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you also have to remember that eidolons are special in what they are and that no other class can summon an eidolon even with a summon monster spell and unless your GM is giving you a weird eidolon like mine is (mine gave me a succubus as an eidolon) its just an outsider and cant rangers get outsider as a prefered enemy type since there are so many that done have subtypes and if its shape is similiar to another outsider it could still work like if the eidolon look like a pit fiend having prefered enemy pit fiend would still work even if it was reduced by 2


James Risner wrote:
Aldin wrote:
The creator's caster level must be as high as the item's caster level, so you're looking at a minimum level of 7 before an Amulet of Spell Cunning could be crafted.

Caster Level in an item is simply the caster level the "generic" item of that type is found.

You can make a lower caster level so long as it is at least the minimum for a spell component contained in the item.

true unless the item says minimum caster level to make


arcane strike is absolutely a good feat to have even if you are the runaway wizard sitting in the back because how often does said wizard get hit by flanking creatures or hidden enemies and if I'm not mistaken you can use it with a ranged weapon (please correct me if I'm wrong) so throwing a dagger with arcane strike is invaluable for a wizard, sorcerer, witch, bard, summoner, or any other arcane caster to have i tend to combine it with arcane blast just to make sure I do damage to whatever i set my sights on


Grumpus wrote:

1. Does the Eidolon's first HD max out (like class levels) or do you have to roll it?

2. Using the "share spells" ability,can you cast enlarge person on your Eidolon?
I know the spell says Humanoid, and Eidolon is an Outsider.

Thanks!

as to the first it gets its HD the same way as the summoner does so its all personal preference

Im not going to bother with the other question since it has already been answered by others


OriginalAragorn wrote:

6) I don't understand the rules very well for how/when to roll perception when two opposing sides initially meet.

See these examples:

a) Two orcs come out of the forest to suddenly attack the party as they're walking on the trail. Do I roll perception for ALL the participants, including the Orcs? Do I roll just for the party against the Orcs' stealth score?

with the orcs they are attacking first so they get a surprise round no perception checks needed

[QUOTE=]
b) Two PC's enter a door in a dungeon and walk into a room. Suddenly 3 skeletons rise from the floor and attack. Do I roll party perception checks against Skeleton stealth?

same as the last situation unless the party checks for the skeletons before they pop out of the ground

[QUOTE=]
c) Two cheetahs are approaching a party of PC's in a flat plains. I assume nobody needs to roll perception since there's a lot of distance for everyone to see each other. Same with a long dungeon room or corridor if someone is pretty far away. I think.

on the plains the cheetahs would use tall grass for cover and you would need to have the party roll perception in the dungeon with no cover there would be no perception unless the party is within torch light ate the NPCs are not because they have darkvision then the party would have to roll perception to hear the footsteps above their own


BigNorseWolf wrote:
Stynkk wrote:
BigNorseWolf wrote:
You're arguing that there is precedent for attacking squares rather than creatures. I'm not denying there are, but that's insufficient to prove your case. You need to somehow get to the conclusion that squares are what matter for determining what is adjacent. To do that you're trying to argue that you ONLY attack squares, which is simply untrue.

No, I'm arguing you CAN choose to attack squares with a reach weapon (specifically with Large Creatures) if the circumstances dictate.

Note: Concealment (and Reach Weapons) does not have the wording of cover (and reach weapons) for a reason I do not know.

Its a simple reason: the rules assume that the default is that you are attacking a creature, not a square.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

The reach weapon rules check to see if the CREATURE is in an adjacent square. If they are then you can't attack them. What you and others are attempting to do with the concealment and cover rules is to completely eliminate the idea of a creature as an entity and instead break them down into nothing more than a collection of squares.

while this is true large creatures have reach naturally and can attack adjacent creatures and if they pick up a reach weapon then while they lose the ability to attack adjacent creatures nothing stops them from attacking down with it onto smaller creatures or attacking up to get flying or hanging creatures

as a martial artist using a pole arm to attack up is how some of them were designed to be used and i can get the same power attacking up with a spear as i do when attacking on a level or angled plane

now while large creatures may "occupy" multiple squares they don't take up the entire space of all those squares unless its an ooze or other strange aberration but it all comes down to GM preference and interpretation


while all this is true it isn't necessarily always true because as a GM I have ruled that they do stack and they can stack with a monk movement bonus..... for example I had a monk player who also had level in wizard his base move was 30 his monk speed was +60 he cast expeditious which was +30 then he cast haste which is x2 (instead of the 30 or x2) move and attacks in initiative and a +1 dodge to AC so he had a total speed of 240