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While we're at it, should a caster decide to use their sword in the same round, does touching count as a natural attack, or as a mutliweapon attack?

Indeed, what if you're touching twice in a single round (because you have two hands...)?


As the spell is not strictly a touch spell, one can argue that you're not holding the charge, and so regular rules would apply - you can have several "sacs" at once. This is basically reasonable for 3rd level spell...

However - some things are undefined.

While poison typically comes in 1 dose vials, what if you had multiple doses in one? Does this mean that every dose available (within some reasonable limit) was in 1 sac?

While you may choose to deliver it with a touch attack, can you release EVERY sac at once in a single attack?

I believe the rules are vague enough that this is largely house ruling and opinion, and I've already got the official GM's ruling, so no need to suggest asking the GM. This is a thought experiment for those who haven't yet done so.

Since when delivering the potion, the potion is the thing doing the damage, not the injection (and thus the attack), should sneak dice be applied when applicable?


Now, could one contain a gas cloud using Prestidigitate (given sufficient time to gather it all up into a maximum of 1 cubic foot of solidified gas)?


Dave Justus wrote:
In game terms I would consider a gas cloud to be an effect, not an object.

That's a fair statement - and so would water be, except when contained, yes?


10 foot pit means than a five foot character need jump 5 feet up to get a hand hold. With a running jump, that's pretty easy. Climbing 10 feet up a pit really shouldn't be all that hard. I'd just call it a full round action and not bother with a skill check.


Old forum, but one thing not mentioned: what happens when you have more than one potion in a vial? Strictly speaking it's supposed to be a standard action per potion, but when combined...I mean, really, how hard is it to swallow 4 ounces of liquid in a few seconds?

Bad for balance, but realistically possible. THIS is why earlier editions had potion consequences.


So you'd say that, even though homunculus implies strongly that more than 3 hd are permitted, only 3 hd are permitted? Is that a correct understanding of your interpretation?

The specific rules don't counterdict the general specifically, but the implication is there. Consider the line "a homunculus with more than 2 hd can be created.."

Why would that be worded that way, if you can only create them with 2 or 3 hd? Surely the implication is that there can be more. Now, perhaps that's only for creation, not for improvement. A strong argument can be made for initial creation only having as many as you feel like spending for... but you can only ADD 50% of the creation hd total after creation.

Actually, I think that's the answer. I think I just needed to see it from that angle.


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So, I see that a homunculus with more than 2hd can be created...

1) Can they be added later?
2) If 1, then is it like adding other abilities, with the DC rising by
1 for each 1000gp?
3) No max HD is given. Is there one? I thought I had read somewhere
that size determines maximum hit points, but I don't know if it also
limits hit dice.

Finally, just for funzies, what would you say is a reasonable maximum number of homunculi a person might have - as no maximum is given?


<i> Hey James, I was wondering if you could shed some light on how this spell operates (but not too much, given the spell in question!).

http://www.d20pfsrd.com/magic/all-spells/s/shadow-projection

1. Can you perform verbal and somatic components whilst a shadow?
2. Can you access your feats and use spell-like or supernatural abilities whilst you are a shadow?
3. Can you even speak whilst you are a shadow?
4.Do you use your own stats, only your mental stats or none of your own stats when you are a shadow?

The answer to all these questions is more or less no. When you cast this spell, you basically "turn off" your character and "turn on" a shadow, as detailed in the Bestiary. You'd still use your own skills (not modified by the shadow's stats) and your own hit points, but the rest is pretty much "just use the shadow stat block." It's meant to mostly be a scouting out an area spell first and a fighting spell second. "
</i>

I know that this thread is a few years old, and so maybe the people involved are less involved...but it's come up in my game lately.

1) Why can't a shadow speak, or use somatic components? Neither of these things are prohibited by the stat block. Creatures with an intelligence of 3 or greater generally have the capability of speaking a language, or at least comprehending one. When it is incapable of speaking the stat block almost always says it can't. See Tarrasque and Hell Hound as an example.

2) I can't seem to locate any other source that would agree with any side at all. Spells that remove your ability to spell cast generally communicate that in some obvious fashion. If the spell itself doesn't, then the foundational information (spell school and whatnot) generally lead you to that conclusion. In short, how would the GM have a clue, without some sort of rules based text, rather than resorting to asking designers...other than by fiat?

Finally - feats are a no go? Would that mean you couldn't...say track? Or perhaps get better saves? You know, feats? I could stomach the lack of verbal components...that's easily worked around, but don't they have hands? No somatic components?