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How do temporary hit points granted by the Razmiran Priest's false channel and cure X spells interact with normal healing? Would normal healing spells overwrite the temporary hit points?

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First Ritual (Su): At 1st level, a Razmiran adds both bless and cure light wounds to one of his arcane spell lists, but treats them as if they were 2nd-level spells. If he is a spontaneous caster, they are also added to his list of spells known. Whenever he casts cure light wounds using this ability, the hit points healed are instead treated as temporary hit points that last 10 minutes per Razmiran priest level, although the subject of the spell does not notice this difference until the duration expires. Temporary hit points from this (and any subsequent cure spells) do not stack.
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False Channel (Su): Starting at 2nd level, a Razmiran priest can channel positive energy to heal living creatures like a cleric, healing 1d6 points of damage, plus 1d6 points of damage for every two Razmiran priest levels after 2nd. He can use this ability a number of times per day equal to 3 + his Intelligence or Charisma modifier (whichever is higher). The hit points healed by this ability are treated as temporary hit points, and last for 10 minutes per Razmiran priest level. These hit points do not stack with themselves (although they do stack with those from cure light wounds cast using the first ritual class feature). This ability does not count for the purposes of meeting any prerequisites that call for the ability to channel energy. This ability cannot be used to harm undead creatures.


Can I use these together?

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Hand of the Apprentice (Su)

You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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Spell Storing

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.

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Are there any feats, items, etc to increase your wizard level for arcane school powers? Would Magical Knack help?

I want to multiclass, without losing Dazing Touch.

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Dazing Touch (Sp)

You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


How do these abilities interact? Would I gain boons from sentinel or evangelist?

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Obedient Champion

At 3rd level, the divine champion gains Deific Obedience as a bonus feat, even if he doesn’t meet the feat’s prerequisites. When a divine champion gains boons from this feat, he gains the appropriate sentinel boon offered by his deity, rather than gaining the exalted boon.

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Divine Boon

As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat for details on divine boons. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

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Deific Obedience

Certain prestige classes gain access to these boons at lower levels as a benefit of their prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.


Sadly I do not own the Adventurer's Guide yet, but the Sanguine Angel is on the pfsrd now! I've wanted to make a Gray Maiden ever since I first saw them.

Should I stick with the classic fighter or does a particular archetype fit the theme better? I was contemplating Shielded Fighter, but I'm not sure yet.

Also, is the Gray Maiden plate referred to by the Sanguine Angel a new item from the Adventurer's Guide?


Have some questions on this construct modification.

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Construct Limb

Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, Small or Tiny construct

CR Increase: none

Cost: 27,000 gp

This modification can be performed on a Small or Tiny construct, such as an iron cobra or a homunculus. The creator modifies the construct such that she can slip it over her arm and control its actions as part of her own. The construct limb retains any melee attacks that the construct has, and the creator can use special attacks as if she were the construct (using the construct's attack statistics and effects), but treat the creator as the creature making attacks for the purpose of determining attacks of opportunity and other actions that could be triggered by an attack made by the creator.

The limb also provides the wearer with limited protection in combat, roughly equivalent to that of a heavy steel shield. The wearer is considered proficient in this shield. The wearer retains the remainder of her abilities.

A construct limb counts as a heavy steel shield for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure.

1. A construct limb uses its own actions to attack? I just give it a command as a free action?

2. A construct limb uses its own attack role?


Are there any non-third party classes, feats, archetypes, etc that allow for a bipedal construct companion? I know summoners can get inevitables, but I don't want something that can think.

I'd craft a golem or similar construct, but I'd rather not wait until 12+ just to make some overpriced CR 6 garbage that dies in one combat.

Construct Rider is the closest thing I could find, but they have an animal construct instead of a humanoid construct.


I might be playing a rogue soon and I want to make sure I understand the stealth rules propely.

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When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).

I know its impossible to hide in plain sight from someone with darkvision without invisibility or something like it. Does the rule I quoted above mean someone can leave cover and move to another thing of cover without automatically being seen by someone with darkvision?


