chaoskin's page
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in a nutshell HOW?
i have a player that asked to play a paladin of Athena and he sayed that higher (7 or so) if will would be gifted a owl for a mount.
one: whats a good god to use for Athena? (she not in pathfinder)
two: how do i give a Owl mount at higher level idk what feats, lvl, ect? (if any)
three: i saw a elf with a owl mount some-were in some book do he need to be a elf race (any race) to get a owl mount?
Hello all its been a long time posting here i like to new look
Chaoskin
my new game will be use Armor AS DR from ultimate combat Pg 191; has any made a char sheet with the alternative system build in the char sheet? and yes the Called shoots as well
idk were to put this one so i put it in general discussion
some were i herd that i can throw a Splash Weapon (a bomb or a grenade form Iron gods) that if i hit my target they don't need to make a save throw is this true if so can you lead me in the right direction (like FAQ or a Book) in writing plz.
LASER TURRET CR 11
Type mechanical and technological; Perception DC 10;
Disable Device DC 35
EFFECTS
Trigger visual (see in darkness); Reset automatic
Effect fusillade of lasers (atk +20 touch, 4d6 fire damage,
2 attacks per target); multiple targets (all targets in sight)
its a long time so hello all
the turret not the problem but one im not going to set there and let it shoot at me 2 times a round when im trying to disable it (2d4 rounds). can i blow it up or something (i know i can shut off the power not only 1 level(floor)) is there a other way to deal with them?
Demon Mother's Mask
Description
This primitive hyena mask is usually made of leather, but may be made of soft metal like copper or carved from an animal’s skull. The wearer gains a +2 competence bonus on Handle Animal and Heal checks. The wearer can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed at any time of the year always smell fertile unless they are barren).
If Lamashtu is the wearer’s patron, the mask counts as an unholy symbol and a hole for a third eye appears in its forehead. The wearer can use summon monster II once per day to summon a fiendish hyena, which obeys the wearer as if they shared a common language. The wearer may interbreed with animals within one size category of the wearer’s size. The offspring of such unions are members of the mother’s race with the fiendish simple template and bear monstrous aesthetic features of the father’s race.
Q: can i use the demon make to find invisibility enemies?
all the games i play in must shooter were Sniper i must missed something somewhere if i take the range penalty to hit you at 2000+ft and hit you does it go into HP or into Stamina if you can't see it coming
i would thank it would be HP and thanking the dice damage is too low for it lvl yes i know that i get one shoot at a round but the damage is too low to be used at a sniping weapon
O can you clear up something for me
TABLE 7–6: SNIPER WEAPONS
Shirren-eye rifle, tactical: CAPACITY 1; USAGE 1
TABLE 7–9: AMMUNITION
Rounds, longarm and sniper: CHARGES/CARTRIDGES 25
so you are telling me that this weapon is a bolt action and it as only 1 round clip
prone with a Sniper Weapon do i have to keep using the move action to use 250ft to shoot someone?
UC wrote: Clustered Shots (Combat)
Prerequisites: Point-Blank Shot, Precise Shot, base
attack bonus +6.
Benefit: When you use a full-attack action to make
multiple ranged weapon attacks against the same
opponent, total the damage from all hits before applying
that opponent’s damage reduction.
when i read this do i ignore all DR and hardness or i have to pass the DR or hardness before it counts (like if DR or hardness of 10 i need to do 10 point with one arrow or all arrow have to pass 10 even if i roll crappy)

i have a problem i had to stop my game today because of this!
from corebook and APG wrote: Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Following Step (Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prerequisites: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.
Step Up and Strike (Combat)
When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.
i know that taking a 5-foot step don't provoke attacks of opportunity. Dose he get a attacks of opportunity because i moved 5-foot step? i thank his is OP to me can any help me get my head round this plz FAQ or something ppl keep saying that feets bypass 5-foot step
no the same subject but a player ask me this can i use Combat Reflexes for this?
i haven't posted in so time i trying to get my spell right for the game i'm trying to make
Shadow Caster
Your command over shadow and darkness create longer lasting
spell effects.
Prerequisites: Caster level 1st, drow.
Benefit: When you cast spells of the shadow subschool
or spells with the darkness descriptor, you are considered
two levels higher when determining the duration of
those spells.
shadow subschool? illusion [shadow] or and any spell like transmutation [shadow] that has [shadow] in the school?
darkness descriptor? any spell that have [darkness] in the school or any spell that has darkness in the name or spell description?

