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1. You can direct a Floating Disk to move anywhere horizontally within the range of the spell (25 ft + 5 ft/2 levels). You can't control the height, as it always hovers 3 feet above the ground.

2. For Create Pit, to quote the text of the spell "When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round."


You want to take a look at the text of Disguise Self. Specifically it says "The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion."

So to see through the disguise is just a perception check. However, if someone actually interacts with the illusion by touching it they can also make a will save to disbelieve the illusion.


You just have to start casting Planar Binding within that round. You don't actually have to complete it the round after you cast Magic Circle.


There is an Ioun Stone in the book Seekers of Secrets which gives a +1 bonus for 500 gp. By the magic item creation rules that means a +1 bonus is 250 gp (the price gets doubled because Ioun Stones are slotless), so the formula for price should be bonus squared * 250 gp. So the ring you're thinking of would cost 6250 gp.


Yep. Might not be realistic, and of course if the GM wants to do it differently they can, but by default you would not run a risk of hitting your ally.


You can still cast Enlarge Person on a familiar via the second part of that rule: "A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)".


There is no rule in Pathfinder which makes it possible to accidentally hit an ally with non area-of-effect weapons. Shooting into melee doesn't do it, trying to hit an enemy in the same square doesn't do it, trying to hit an enemy that's grappling an ally doesn't do it. It would be very inconsistent if hitting an ally became possible in this one niche case.


Personally I would probably rule that you would have to make a handle animal check to get it to chew the stuff, but that's generally not a huge issue for a Cavalier. I would suggest taking a few levels of Paladin to get the ability to remove fatigue yourself, but that seems kind of excessive.


First, GMs are well within their rights to disallow custom magic items, which the stones in question would be. Second, the Fate's Favored trait doesn't actually double luck bonuses, it only increases them by 1. So at most you would get a +6 bonus to pretty much everything. That's still pretty broken, but it's not particularly hard to have a broken character when they get way too much gold for their level.


Honestly, you've covered pretty much all of your options. If your GM is generous they might allow you to use a Blinkback Belt for bolas, but that's something you'd have to discuss with them.

Otherwise your options are Returning or Called.

Returning is a decent option. The drawback is that you always have to throw your bolas after moving. It's certainly a downside, but it's hard to say whether it will come up all that much. Flavor-wise it's got some issues (it's kind of hard to justify the bolas untangling themselves to fly back to your hand) but that's fluff, not rules. As for enemies picking them up, I rarely see that come up in combat, though it could happen.

Called has the benefit of always coming to your square whether you move or not. That definitely opens up a few more tactics, like throwing your bolas to trip someone and then immediately moving into melee range. It also has the benefit that you can call them back when it's most convenient for you, so if you have other swift actions that you need to take you can delay calling them until a better time. It also makes a bit more logical sense than Returning, since they're actually teleporting to your hand.

Overall, I'd say the Blinkback Belt is the best option if your GM allows it, then the Called weapon property, then Returning.


As for your first question, it might be a good idea to pick up Spell Penetration and Greater Spell Penetration. Spell Resistance can easily screw you over when trying to cast save or suck spells.


Regarding your 2nd question, the trait in question is "Tusked." It's from Orcs of Golarion.


To quote the core rulebook: "In areas of darkness, creatures without darkvision are effectively blinded."


If you're allowed to bring someone along with a teleportation effect it will explicitly say that you can. It doesn't, so you can't.


I believe that reign of winter has specific rules for mass combats. Small groups of enemies count as a troop, somewhat similar to the swarm rules. From what I've heard they work pretty well, but I haven't had a chance to use them yet. Like swarms, they can't be affected by single-target spells and take extra damage from AoE spells, plus they automatically do damage to the squares that they threaten (though it's usually not a whole lot of damage). The rules are on the SRD if you want to check them out.


Do keep in mind that it's okay for the character not to be able to read the inscription. I haven't read the adventure personally, but I highly doubt that the plot can't continue if the player is unable to read the runes. Your player may miss out on some information, but that's how stuff goes sometimes.


By default cleave only allows you to attack a creature directly adjacent to your previous target, so no, you wouldn't be able to attack a creature 10 feet away on a cleave attack.


Imbicatus wrote:
Ear Piercing Scream is pretty good, as is Blindness/Deafness.

Eh, I'm not a big fan of Ear-Piercing Scream, personally. Dazed for 1 round is certainly a good effect, but it's not going to win a fight. Blindness/Deafness definitely can screw over a spellcaster though.