Making an Unsworn Shaman. Does an Unsworn Shaman get greater spirit abilities from any of her minor spirits? It looks like she wouldn't.


So I have an idea for a character or NPC whose job is to defeat illusionists (and no this is not in response to a PC using illusions so no need to give me the spiel about good GMing).

All I can think of is detect magic (preferably permanent), high spellcraft/arcana, and a massive will save. Are there any classes, prestige classes, feats, or spells that would be good for this sort of character?

EDIT: Are there any deities that have truth or something similar in their portfolio?


I have an idea for a character that involves decay, disease, poison, thorn, fear, and confusion themed magic. A druid or witch seem to be the best fit -- the witch being the easiest of the two to get everything I'd want as far as spells go. However, I want to be able to enter melee combat which limits me to druid.

I decided on a Tiefling Blight Druid. The druid spell list doesn't have very many enchantment spells. I was wondering if there was any way I could gain a few.

The race and class/archetype aren't really negotiable so no Samsaran trait or switching to a Feyspeaker.

Thank you.

EDIT: No third party.

EDIT 2: Is there an item like a Ring of Spell Knowledge for divine casters?


The answers to these questions are probably obvious, but I figured I should ask them just in case.

  • You can have a Conductive Amulet of Might Fists, correct?
  • If so, can you activate it when using a melee touch attack spell such as inflict light wounds?


There seems to be a lack of good light bludgeoning martial weapons (the light hammer isn't very good for melee). I would like my suli to wield two small warhammers, but the -2 on all attack rolls is pretty bad. Is there any way to remove or decrease the penalties other than begging the GM?


I'm looking to make a Blackfire/Darkfire Adept.

At first level, the Darkfire Adept gains the Sacred Summons feat and is treated like they have an [evil] aura for the purposes of the feat.

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Sacred Summons

A darkfire adept gains Sacred Summons as a bonus feat at 1st level, as if she had an evil aura (regardless of her actual alignment).

Sacred Summons

Sacred Summons wrote:
Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

1. Since the monster subtypes have to match your aura exactly, doesn't that mean the Darkfire Adept could only summon creatures with only the [evil] subtype? That means they can't benefit from this feat when summoning demons or devils due to the [chaos] and [law] subtypes being present on the creatures, correct?

The Summon Evil Monster feat does the following:

Summon Evil Monster wrote:

Benefit(s): When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can’t act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don’t apply for creatures from the standard list that aren’t also on this list.

Special: If you possess the Sacred Summons feat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura.

2. This would allow you to use Sacred Summons on the NE creatures (and only NE creatures) from the Summon Evil Monster list, right?

Rant Begins

If I'm correct, this is pretty depressing. Why did they limit the Darkfire Adepts' choices so much? Considering you choose which type of creatures to specialize in summoning, why didn't they allow you to choose your aura type as well? As is, making a demon-summoning Darkfire Adept only hurts you because it makes Sacred Summons way less useful for you. It seems silly, but that's just the way it is I guess. Anyway, on to the last question!

End of Rant

Finally, the Darkfire Adept eventually gains this:

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Breaching Legion (Su)

At 7th level, when a darkfire adept summons a creature from one of her darkfire pact subtypes, she can choose to allow that creature to use any innate summoning abilities it possesses. The creatures it summons are not under the Darkfire Adept's control. Once this decision is made, it cannot be reversed until the summoned creature is sent back to whence it came.
Universal Monster Summon Ability wrote:

Summon (Sp)

A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.

3. The creatures summoned through the monster's summon ability are not controlled by anyone. So they're free to turn on you, right? However, once the original summoned creature despawns, the rest can disappear along with it, correct?


I recently got an idea for a character that tries to use as many of those floating/flying weapon abilities as possible. Basically, the concept is to have as many weapons floating around and/or flying at people as possible.

I know of a few spells, abilities, and items that can be used for this idea, but I'm wondering if there are more perhaps.

Things I know of Already:

1. Spiritual Weapon (spell)
2. Twilight Knife (spell)
3. Warding Weapon (spell)
4. Hand of the Apprentice (cleric/warpriest ability)
5. Dancing (magic weapon)
6. Crown of Swords (item)
7. Telekinesis (spell)

Does anyone know of any more? They can be from whatever.

