-up Example 1:
For example, I charge at a Goblin using a normal melee weapon. Can I choose to Overrun him (moving through his square and possibly knocking him prone) and then use my attack from charge when I reach the other side? (let us presume I have used feats on the Overrun Tree to ensure the target is prone).
Flavor-wise this seems correct as I can imagine a burly Barbarian barreling towards an unwitting opponent, throwing him to the ground with the impact and smashing a Warhammer into his chest.
Follow-up Example 2:
What about a non-mounted character using a Reach Melee Weapon? How would they overrun a character while charging? Would they be able to move "away" from their target after Overrun because Reach weapons can't be used on adjacent targets?
Thank you much, this one has been vexing me.
On a completely random note, I really enjoy the Charge Through feat from the APG, its really cool and I give kudos to Paizo for creating it.
I have been reading up on Armor Spikes in the forum recently and they bring up many questions...
Is there any reason to believe a player could not use the Two Weapon Defense feat to act with Armor Spikes? You would take Two Weapon Fighting to use them optimally...
For example: My main weapon would be a Great Axe and my offhand weapon would be an Armor Spike.
As another tangential question: Would you still be able to attack with your Armor Spikes in a turn if you made a bite attack (as in the Barbarian's Animal Fury?). It says you can't use them in conjunction with an off-hand attack, but a bite comes from a head and is a secondary natural attack... is that considered offhand?
Example: Great Axe Attack, Bite Attack, Armor Spike Attack?
Thank you for your consideration

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Hi! I have been crawling on the forums since I got into Pathfinder a few months ago and I quite like it. This is my first post so I hope to be clear.
Just a few general observations about Shatter Defenses/Deadly Stroke feats and the interaction with Uncanny Dodge.
The Uncanny Dodge ability states that this character "cannot be caught flat-footed" Shatter Defenses states "any shaken, frightened or panicked opponent hit by you is flat-footed".
Now, I would interpret this to mean that Shatter Defenses does not make a character with Uncanny Dodge flat-footed because I don't think flat-footed is a condition that can be gained.
Although this does not seem to be a very thorough shattering of the opponent's defenses, it seems to be working as intended except when you factor in Deadly Stroke.
Should Shatter defenses overcome this ability (Uncanny Dodge)?
Deadly Stroke already operates in a very small window (if the opponent is "stunned or flat-footed") so now the window becomes that much smaller. It also requires a significant feat commitment of 5, including itself, to obtain. Yet, a level 2 Barbarian or a level 4 rogue (or NPC's with Uncanny Dodge) are very capable of evading a full one half of this feat's functionality. That doesn't seem right.
I am currently making a character that will be investing in the Deadly Stroke tree (and bleeding), so I hope to maximize its usage though I recognize the limitations.
Thank you!
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