Captain Morgan wrote:


While Feeblemind is a great spell for taking out casters, wouldn't it be more reliable to say, target fortitude? I'm sure there must be a good save or die out there for fortitude, and casters tend to be weaker in fortitude than will.

You're right, spellcasters do tend to have weaker fortitude saves, but unfortunately there's not a whole lot of really nasty (versus spellcaster) spells that target fortitude at lower levels. Plus the -4 penalty to their will save that spellcasters get versus feeblemind is usually enough to make up the difference in their saves, so unless they've focused on Wisdom they should have a rough time. Once you get 6th level spellcasting then something like flesh-to-stone is probably a better bet.


One fairly easy way to take care of enemy spellcasters is this method. Max out intelligence as much as possible, including grabbing at least a +4 headband of vast intelligence with your equipment. You might even considering making the character middle aged for an extra little boost to mental stats. You should be able to get up to something like a +8 bonus. Learn the Feeblemind spell. Get Spell Focus(enchantment) and Greater Spell Focus(enchantment). Might as well grab Heighten Spell while you're at it. Any enemy spellcaster who gets within 150 feet of you must now make a DC 28 will save (with the arcanist's school bonus) or become a drooling idiot unable to cast any spells. Once you get higher level spell slots Heighten Spell will allow you to increase your DCs even higher.


Scavion wrote:


Clearly speaking. You cannot tell negotiation, surrendering, or much of anything when you hear people speaking in a language you can't understand.

Do you realize how incredibly f%&+ed up it is to kill an enemy because the possibility exists that they were saying something bad? When someone plays a paladin they agree to hold themselves to a specific and rigid moral standard, one which does not include killing non-evil sentient creatures who are not in the process of attacking anyone. If the paladin does not hold themselves to that moral standard they fall. And you know what? Falling sucks, but it's not like there aren't options available to redeem yourself.


Sub_Zero wrote:


1. Killed a giant Dire Bear intent on eating you: Fallen, you didn't show respect for Dire Bear's life

2. Killed a murderous band of Orc's who invaded a village: Fallen you didn't have respect for their life.

3. Killed... Fallen, you killed something.

Heck, under you're definition of Paladins must be good, not just neutral:

4. Watched a Lawful execution of an serial killer: Fallen, didn't make a sacrifice to protect others.

1. Dire bears are not intelligent, and killing them is no more immoral then killing any other animal. This wyvern was clearly and demonstrably intelligent.

2. If they die in combat, oh well. If they're lying unconscious on the floor and no longer pose a threat you don't stab them in the face. If they're defeated and trying to negotiate you sure as hell don't stab them in the face.

3. Killing is okay in many situations. If you are performing an act of self-defense or defending others and kill the person in question, that is not immoral. If you slit their throat after they're unconscious when you have the ability to turn them in to the proper authorities or try to redeem them, that definitely is.


Invulnerable rager barbarian with the fiend totem line of rage powers would make sense. That includes being covered in spikes and being ridiculously resistant to damage. There's plenty of other rage powers that would make sense, like renewed vigor and regenerative vigor for fast healing in combat. For race, he probably counts as some sort of monstrous humanoid, though none of the existing races that I know of really cover his appearance and abilities.


Besides Golem Manuals there is not a specific magic item that provides a bonus to craft checks. That said, there are many pieces of mundane equipment that provide a circumstance bonus to specific craft or profession rolls, such as an alchemist's lab for craft(alchemy). You could also make a custom magic item, though the rules for pricing can be a bit fiddly.


I'm a DotA player, personally, mainly because of the business model. No champions to buy, no rune pages, just cosmetics which don't affect the gameplay. I've heard a lot of arguments from people saying that it's possible to get all the content in LoL without spending money, but it's clearly designed to be so time-consuming to unlock stuff without real money that it's impractical. It also irritates me that I can go into a game and be at a concrete mechanical disadvantage (albeit a minor one) because I don't have the runes that another player does.


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I'm always annoyed by GMs who blame their own mistakes on the players. I've seen a few GMs let players roll up characters with some method that gives extremely high ability scores and then complain when the players kill their monsters too quickly. I also see some who will make a single monster or BBEG with no minions the final boss and then complain that it was anti-climactic when the PCs kill them in a few rounds. It's their lack of understanding about the game system that's causing the problems, but they want to put the blame on the PCs.