hello all i haven't posted in a long time so i hope to get my point across i'm bad get the right way to say my questions so here go nothing
Corebook wrote: Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Mithral:Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor......
my party has a problem "other limitations" dose Evasion base off the proficient (light or no armor) or what made out off (Mithral)?
i stared at my questions for some time before post it idk how to ask it any other way
core rule book wrote:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
i need the math there only 20, 0 lvl spells in the core book if i add all the books there 69 (if i add 1001 spells there 148), 0 lvl spells so....
do you get all 69 (if you/me let you use 1001 spells 148), 0 lvl spell or do you get 20 and let you pick out the 20 you like or something?
why i asking this i have a old fart that when he reads all 0 lvl spells he mean ALL!
WHEN THERE 148 0 LVL SPELL DID YOU BUY A OTHER SPELL BOOK THERE ONLY 100 SHEET IN ONE SPELL BOOK OR 100, 0 LVL SPELLS NOT 148 SPELLS!
sorry he loves 1001 spell and he making me let him use it im going to end the game and tell him to leave! (i hate him but hes my father) i need some help here.
this is been bugging me for some time
Mage don't care what lvl, staff in one hand, wand in the other if you have the password and the spell on your spell list you can use both (the staff as a weapon that takes two hands i'm using the staff for the spells only) that part i get down
can you cast one if you own spell with a staff and wand in both hands or do i have to drop one?
thx
chaoskin

Quote:
Spell Combat (Ex): At 1st level, a magus learns to cast spells
and wield his weapons at the same time. This functions much
like two-weapon fighting, but the off-hand weapon is a spell
that is being cast. To use this ability, the magus must have one
hand free (even if the spell being cast does not have somatic
components), while wielding a light or one-handed melee
weapon in the other hand. As a full-round action, he can make
all of his attacks with his melee weapon at a –2 penalty and
can also cast any spell from the magus spell list with a casting
time of 1 standard action (any attack roll made as part of this
spell also takes this penalty). If he casts this spell defensively,
he can decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount as a
circumstance bonus on his concentration check. If the check
fails, the spell is wasted, but the attacks still take the penalty.
A magus can choose to cast the spell first or make the weapon
attacks first, but if he has more than one attack, he cannot
cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a
spell with a range of “touch” from the magus spell list, he
can deliver the spell through any weapon he is wielding as
part of a melee attack. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one
free melee attack with his weapon (at his highest base attack
bonus) as part of casting this spell. If successful, this melee
attack deals its normal damage as well as the effects of the
spell. If the magus makes this attack in concert with spell
combat, this melee attack takes all the penalties accrued by
spell combat melee attacks. This attack uses the weapon’s
critical range (20, 19–20, or 18–20 and modified by the keen
weapon property or similar effects), but the spell effect
only deals ×2 damage on a successful critical hit, while the
weapon damage uses its own critical modifier.
ok this question Spellstrike in Spell Combat?
what im asking is he want to cast shocking grasp and use Spellstrike thro Spell Combat can he do that?
Core book PhP wrote:
Focused Shot (Combat)
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
a question come up form one of my chars can he use this with a gun?
or this there a version Focused Shot for guns?
a char i have that wants to do so how would you do this?
he would like to removed it if need
Hello all its chaos .. (sorry Chaoskin play to much space engineers)
i haven't been on this form for some time and idk if im at the right place for this.
im working on Campaign Setting game called Dragon Empires Gazetteer dose anyone have any tips how to play a game like this? races, classes, books, ext.
the idea is you have born and live in dragon empires (or now as Tian Xia) you haven't on come form the west or the north cap of the world you you live in Tian Xia and only in Tian Xia.
thank you
Chaoskin