NO THIRD PARTY


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Force Athame (Sp)

At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus’s physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage.

This ability replaces the spellstrike class feature.

A Spellblade would only deal 1/2 strength damage with their athame even if its the only weapon they are wielding (no TWF) because it is stuck in their off hand, correct?


I have some questions about how these two interact. The Hunger Curse's bite is pretty weak, being a secondary attack and all. Fortunately, Gift of Claw and Horn can give you a primary bite attack.

From what I've read in old threads, when you have two overlapping natural attacks you choose the best one of the two to function. I know they don't stack. I'm assuming the primary attack granted by Gift of Claw and Horn would count as the superior of the two.

Would the Hunger Curse's effects apply to the bite given by the aforementioned revelation?

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Hunger

Source PCS:ISMC

Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment, such as goodberry, heroes' feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size (1d8 for a Large creature, 1d6 for Medium, 1d4 for Small) as a secondary natural attack. You begin each combat with the sickened condition until you deal damage with your bite attack.

Effect

At 5th level, you gain the grab monster special ability on bite attacks against creatures smaller than yourself.

At 10th level, your bite attack deals damage as if you were one size category larger.

At 15th level, you gain the blood drain monster special ability with your bite, dealing 1d2 points of Constitution damage at the end of a turn if you grapple a foe.

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Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Would the bite from the revelation gain grab, increased damage (one size), and the blood drain ability or would those abilities be locked into the curse's bite? It looks like it would work to me.


1. Are you able to use your arcane pool to enhance a natural weapon (such as a bite)?

2. Can you use Spellstrike with natural weapons?

3. The wording of Natural Spell Combat is confusing me. Let's assume I'm only using one bite attack and no other weapons at all. I need the Natural Spell Combat arcana in order to use spell combat with my bite, correct?


Sorry, if this question is really dumb. These archetypes won't stack because you can't choose the natural weapon combat style if you don't have any bonus feats, right?

Shapeshifter

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Combat Style Feat (Ex)

At 2nd level, a shapeshifter Ranger must choose the natural weapon combat style.

Wild Stalker

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Uncanny Dodge (Ex)

At 2nd level, a wild stalker gains uncanny dodge as the barbarian's class feature.

This ability replaces the ranger's 2nd-level combat style feat.

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Wild Talents (Ex)

At 6th level, a wild stalker can either take a rage power, or gains a +2 insight bonus into any one of the following skills: Acrobatics, Climb, Perception, Stealth, Survival, or Swim. The wild stalker can gain one of these two benefits again every five levels after 6th (to a maximum of 4 times at 20th level).

This ability replaces the ranger's 6th-, 10th-, 14th-, and 18th-level combat style feat abilities.


Does the barbarian VMC gain access to the core barbarian rage ability or the unchained barbarian rage ability? Can you choose? Can it take the unchained rage powers or only the core ones?

Are there any ways except moment of clarity, calm stance, and spell storing to cast spells or use SP's while raging?


I'm sure this question has come up a million times, but I'm asking it anyway. Do Dragon Disciple levels advance the draconic bloodrager bloodline? If not, do you think its reasonable to allow it to?


Okay, is there a way to disguise your spellcasting? If not, how are spells like suggestion ever going to work? According to this post below, even a stilled, silent, component-less spell still has some sort of glowy magic stuff involved.

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Hey there Everybody,

The rules here are certainly not clear, because they generally assume that the act of casting a spell has some noticeable element. Notice I did not say component, because I think the rules are silent on parts of spellcasting that are codified components versus those that occur without any sort of codification, such as the wiggle of a finger, change in breathing and other flavor bits that happen when a spellcaster makes the magic happen, as it were.

Back to the topic at hand, since the rules are silent here, I think it is well within the GMs purview to impose a penalty to the Spellcraft check to identify a spell without components (V, S, M). Since there is no real increase for spells with just one, I would guess that this penalty is not very large, perhaps only as much as -4.

This is, of course, up to your GM to adjudicate.

