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Hello! I've recently encountered a difference in opinion on how the movement of Phantom Chariot in regards to traveling overland. I would like to discuss or get some consensus on how this spell would work since RAW the spell does not include such descriptions.

Now overland rules do not state how spells work in relation to it but from what I can gather it's dependent on whether or not the propulsion source is living or not.

From this paragraph in particular.

"Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours."

Now emphasis on sailing ship. A sailing ship does not require a living source of propulsion (self movement from walking/swimming/flying/climbing/rowing, a chariot pulled by real horses, riding on a mount, etc)

Phantom Chariot, unlike phantom steed, is effectively some vehicle that is pulled by quasi-real (non-living?) horses that are created for movement and is not stated that they need to sleep, eat, or rest. So most likely they cannot hustle like a living creature but can move at constant speed for the duration of the spell.

Compare to Overland Flight which does include these travel rules because the methods of propulsion are centered on yourself.

"This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet)."

Though one could say the sister spell Phantom Steed would not allow for a character to rest or eat/drink while riding, Phantom chariot provides a vehicle in addition to a team of non-living entities. Effectively a car/small boat. Now people have rested and eaten in cars, not the most comfortable experience, but its entirely possible for long distance travel. There's very little physical exertion in this form of travel, compared to a rowboat, walking, or flying.

To further complicate this Phantom Chariot (and phantom steed) at lvl 10 has the at-will ability water walk, which would give it the same effective category as a sailboat and allow for 24-hour travel.

Now if one were to say that the phantom steed and phantom chariot were real, they would be effected by mounted rules. Since the spell Phantom Chariot states that it functions like a normal heavy chariot. Additionally, this is a conjuration (creation) not summoning spell, a fact which further confuses if the horses in phantom chariot require eating/sleeping/resting.

Hustle/forced march Rules:

"Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard."

Mounted rules:
"Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches."

So this clarification is multiple fold. Base on whats stated here, and other rules that I might not be aware of, would a Phantom Chariot be able to travel for the full distance/time afforded by the spell with no difficulty? or would one have to get off the chariot and rest/eat/drink before traveling again for they 8 hours allowed by overland travel (like overland flight). Additionally, like the horse drawn carriage, if it is treated like a living creature, can it hustle for the remainder of the spell and take damage until the spell ends? And Finally, since there is little physical exertion in controlling the phantom chariot can one eat/sleep/drink inside the chariot until the spell ends?

Deeply sorry for the massive post, but I want to be incredibly thorough and better understand long distance travel rules.


So I'm building a Nagaji character for an upcoming game and became very interested in it's racial archetype. Looking at its stat bonuses and qualities of the race+class I found this to be difficult to build for. What I need is advice for stats and certain class feature choices.

Here's the class entry: http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-nagaji/naga-as pirant-druid-naga

With the Naga form, several abilities key off CHA or CON, however Druids are WIS casters making choosing this archetype somewhat MAD.

Here's my 1st stat array, this is a 20 point buy.

STR: 16 (14+ 2 racial)
DEX: 12
CON: 14
INT: 10 (12-2 racial)
WIS: 16
CHA: 9 (7+2 racial)

This is the second array, which tries to take advantage of the Naga form's abilities, swaps STR for CHA
STR:9
DEX:12
CON:14
INT: 10
WIS: 16
CHA: 16

Unfortunately I won't have an 18 in wisdom which would be ideal for low levels. Hopefully I can get magic items (assuming no/scarce magic items, I will use the 4lvl+8lvl ability score increases to get 18 WIS). The issue is wether to choose an animal companion or not, not really an optimization standpoint but a functional one.

Now with sacrificing spontaneous summons, Naga Aspirants gain the ability to add spells to their spell list at every level from a pool of spells listed here:

0th—acid splash, bleed, daze, mage hand, open/close, ray of frost

1st—charm person, divine favor*, expeditious retreat, mage armor, magic missile*, ray of enfeeblement, shield, shield of faith*, silent image, true strike;

2nd—acid arrow, detect thoughts, invisibility*, mirror image*, scorching ray*, see invisibility;

3rd—dispel magic*, displacement, fireball*, lightning bolt*, suggestion;

4th—divine power*, greater invisibility*.

*Spells I'm considering to add to the druid spell list

Now it doesn't place a limit on what level spell you can add to your list per level, though there are plenty of decent spells at each level to choose. Assuming to take full advantage of this power you choose 2 spells at each level until the next available spell level. What are the best options? (I know Magic Missile isn't too hot of a blast, but it does deal force damage and doesn't miss, so it has some utility, and divine favor benefits the melee caster)

The central alternative class ability of this archetype is the Naga-shape. It grants a +4 bonus to STR and CON, +2 enchantment bonus to natural armor, a natural attack that deals 1d6 damage, and +10 enchantment bonus to movement. Whilst decent at 6th level becomes outclassed (combat) by the more advanced Elemental forms (especially at 12th level) in and out of combat, based on stats and abilities like earthglide and flight. However there are some advantages to the naga form in it's gaze attack, detect thoughts, and poisons, which have to be gained from advancement at 9th, 13th, and 17th levels. The more I looked at this naga form I realize it is less of a pure combatant, but supports combat and roleplay. This is the difficulty though in building the character. I feel as though the flavor of the archetype interferes with it being functional. I still want to play it though. Any input will be greatly appreciated!!