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Thanks that pointed me in the right direction. Here's the relevant section under the Universal Monster Rules.

Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

So it looks like if i read this correctly CL= HD and DC=CHA like you said. I think he'll be happy with that ruling.


I had a question about the Divine Source Mythic Path ability which I will list below from the SRD.

You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.

Nowhere in this can I find where it mentions your caster level or affecting stats for the SLA's it grants. Any guidance on the matter would be much appreciated.


My friend about died laughing when I suggested he take leadership feat and bring a squire along to start his ripsaw. I can just picture this little gnome's Half-Orc butler whose sole job in combat is to start and re-wind glaives for him.


Lamontius wrote:

try starting an old lawnmower or chainsaw while running

wait hold on
do not do that
since while educational the results will most likely also be incredibly horrible

however, take a look at the Quick Runner's Shirt

In comparison, try leaping 50 feet vertically like a pathfinder ninja, or casting a fireball. I think we can assume that while this wouldn't be safe, it might be doable in the world of pathfinder in terms of feats of strength for a pint sized barbarian.

Quick Runner's shirt is a great suggestion though thank you!


I'm helping one of our players work on a Gnome Barbarian for our pathfinder game. He wants to use a Ripsaw Glaive as his weapon of choice

Ripsaw Glaive

Is there any way for him to pull the cord as a free or swift action to get the glaive going?

Could we make an argument to our DM if he's already wielding the weapon that he's allowed to pull it as a free action during movement of at least 10 feet like drawing a weapon? Any other thoughts on how we can get this thing going in the first round of combat that's not going to cost him his move action?


Is there any way to concentrate on illusions like silent image while casting other spells without being a gnome? The +1rd/2 wizard levels just doesn't cut it for a low level elven illusionist. I'm trying to decide if it's worth losing the +2 int and +2 dex bonus for the ability to cast while maintaining my tricks!


So I've got rule 0 to fall back on... but if I say yes he can craft custom magic items i'm opening a whole can of worms. How nutty can players with wealth/gear above their level get?


One of my players picked up the Craft Wondrous Item Feat and is asking about custom magic items. Specifically, the 30% discount for creating items with class/alignment restrictions. I'm a little leery of saying yes this is okay in my campaign, what's to keep him from crafting a Paladin Only Belt of Giant's Strength for his buddy at an additional 30% off?


Okay so to be sure so I can use this list to template all of my shapes.

YOU DO:
gain the Str/NA bonuses from the spell shape
gain the natural attacks from the shape you've chosen
gain special qualities listed in the spell list that your chosen shape has
gain the base land movement speed of your new shape
gain other movement speeds your shape has based on the spell list

YOU DONT
Gain the creatures natural armor class
Keep your armor bonus to AC
Keep EX/SN abilities that would have depended on you being a certain form(I assume that's DM discretion and affects very few things like breath attacks)

Is there anything we can use as a rule of thumb for determining what qualities you do lose/don't lose?

Is there anything I'm missing from this list of Do's/Don'ts.


Okay so I'm a long time player of 3.5 but a first time pathfinder. I decided to roll a druid and all has been going well. However, looking forward at how beast shape works I have several questions!

Exactly what do I get and what don't I get when I transform shapes?
The druid entry and Beast-Shape 1 don't mention anything about natural attacks... which I am assuming you get? So that lead me to wonder what else do I/don't I get?

Let's say i'm playing a human druid with stats like these:
str 14 +2 Movement 30ft
con 13 +1 AC 15 (1 from dex, 4 from armor)
cha 13 +1
dex 13 +1
wis 15 +2
int 11 +0

I am level 4 and I transform using Beast Shape 1 into a boar.

Beast Shape 1 states that I get +2 str and +2 natural armor as well as gaining his low-light vision and scent.
I assume I get a gore attack now?

This would change me to look like this:
str 16 +3 Movement 30ft
con 13 +1 AC 13 (1 from dex, 2 from BeastShape armor)
cha 13 +1
dex 13 +1
wis 15 +2
int 11 +0

My major concerns are these:
-Do I gain the boar's 40ft movement?
-Is it right that my AC drops from 15-13? or do i keep the boars base natural armor and THEN add the beast shape na bonus?
-Do I get the gore natural attacks?
-Is there anything else that changes in my example I should be aware of?

Sorry for the crit-wall of text and thanks so much for your time.