Jason Bulmahn
Lead Designer
Paizo Publishing

The moment you cast suggestion, the target and everyone around them would notice you glowing. The only thing you could suggest at that point would be to not stick you with a pike for casting a spell right in front of them.

Is there any way to cast a spell, like suggestion, without instantly tipping every single person (including the target) off that you're using magic on them? The Secret Signs feat doesn't even work in this case since it doesn't hide the glowy crap. Do you really have to make that -10 to -20 bluff check to cast spells on people?


I have two questions regarding Broodmaster eidolons. I'm only using two eidolons and I am not using the unchained eidolon rules.

1. How does the fifth level ability increase work? Would both eidolons gain a +1 to one attribute or would only one?

2. What about the four class skills a summoner selects for their eidolon? Do both eidolons get their own set of four class skills? Do I have to split them? Would both eidolons share the same class skills? The rules say I have to split the skill points, but nothing is stated about the class skills.


Golems, as you might know, are very expensive and overall a complete pain to craft. I'm trying to make an ice golem for a level 5 campaign and I want to make sure I understand the rules. I don't care if its sub optimal.

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Requirements Craft Construct, chill touch, cone of cold, geas/quest, ice storm, resist energy (cold), creator must be caster level 12th; Skill Craft (sculptures) DC 17; Cost 9,500 gp

Chill touch and resist energy are easy enough to get. However, cone of cold, geas/quest, and the absurd CL 12 requirement are a different story.

I understand there is a crafting rule where you can increase the DC by +5 for each prerequisite you fail.

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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 potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Creation

So, can I increase the DC by 15 in order to ignore the cone of cold, geas/quest, and CL requirements? Or do those rules only apply to specifically "magic items" and not constructs? Or are you unable to ignore the CL when crafting golems/items in general?

Also, can you use the guidance spell on craft checks? If this works, I'll have to pass a DC 37 craft check which is nothing to sneeze at.


I need advice on a character idea I have (backstory/motivations related), but I'm not sure it can work. He is an ecclesitheurge cleric/wizard mystic theurge whose life goal is to pass the Test of the Starstone.

Originally, I planned to make a deity-less cleric, but the Domain Mastery ability sucks if you only have access to two domains. Since he's a mystic theurge, I figured I might as well try to collect as much utility as possible. I'll be taking 1-2 crafting feats as well.

So, I decided that Nethys might be a good option for his deity. However, as he pretty much plans on becoming a deity of magic, I'm not sure it could work. Wouldn't Nethys view him as a threat (deny him cleric powers and maybe try to kill him) because he could possibly "take his job" as the deity of magic?

Or, are those extra domain spells not even worth it? Should I just go with my original deity-less idea to avoid the worship issues?


1 person marked this as FAQ candidate.

I'm not entirely sure if this is the right place for this thread. Sorry if it is not.

I have several questions about what "interaction" means when using illusion spells.

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Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

Let's say a Fetchling is using the Disguise Self spell to make himself look human. He doesn't change his outfit, height, weight or anything about himself except his racial appearance.

The quote above implies that every person walking down the street next to him is not going to get a save to disbelieve his illusion. What would happen if someone bumped into him or tried to pick-pocket him though? Would that count as "interacting with the illusion" for the sake of getting a save? What if the Fetchling was having a long conversation with someone? Does that somehow count as "interaction?"

I also had a question about the Silent Image spell.

The Fetchling is trying to conceal his party's presence in a dungeon. He is being pursued by an enemy group of adventurers who do not know the layout of the dungeon. He uses Silent Image to "block off" the passage he's in and wait for the enemies to pass by. If one of the enemies happened to touch the "wall", would he instantly pass his will save (I don't see any rules saying he would) since the wall doesn't have any texture or would he only get a will save that he might still fail?

If he only gets a save and fails it, would he completely ignore the fact that the wall felt like air or would he be alerted and want to study it further?

NOTE: These are not events that actually occurred in-game. I know many of the questions I have here may seem obvious and stupid, but please bear with me. I'm merely trying to get a better grasp of what "interaction" means and how it works.


