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Should I assume the Open Pit patch works like a permanent Create Pit spell? It doesn't say say but I'm assuming this how the patch was intended to work despite not mentioning the spell. It would then otherwise would be logical to think that using the patch on any surface, horizontal in relation to gravity or not, would then literally destroy matter in the void that it has created. Possibly including creatures.
I understand that when a creature is under the influence of a polymorph spell they take on the form of the creature they wish to look like and don't change their actual creature type or anything stats beyond what the polymorph spell says you get. But what I want to know is if it actually changes the name of the form you are taking on. Like if you take on the form of a Hag are you actually a Hag creature despite not being a Monstrous Humanoid?
It never explicitly says take you can't take 10 while using the Aid Another action. You obviously can't take 10 while in battle and for Skill checks as it explicitly says that. So by that logic, can a Witch with the Coven Hex boost another hag's caster level by 1 (accumulative for each hag using Aid Another for this purpose) to help that hag qualify for crafting Magic Weapons, Armor, and Shields of a higher level than normal?
Why is it that an Animal Companion that emulates an animal with a swim speed but not a land speed not subtyped as aquatic or amphibious? Should I assume that creatures like the Manta Ray and Seahorse are just major failures by RAW as Animal Companions? I do realize some creatures with a swim speed have the appropriate subtypes like Giant Crabs and Archelon but by RAW creatures with a swim speed don't automatically breathe in water. The Animal Companion description does not address this. Please don't tell me I have to get Evolved Familiar just to have my Seahorse Animal Companion breath in water like the rest of its kin. That I didn't find anything on the FAQs about this so I hope this question does get FAQ'd.
I know Mystic Theurges aren't considered good to play normally. But in E6 with the early entry tricks, the player can raise two casting classes by only sacrificing only one level for one of them. Tieflings can get Divine casting at CL 5 with 3rd level spells and Arcane casting at CL 3 with 2nd level spells; but not vice versa. In some E6 campaigns, as well as mine since I'm DMing it, such players won't be able to benefit from monoclass feats. It's that part that I think is balanced. They're no artificers but I just was just curious what other people thought.
Yes, I know "subtle" is the last thing you'd ever describe a necromancer as unless they depended on creating undead on the battlefield with the wordspell Undeath. I'm trying to figure out a way to disguise undead minions so they can be around a necromancer without any social backlashing from the general public. I first thought about it using multiple Hats of Disguise but I don't think it's possible because the user needs to have an Intelligence to imagine what their disguise should look like.
I figured this definitely can't be done with two-handed weapons, but what if a caster is using one hand to cast for the somatic component to cast a spell that takes 1 round, and the other hand with a melee weapon letting him take attacks of opportunities? I figured this would be using if some other caster decides to cast a touch spell right in front of him/her (not casting defensively for whatever reason) or if someone decided to ranged attack right next to him/her. Does this work?
I'm not entirely sure how racial abilities are adjusted when a template like vampire is applied. I know if a Human is given that sort of adjustment it hardly applies and I can't really tell by looking at the monster table. From race, what is lost from templates that change race? Like does it include racial modifiers and abilities? Does it make a difference if the template includes the augmented subtype to the race like it does for vampires?
I know at the current time Dreamscarred Press isn't done with Path of War (3.5's Tome of Battle for Pathfinder) and this particular thread question should belong on their boards. However, I didn't want to post it up there because I didn't want them to worry about balancing their mechanics for the sake of a popular set of homebrew rules. But for anyone who understands the Martial Maneuver mechanic (in either PoW or ToB) and the versatility it gives non-caster builds, I have this question: Are the base classes from PoW(/ToB) strong enough to keep up with wizards and clerics casting 4th level spells if they are in an e8 campaign? In other words, are they not completely overshadowed classes despite the party being able to possibly cover all role-playing and combat roles needed by level 6 with epic feats? The type of campaign I want to run is one that is not as gritty as e6 inherently is but crazy enough to introduce creatures stronger than CR 12 and maybe even mythic rules. An anime style campaign to be more frank. Which leads me to this other question: How do I factor in mythic feats alongside with epic feats? I understand in normal e6 the approximate cap for the number feats able to interact with one another in one encounter is 20ish. Thus, letting the players be treated as if they were CR 10 creatures individually (or a party of 4 as APL 10) given that they are properly geared. Link to Dreamscarred Press's thread on Path of War
Is it possible for a Witch to learn her patron spells other than by acquiring them through their class? From what I understand a Witch's selected patron spells are included on her spell list but when exactly that happens is what I'm confused about. Is it when she gets them through the class at the appropriate levels or are they always a part of her spell list once she selects her patron?
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