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Thanks Skylancer. That's what we'd been doing, and I thought that was how it worked. Just wanting to double check.


So, how do monster ability scores translate over to PC's? We've been using the old 3.5 method, cause we can't find anything in the books about how to handle it in Pathfinder.


Sweet. Thanks.


Alright, so I have a player that needs a fine sized weapon. The listing on the chart for most of them says -, which clearly indicated no damage. But does that mean no damage at all, or no damage from the weapon? In other words, if you have a positive strength modifier, would you still add that to the weapons damage?
On a related note, if it does deal no damage at all, do you still get to apply sneak attack?


Sorry, it's 10k flat for the enchantment, not +3.


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What happens if you move into the ground as far as attacking you from above ground goes? If you're just 5 feet in, do you get concealment or total concealment? A player brought this up as he thought of something super broken. If it does give you total concealment, which there is a very strong argument for, if you have burrow speed you can take a5-foot step into the ground after attacking to avoid retaliation. Now you can only do this every other round. But that still takes you out of harms way for half the fight. Now if it were hard to get a burrow speed this wouldn't be hard. But you can get it for a +3 enchantment. Sure it's on 10 feet. But that's enough for a 5-foot step.


Maybe I wasn't full clear. But as Buri pointed out, CR goes down as you gain levels.


Essentially if monsters gain PC levels their CR "goes down" as they gain class levels. I know that's not exactly how it works, but that is what the overall equation comes out to. The rules say you treat the race as a separate class for purposes of class level. The minimum a CR can be reduces by is half rounded down. But what if you have templates? Are each instance treated as is own class and reduced to half, or do you add the CR's together and to to half of that? For instance if you have an advanced Atomie. Atomiare CR 1 and advanced is a CR +1. If you add together that can be lowered to a 1, but if you don't it stays at a two. One one hand for balance it seems kinda nuts to get one of those for free. But a CR 2 is a CR two and as such it seems fair for all of them to be reduced to the same CR over time. I can see argument for it going either way and I just want to get some second opinions.


Guess we're not getting a response on this one. And I thought it was a good question.


I just realized something when I reread Aura of Cowardice. It says specifically if you have immunity to fear you lose it. It says nothing about overriding mind-influencing effects. My point is this. An undead has no immunity to fear to lose. It has immunity to mind-influencing effects. Those are those completely different things. So it doesn't effect an undead at all.


IT doesn't seem we're going to get a clear consensus on this. May original take on it was that the Anti-Paladin's ability was specifically targeting Paladins. Hence why they're named ANTI-Paladin. Sure it would catch anything else that makes you immune to fear as well. Making everything that's immune to mind-influencing effects also fearable seems silly for a 3rd level ability.


That's the conclusion we came to. But it makes that aura seem a tad too powerful. Letting you fear and intimidate undead and such.


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It says it removes the immunity to fear from creatures that are immune. Is this directly targeting creatures that are just immune to fear, such as a Paladin, or does it remove it from things that are immune to mind-affecting effects as well?


So if tremorsense doesn't negate it, then does blindsight?


A friend pointed out that in the perception skill it states that creatures with tremorsense get a +8 bonus to perception checks against creatures touching the ground with in their range. Why would they get a +8 bonus versus stealth if they auto detected? I don't think they auto detect, they still have to spot you.


That does make sense. It doesn't let you actually see them, but you know where they are.


So blindsight does it too? Crazy.


So if a stealthed character charges from outside those 20 feet, then it would still get sneak attack damage on that attack. Right?


I must've looked at the craft price by mistake. Still 20 feet of auto breaking stealth is kinda ridiculous. I'll just have to be more careful with assassin types.


Yeah, I can see creatures with it. They are few and have it built into their CR. But 5k for an auto win versus invisibility and stealth and essentially anything else that hides you is ridiculous.


Don't you think that's a bit overpowered? Just an auto win versus stealth. Especially since you can just buy a pair of boots that give you it for a mere 5k?


Personally I put my decision with stealth, as something just completely negating stealth with out clause seems a tad overpowered.


Ok, here's one for you. Tremorsense says you automatically pinpoint the location fo something in contact with the ground. Stealth says you can't be detected unless they beat your stealth roll with a perception check. Which one wins between these two?


Thanks for pointing out where is said you couldn't have the same property twice. I knew it was in there somewhere, but I couldn't find it. That's what I get for searching for something at such late hours. XD

As far as the bane, I don't see any real strong arguments that it wouldn't stack, but then I'm not entirely sure you can have it on a weapon twice. I think that's something that probably falls to the GM on both accounts.


Oh, and another question on that note. If you cant's tack, do different types of bane count as different enhancements? Could you have bane humanoid (human) and bane humanoid (elf) on the same weapon?


Can you have the same magical property multiple times on a single weapon? I'm pretty sure you're not supposed to be able to, but I can't find where it says that anywhere. Also, if you aren't able to stack them on the same item, what happens if you have them on a weapon and it's ammunition? Say if you had a flaming arrow and a flaming bow.


Alright, so I"m GMing a campaign and a player wanted t apply a template that change him to undead with the augmented subtype. This brought up a couple of interesting debates and we couldn't come to a complete conclusion on any of them, as we good points for the arguments we had.

First, does the creature still count as it's old type for spells, since it still has it's old type as part of the augmented subtype. The subtype is augmented such and such, so it's technically not the same, but it is partially the same.

Secondly, what happens to subtypes? The applied template specifically says the type becomes undead with the augmented subtype. Now to me this suggests the old subtypes are lost, as it doesn't mention keeping them at all. But the players argument is that they are attached to the old type, so therefor are kept because of the augmented subtype.

Now I know I am GM so I can make a decision one way or the other on both and it goes. But I like to be fair to my players, so I want to try and make sure I'm running this right.


The selected target for word spells says that if you selected a spell that does energy damage it become a ray. It doesn't say whether or not the ray loses any saving throws previously attached to the energy damage, even though rays that deal damage generally don't have such.

The burning flash word specifically states that it loses it saving throw, but the other energy spells don't. Is it meant for just fire to be this way, or was not listing the removal of saving throws an oversight?