I'm making an evil Oracle (probably LE) who, due to certain events in his/her life, despises all undead and necromancers. I was wondering if there were any evil deities who dislike undead and would empower an oracle in order to destroy them.

Yes, I know Oracles do not have to worship a single deity or follow a code like a cleric, but I'd like to at least determine which deity (or deities) granted him/her powers in the first place. Pharasma is an obvious choice and is most likely one of them, but she is not evil.

So, are there any evil deities who hate undead?

EDIT: Also, this is a battle oracle with the Life Mystery for energy channeling fun! I wouldn't mind any feats, tips, etc, in regard to building a good undead-slaughtering battle oracle.


How do I determine the Serpent Shaman's poison DC?

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Totem Transformation (Su)

At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:

movement (climb speed 20 feet, swim speed 20 feet)
scales (+2 natural armor bonus to AC)
senses (low-light vision, scent)
natural weapons (bite [1d4], poison [ frequency 1 round (6), effect 1 Con damage, Cure 1 save, Con-based DC] for a Medium druid, +2 CMB to grapple).

While using totem transformation, the serpent shaman may speak normally and can cast speak with animals (reptiles only) at will.

Bolded the important part. Would the DC be 10+con modifier? Do I add anything else to that like 1/2 my druid level or something?


I need help confirming I have the rules for Multiweapon Fighting correct. If I have a four-armed eidolon, the feat would allow it to take an attack with a weapon in each hand, correct?

If so, let's say my eidolon has:
BAB: +6,+1
Dex: 18(+4) with Weapon Finesse (using 4 shortswords +1)

Including the penalty for multiweapon fighting, would its attack bonuses for a full attack be:

Primary Attack I: +9
Primary Attack II: +4
Off-hand 1-3: +9

Is that correct?


Would a fourth level Starsoul sorcerer deal 1d4+2 or 2d4+2 fire damage with minute meteors?

Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.


Well, I made a mammoth rider and now I need help with mounted combat rules. Please tell me if I'm doing something wrong in the following scenario.
For the sake of simplicity lets say my character is mounted on his mammoth (10ft reach), has his weapon drawn (glaive-guisarme (has reach)), the terrain is not difficult, and there is a lone goblin 15ft in front of him.

1. The Mount makes a charge action (my character can still make a move equivalent action), giving both the mount and character a +2 attack bonus and -2 AC.

2. With a normal charge, the mount and character would both make one attack using the +2 attack bonus.

3. If I chose to overrun the goblin as part of the charge action (mount has imp. overrun and charge through), would the mount lose its attack to use overrun while my character still gets his attack?

4. My character has the Trample Feat and therefore the mount makes one hoof attack with overrun. This makes it seem like the mount does indeed sacrifice its charge attack to make the overrun attempt.

5. If there were two goblins, one directly in front of the other, would the Charge Through Feat would allow me to make an overrun attempt on both assuming I passed the overrun on the goblin in front?

Trample(Ex) Rules
1. The mount's Trample(Ex) does not take effect during an overrun as Trample(Ex) can't be used as part of a charge.

2. If there were three goblins in a line next to each other, Trample(Ex) would affect all three as the mammoth is huge sized.


I'm making a mammoth rider and I have a few questions.

How does my huge mount affect my characters ability to attack? Can I only use ranged attacks or would a reach weapon be sufficient? Are people without a ranged weapon or reach unable to attack my character?


Hello everybody!

Do Gloves of Arcane Striking only add the AoE damage to claw/slam natural attacks? I ask because its not specifically stated in the item's description. I'm assuming the answer is yes, but stranger things have happened.


First time posting here, sorry if i break any rules somehow.

I'm GMing in a few weeks and one of the players has a character idea she needs help with. The concept she's going for is a wizard or sorcerer that uses spells to enhance her appearance in order to make people go all "weak-in-the-knees" (both in and out of combat). For any World of Warcraft players out there a decent parallel would be what Queen Azshara did with her magic.

http://wow.gamepedia.com/Queen_Azshara

Besides the charm domain/subdomains, charming trait, and having a high charisma are there any more NON-THIRD PARTY spells/traits/abilities that either give a numerical bonus or some sort of effect based on attraction?