some of my player what to use Create Water then use Shocking Grasp to do damage to any one in the water
core book wrote:
Create Water
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Shocking Grasp
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
i know to will not work this is why wholesome, drinkable water, just like clean rain water. i know rain water is not salt water, electricity can do a lot of damage if it in slat water some of my ppl sad the rain water can do electricity damage but not as much. Has any try to do this in your game if so what was your ruling of it?
created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles how big can a first lvl make using Create Water?
chaoskin
I didn't know where to put this post
i'm working on a game that a party or ppl has never on the island and the only race living on the island are minotaurs and a wolf (canine) race (there at war) and find the minotaur but the wolf race i can't find (i know about the gnoll) i'm keep my options open.
my question is, Is there a canine (wolf, hound, hyena) race (but the gnoll) out there? it can be a 3ed party race. I know i can make one but asking first before i do that.
the way i've been doing is if you rest/sleep for 8hr you can reslot your spells but someone said its like bombs X-number a day but i find rules say if you rest/sleep you can recast the spell you used is this true if not clear it up for me.
i know that Divine spellcasters may pry to the god to reslot there spells at one time each day, dose rest/sleep for 8hr work for them too (recast their spells only) or only Arcane spellcasters?
i hate posting this crap here a other one
corebook wrote:
Check: Spellcraft is used whenever your knowledge
and skill of the technical art of casting a spell or crafting
a magic item comes into question. This skill is also
used to identify the properties of magic items in your
possession through the use of spells such as detect magic
and identify. The DC of this check varies depending
upon the task at hand.
can it be done?
if so were can i find it?

core book wrote:
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table 4–6.
iron cobra CR 4 Construct
my question can some one clear this up?
your field of study is that the some as check equals 10 + the monster’s CR
how rare is a iron cobra DC 17 or 12
the rare monsters can you list the off like undead ect
is the rarety base on the time ppl have seen them or the area that you in or flat number or is it what i want it to be base off the game im playing
i ask this there a pathfinder (LT for pathfinder Society) that say all
monster’s have a DC 10 + CR i need to know how rare is rare
thx
chaoskin
P.S. sorry about this he starting to pass me off thats why im asking
I've read if you few the 4 ppl -1 APL of you have 6+ it +1 APL what would APL of a party of 9 first lvls chars its not 2
i ask this with a large party i have a CR 3 that can take with out any problem. is it +1 APL after 6 ppl so a party of 9 would me 7 APL or 2 APL?

i had a word fight with a player of mine and this ("BS" he sayed) keep coming up
core book wrote: Ranger Hunter’s Bond (Ex): This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level – 3. core book wrote: If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. my question is list off the thing she can do in the uninterrupted hours sleep, eat est?
and dose she have to do it a lone? or can her party come with her and will that interrupted her Like heading her food est?
idk any other way to ask this this ever comes up so what can she do and will interrupted her?
core book wrote: Familiars If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. the something but its only 8 hours but should be the something?
how about Witch's do the do hours of ritual/prayers stuff like that? (idk i ever played one) what can they doing that time?
thank you
Chaoskin
I'm doing shackled city adventure path (so far so good changing for 3.5 to pathfinder is being slow and two i did only 3 chapters) (and played only chapter 1, now stating chapter 2)
get back to the point why i start this at chapter 4 say some time will pass like weeks
Quote: Many weeks should pass between the events of chapter three and this one (chapter 4). Winter is over and spring is beginning. the fast way to make time pass is to get them to training up levels but the death of me i can't find in the core book or any other book.
two weeks for one feat; 1 week = to your int mod to training skill; 50 gp per week; something like that. can you tell me were i can find it?
thank you
Chaoskin
Quote:
Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
my question is will owl bonus will work with darkvision?
i heard there a paizo Q&A about proficient about skeletal archer, skeleton , and other undead. i cant find can any one post for me.
Chaoskin
sorry about my bad spelling
what roll do I need if I'm tied up and/or can't speak trying to cast spells? and don't have the feet to help. is it a concentration check or spell frailer check if so what would be the DC's?
sorry about my spelling
Chaoskin

I'm building a (transmutation) mage I trying to stack my spells if I can (6th level mage)
core book wrote:
Transmutation School
Transmuters use magic to change the world around them.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. pg 82
Q1) if I do bull strength it gave +4 enhancement bonus if I prepare it can add +2 to con (6th level mage) and is it to all transmutation or the ones that gave +(something) to you?
Q2) I know when I use undead anatomy 1 I get claw and bite attacks the spell say I can but it don't say that under beast shape or monstrous physique if I assume a form with claw or bite attacks do I get them?
Q2part2) undead anatomy you can assume the form of any Small or Medium corporeal creature of the undead type, which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). I want fly 30 feet (average maneuverability) and corporeal part. so what would I look like a ghost ghoul or a ghoul without corporeal part?
Q3) can I cast spells in a polymorph stat/ spell? as in can I cast spell in like undead anatomy or beast shape or other transmutation (polymorph) spells?
sorry about the spells
Chaoskin

i was trying to lvl some monsters for the game im working on (get a few lvl had of the pcs) as i was lvling them i find this.
i was using SHAE (here the websit for you http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/shae) adding a few Sorcerer lvls to she/her/him/it (she for now) was i was reading i find this
Bestiary 1 pg 297 wrote: Step 2: Add Class Levels
Once you have determined the creature’s role, it’s time to
add class levels. The first step of this process is to modify
the creature’s ability scores. Creatures with class levels
receive +4, +4, +2, +2, +0, and –2 adjustments to their
ability scores, assigned in a manner that enhances their
class abilities. Creatures with NPC class levels do not
receive adjustments to their ability scores.
Next, add the class levels to the monster, making all
of the necessary additions to its HD, hit points, BAB,
CMB, CMD, feats, skills, spells, and class features. If the
creature possesses class features (such as spellcasting
or sneak attack) for the class that is being added, these
abilities stack. This functions just like adding class
levels to a character without racial Hit Dice.
A monster with class levels always possesses treasure
equal to an NPC of a level equal to the monster’s final CR
(as calculated in Step 3, below). To determine the value of
this gear, use the value listed for a heroic NPC of that CR,
as listed on page 454 of the Pathfinder RPG Core Rulebook.
Once a total GP value is determined, follow the rules for
outfitting an NPC as outlined in that chapter. Gear should
help a monster with class levels remain challenging and
retain statistics close to those presented on Table 1-1:
Monster Statistics by CR.
i look up the shae, she is a skill role so if i used Sorcerer i can add 2 lvl but only change the CR+1 right?
Bestiary 1 pg 297 wrote: Step 3: Determine CR
Determining the final CR for a creature with class levels
requires careful consideration. While adding a class level
to a monster that stacks with its existing abilities and
role generally adds 1 to its CR for each level taken, adding
classes that do not stack is more complicated.
Table 2–4 gives general guidelines regarding which
core classes add directly to a monster’s abilities based
on its role. Classes that are marked “key” generally add
1 to a creature’s CR for each level added. Classes marked
with a “—” increase a creature’s CR by 1 for every 2 class
levels added until the number of levels added are equal
to (or exceed) the creature’s original CR, at which point
they are treated as “key” levels (adding 1 to the creature’s
CR for each level added). Creatures that fall into multiple
roles treat a class as key if either of its roles treat the
class as key. Note that levels in NPC classes are never
considered key.
so at higher lvl cr8 she will have 8 Sorcerer lvls? then its 1cr for 1 Sorcerer lvl?
i should have use Wizard not Sorcerer hmmmm
thank you
Chaoskin

Hello all its been some time shen i post here (sorry about my spelling)
im going to ask a few questions about DC and a few other questions about Shadow Evocation spells.
there 3 types i have find lesser (up to 2 lvl spells) form Shae (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/shae) here the web site for you, Shadow Evocation (up to 4 lvl spells), and Greater (up to 7 lvl spells)
the first one about DC if i use lesser (up to 2 lvl spells) (Burning Hands) shae are 3ed CL would the DC be 10base + 1lvl or 2lvl + 5int = 16 or 17? or 18 (10+3+5)?
2) use Shadow Evocation (up to 4 lvl spells) and cast a fireball what save comes first the will save or ref save ? will save first right then ref save ??? what lvl will be the spell 5th lvl or 3rd lvl for dc save and dice damage?
3) made the will save (useing Q2 Fireball) but fail the ref save. they will take 20% and half of that? and if the fail the will save they will take full damage but made thr ref save only half right?
4) i need to know if i can do this some one drops a darkness (none Shadow Conjuration) and use Scorching Ray thro lesser Shadow Evocation spell (black ray in a Darkness spell) do they get will save? they cant see the ray to make a will save?
EDIT
thank you
Chaoskin

hello all
i need a ruling on something about the pixie (special Arrows)
Quote: Special Arrows (Su) When a pixie fires an arrow from any
bow, it can decide to change the arrow’s properties by
sprinkling it with magical pixie dust. Doing so is a free
action as long as the pixie is the one who fires the arrow.
A pixie can generate a number of uses of dust equal to
its Charisma score each day (16 uses per day for most
pixies)—the dust is useless to another creature unless
the pixie gives the dust freely. In this case, the pixie
chooses what effect the dust will have on an arrow
when it is applied, and it takes a standard action
to apply the dust to the arrow. Once pixie dust
is applied to an arrow, the pixie’s chosen effect
persists on the arrow for only 1 round. As long
as an arrow is altered in this way, it does not
inflict damage when it hits—it only causes
its new effect. A pixie can choose any one of
the following three effects when dusting an
arrow. Save DCs are Charisma-based.
Charm: The target must succeed on a DC 15
Will save or be affected as though by a charm
monster spell for 10 minutes.
Memory Loss: The target must succeed
on a DC 15 Will save or be affected by
a modify memory spell (this effect can
only eliminate the previous 5 minutes
of memory—a pixie typically uses
this ability to make the target forget it
encountered the pixie so it won’t chase the
pixie when he flees).
Sleep: The target must succeed on a DC 15 Will
save or fall asleep for 5 minutes.
the elfs
Quote: Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. will the elven immunitie stall work even theo it su not sp? i'm asking this becouse must will save say enchantment (sleep), fear, est his don't. it say will save what type?
can i use pixie dust as a weapon like throwing it trying to hit someone with it or drop it on someone? what would be the range for it?

i have a few questions about Shadow Evocation, and Weapon spells
core book wrote:
[Shadow Evocation
School illusion (shadow); Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
Shadow Evocation , Greater
School illusion (shadow); Level sorcerer/wizard 8
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.
Shadow Weapon
School illusion (shadow) [shadow]; Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one shadow weapon
Duration 1 minute/level
Saving Throw Will disbelief (if interacted with); Spell Resistance yes
Drawing upon the Plane of Shadow, you shape a quasi-realmasterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its disbelief save.
The spell ends if the weapon leaves your possession.
lets start with the Evocation spell must Evocation is attack spell i get that part but AOE spells (fireball). if i drip a fireball they make a Will save (for 20% or 60% for Greater) and a Reflex half or only a Will save?
is there a lesser Evocation spell or has any one made one?
Shadow Weapon, melee weapons only how about range weapon is there a spell that will do that?
is there a Greater Shadow Weapon spell?
edit: fixing a few words

i download the playtest as i was reading it you didnot do one race (Dhampir)
bestiary 2 wrote:
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity, Negative Energy Affinity: See universal monster rules.
Spell-Like Ability: A dhampir can use detect undead three
times per day as a spell-like ability. The caster level for this
ability equals the dhampir’s class level.
Resist Level Drain: A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common.
Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).
you may not have room whan your where making the paytest that why im asking
also Psionics Unleashed
half-giant some of the stuff i can make it spell-like so that part i get down but the
Quote: Powerful Build:
The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifer or special size modifer for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
i need help with what the (RP) for that?
it has been sometime seens i have posted so bare with me
part 1
cleric 1 (Calistria)/fighter 4
sex: female
str 13 (1)
dex 18 (4)
feats
lvl 1 - weapon finesses
1 fighter - 2 weapon fighting
2 fighter - weapon fouc (whip)
3 lvl - agile manearers
4 fighter - weapon spea (whip)
5 lvl - whip mastery
BAB 4, CMD 19, CMB 8 (9 Whips)
(2) Mrk scorpion whip 10 (6/6 2weapon) 1d4+3 x2
part 2
with the info there did i do that right?
when i hit 5th lvl fighter weapon training (whips) would my CMB be 9 (11 whips)?
now triping with 2weapons at CMB 8 (9 whips) will it be 5/5 (whips)?

ultimate combat wrote:
Mage Bullets (Su): A spellslinger is adept at transferring
spell energy into his arcane gun attacks. As a swift action, he
can sacrifice a spell and transform that energy into a weapon
bonus equal to the level of the spell sacrificed on a single barrel
of his firearm. With that weapon bonus the spellslinger can
apply any of the following to his arcane bond: enhancement
bonuses (up to +5) and dancing, defending, distance, flaming,
flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock,
shocking burst, spell storing, thundering, vicious, and wounding.
An arcane gun gains no benefit from having two of the same
weapon special abilities on the same barrel. The effect of
the mage bullets ability lasts for a number of minutes equal
to the level of the spell sacrificed, or until this
ability is used again to assign the barrel different
enhancements. This ability replaces cantrips,
but the spellslinger gains the detect magic and
read magic cantrips and places them in his
spellbook. He can cast either of these as 1st-level spells.
tell me is i get this right
if i sacrifice a first level spell
1)i would get enhancement bonuses (+1) and flaming for 1 minute.
2)i would get enhancement bonuses (+1) for 1 minute.
so i get fire my gun 10 rounds before i have to do it one more time
if i sacrifice a 2ed level spell
1)i would get enhancement bonuses (+1) and flaming for 2 minute
2)i would get enhancement bonuses (+2) for 2 minute
so i get fire my gun 20 rounds before i have to do it one more time
Gods and Magic wrote: Calistria’s avatar is a beautiful elven woman wearing a slinky yellow and black dress. Her eyes are dark and mysterious, sometimes flashing gold with passion or anger. Her herald is the Menotherian, a bear-sized, wasplike creature with a double stinger and powerful scent glands that can control minds; the Menotherian can take a humanoid form resembling an exotic caricature of a beautiful elf, with long ears, narrow cheekbones, and graceful limbs. Notable servants include Velvet Wing (an elven succubus-like creature), Tordurbar (a hypersexualized chaos beast), and Thyev (a frog-like, shapechanging sorcerer obsessed with vengeance). Calistria’s avatar?
has any 1 done stats or pic of the avatar or Menotherian?
or can any 1 take me what a Menotherian is?

this what i need help with
APG wrote:
Mutagen (Su):When an alchemist brews a mutagen, he selects one
physical ability score—either Strength, Dexterity, or
Constitution. It’s a standard action to drink a mutagen.
Upon being imbibed, the mutagen causes the alchemist
to grow bulkier and more bestial, granting him a +2
natural armor bonus and a +4 alchemical bonus to the
selected ability score for 10 minutes per alchemist level.
In addition, while the mutagen is in effect, the alchemist
takes a –2 penalty to one of his mental ability scores. If
the mutagen enhances his Strength, it applies a penalty to
his Intelligence. If it enhances his Dexterity, it applies a
penalty to his Wisdom. If it enhances his Constitution, it
applies a penalty to his Charisma.
APG wrote:
Feral mutagen: Whenever the alchemist imbibes a
mutagen, he gains two claw attacks and a bite attack. These
are primary attacks and are made using the alchemist’s
full base attack bonus. The claw attacks deal 1d6 points of
damage (1d4 if the alchemist is Small) and the bite attack
deals 1d8 points of damage (1d6 if the alchemist is Small).
While the mutagen is in effect, the alchemist gains a +2
competence bonus on Intimidate skill checks.
my question is if i make a Feral mutagen would i get (Mutagen (Su),and Feral mutagen) or only Feral mutagen?
can mutagenic form use alchemist bombs?

plz dont shot this down I need help with this I need numbers to get my head round this so go with it plz. i used npc starts for this (basic)
Name: John Doe
Race: human
Class: Alchemist 7/ Master Chymist 2
Str: 8
Dex: 14
Con: 10
Int: 15
Wis: 9
Cha: 11
Skills: not need for this
Feat: not need for this
Class Features:
Alchemy, Bomb 10 times, mutagen, discovery (3), Poison Resis, Poison use, swift alchemy, swift poisoning, bomb-thrower, mutagenic form, mutate 2/day, advanced mutagen (1)
Discovery (Feral mutagen, Infuse mutagen, 3rd haven’t picked yet)
Mutagen +4 to dex,-2 wis
Advanced mutagen (haven’t picked it yet)
Here my questions
At 7th level Alchemist I have 3 Mutagens (1 for dex), Feral, and Infuse but I make only 1 of them right?
This part I do know if I take a mutagen I will go to my mutagenic form
Now how about advanced mutagen do I have to make that?
Or if I take one of my mutagen Feral mutagen (if I pick it) comes free?
Going back to the mutagen if I was 12th lvl and pick up greater mutagen do I get the batter if the 2
Here another of saying it. Mutagen list
Mutagen (+4 dex, -2 wis)
Feral mutagen,
Infuse mutagen,
Greater mutagen (+6 dex, +4 con, -2 wis. -2 cha)
Or is it
Greater mutagen (+6 dex, +4 con, -2 wis. -2 cha)
Feral mutagen,
Infuse mutagen,
im working on a water doungan some places flood, geting hit with a wall of water after you opean a door EST.
what would be the CR for a room fell up with water
what the CR for opeaning a door and get hit with water (damage ect)
and any tips tp fell out a doungan with last of water
is there a Diseases and/or Poison that done not need a Fortitude Save? and that dose damage?
Pegasus would be a good one to use or any race or monster that has a flying speed and has the Training in heavy armor; dont care who or what.
can you fly in heavy armor?
i know in 3.5 you cant (you can with a feat) idk if that the some in pathfinder. But there no feats for it thats why im asking.

core book wrote:
Conjuration School
The conjurer focuses on the study of summoning monsters
and magic alike to bend to his will.
Summoner’s Charm (Su): Whenever you cast a conjuration
(summoning) spell, increase the duration by a number
of rounds equal to 1/2 your wizard level (minimum 1).
At 20th level, you can change the duration of all summon
monster spells to permanent. You can have no more than
one summon monster spell made permanent in this way at
one time. If you designate another summon monster spell as
permanent, the previous spell immediately ends.
APG wrote:
Summon Monster I (Sp): Starting at 1st level, a summoner
can cast summon monster I as a spell-like ability a number of
times per day equal to 3 + his Charisma modifier. Drawing
upon this ability uses up the same power as the summoner
uses to call his eidolon. As a result, he can only use this
ability when his eidolon is not summoned. He can cast
this spell as a standard action and the creatures remain
for 1 minute per level (instead of 1 round per level). At 3rd
level, and every 2 levels thereafter, the power of this ability
increases by one spell level, allowing him to summon more
powerful creatures (to a maximum of summon monster IX at
17th level). At 19th level, this ability can be used as gate or
summon monster IX. If used as gate, the summoner must pay
any required material components. A summoner cannot
have more than one summon monster or gate spell active
in this way at one time. If this ability is used again, any
existing summon monster or gate immediately ends. These
summon spells are considered to be part of his spell list for
the purposes of spell trigger and spell completion items.
In addition, he can expend uses of this ability to fufill the
construction requirements of any magic item he creates, so
long as he can use this ability to cast the required spell.
will they stack? (if i dont use my eidolon)
Mage get surprise sound he cast summon spell so how would that work if he didnt roll initiative on the round before?
horses speed of 50ft and ponys speed of 40ft my question is. Is that a trot or a walk?
if its a walk then a trot is a double move? how long (in hours) can they keep that up?
i known you copy form 3.5e to make pathfinder but you have over looked something
Table 7–9: Mounts and Vehicles
Mount/Vehicle Per Hour Per Day
Mount (carrying load)
Light horse/ 6 miles/ 48 miles
Light horse (175–525 lbs.)/ 4 miles/ 32 miles
Heavy horse /5 miles /40 miles
Heavy horse (229–690 lbs.)/ 3-1/2 miles /28 miles
by 3.5e light horse has a 60ft and a heavy has a speed of 50ft so this table would br right but pathfinder horses has a speed of 50ft (light, heavy) so the table need to be fixed. you have 4 printings and you hant seen this. i have a copy of the bestiary errta and the horses has not change.
so are you going to change the table or the horses speed.
i'm the only one the can see this?
Full Name |
Iska the Silver Tongued |
Race |
Nagaji |
Classes/Levels |
Magus (Eldritch Scion/Kapenia Dancer) 3 |
Gender |
Male |
|