APG Rules Questions


Rules Questions

1 to 50 of 249 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

8 people marked this as FAQ candidate.

Thought a consolidated "needs clarification" thread might be useful.

Here's a couple to get things started:

1) Alchemists have to have a formula book, but there's no such items listed in the equipment section. Obviously I would think that you would get a spellbook, but I thought I'd clarify to make sure. Also, how many pages are required for each formula?

2) Are you required to have a given class feature before you can start taking favored class benefits that modify it? For instance, could a human cavalier begin "saving" bonuses to his banner at first level, even though he wouldn't get any advantage out of it until 5th?


1 person marked this as FAQ candidate.

Wondering about the Lightbringer option for elves--what caster level is the at-will light spell? It seems like it would be CL2nd at first level, but does it increase after that?


What type of damage does the ray from the feat Arcane Blast deal?

Sovereign Court

Since Alchemists get new "Spells" listed in the spell chapter, I'd say their formula book is in every way identical to the wizard's spellbook.

Arcane Blast does not specify the type of damage it does, so it's untyped. Which is about the only reason to take this feat (bypasses energy resistances).


Vil-hatarn wrote:
Wondering about the Lightbringer option for elves--what caster level is the at-will light spell? It seems like it would be CL2nd at first level, but does it increase after that?

While we're on the subject, the wording on the CL boost is unclear: it says "light-based spell" rather than "a spell with the light descriptor" (as, for instance, the stonesinger and pyromaniac racial options do). Is that supposed to be "a spell with the light descriptor?" If not, what exactly is included? I could see, for instance, an argument for just about any (pattern) spell...


What about the Rage Prophet there ability
Savage Seer: A rage prophet’s class level stacks with
barbarian levels for determining the effect of his rage
powers, oracle revelations, and his oracle’s curse. This
does not grant additional abilities

Does this increase the Duration of there rage or anything else besides feats increase their Rages Duration?


Carpy DM wrote:
Vil-hatarn wrote:
Wondering about the Lightbringer option for elves--what caster level is the at-will light spell? It seems like it would be CL2nd at first level, but does it increase after that?
While we're on the subject, the wording on the CL boost is unclear: it says "light-based spell" rather than "a spell with the light descriptor" (as, for instance, the stonesinger and pyromaniac racial options do). Is that supposed to be "a spell with the light descriptor?" If not, what exactly is included? I could see, for instance, an argument for just about any (pattern) spell...

That reminds me of another one--the stonesinger dwarf option boosts the "earth elemental" bloodline. I assume this is referring to the elemental bloodline for earth only, and not to the deep earth bloodline (which seems like it should be included)?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.
Carpy DM wrote:
Vil-hatarn wrote:
Wondering about the Lightbringer option for elves--what caster level is the at-will light spell? It seems like it would be CL2nd at first level, but does it increase after that?
While we're on the subject, the wording on the CL boost is unclear: it says "light-based spell" rather than "a spell with the light descriptor" (as, for instance, the stonesinger and pyromaniac racial options do). Is that supposed to be "a spell with the light descriptor?" If not, what exactly is included? I could see, for instance, an argument for just about any (pattern) spell...

The reason for that is that, bafflingly, searing light does not have the light descriptor. Therefore, to make SL fit, I had to use a slightly broader definition.

And yes, the CL for your light SLA would be your character +1 for the Lightbringer trait.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

2 people marked this as FAQ candidate. Staff response: no reply required.
Vil-hatarn wrote:
Carpy DM wrote:
Vil-hatarn wrote:
Wondering about the Lightbringer option for elves--what caster level is the at-will light spell? It seems like it would be CL2nd at first level, but does it increase after that?
While we're on the subject, the wording on the CL boost is unclear: it says "light-based spell" rather than "a spell with the light descriptor" (as, for instance, the stonesinger and pyromaniac racial options do). Is that supposed to be "a spell with the light descriptor?" If not, what exactly is included? I could see, for instance, an argument for just about any (pattern) spell...
That reminds me of another one--the stonesinger dwarf option boosts the "earth elemental" bloodline. I assume this is referring to the elemental bloodline for earth only, and not to the deep earth bloodline (which seems like it should be included)?

It was written as "earth elemental" bloodline, since at the time I did the racial traits, I hadn't done the sorcerer bloodlines yet... so the deep earth bloodline didn't exist. :)

I think it's entirely reasonable to allow it to apply to both.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Joey Virtue wrote:

What about the Rage Prophet there ability

Savage Seer: A rage prophet’s class level stacks with
barbarian levels for determining the effect of his rage
powers, oracle revelations, and his oracle’s curse. This
does not grant additional abilities

Does this increase the Duration of there rage or anything else besides feats increase their Rages Duration?

When in doubt, always assume that a bit of rules text says what it does and does what it says. It lists exactly what stacks; if it's not listed, it doesn't stack.

HOWEVER, if you'll note the Enduring Rage class feature at 6th level, you can dump spell slots to increase your rage duration. At lower levels in this PrC, you might want to consider taking Extra Rage if you're worried about running out.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Carpy DM wrote:

Thought a consolidated "needs clarification" thread might be useful.

Here's a couple to get things started:

1) Alchemists have to have a formula book, but there's no such items listed in the equipment section. Obviously I would think that you would get a spellbook, but I thought I'd clarify to make sure. Also, how many pages are required for each formula?

Everything works identically to a spellbook and spells.

Carpy DM wrote:
2) Are you required to have a given class feature before you can start taking favored class benefits that modify it? For instance, could a human cavalier begin "saving" bonuses to his banner at first level, even though he wouldn't get any advantage out of it until 5th?

This is different from a feat, say the mythical "Improved Banner" feat, which would have the banner class feature as a prereq; you can't take it until you qualify for it. There, it's clear what the rule is.

Here, for favored class bonuses, that's not so. The rules are silent on the question, so it's up to the DM to decide how to run it.

As the one who wrote that chapter, I can honestly say I never had a fixed idea in my mind to answer that question. Perhaps I should've but I didn't, so unfortunately there is no secret designer insight lurking underneath the rules text. All I can say is that personally as a DM I wouldn't have a problem with it.

If Jason B and the high-ups at central command want to make a ruling on the subject, I suppose it'll be covered in whatever errata document they create.


Jason Nelson wrote:
The reason for that is that, bafflingly, searing light does not have the light descriptor. Therefore, to make SL fit, I had to use a slightly broader definition.

So we should treat the ability as saying, "for spells with the light descriptor and searing light," basically?

Another question: if an eidolon has the mount evolution, is a regular saddle enough to ride it properly, or does it still need an exotic saddle?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Carpy DM wrote:
Jason Nelson wrote:
The reason for that is that, bafflingly, searing light does not have the light descriptor. Therefore, to make SL fit, I had to use a slightly broader definition.

So we should treat the ability as saying, "for spells with the light descriptor and searing light," basically?

That's what I'd do. Likewise if you come across another one that seems glaringly (pun intended) obvious that is lacking the descriptor.

Carpy DM wrote:
Another question: if an eidolon has the mount evolution, is a regular saddle enough to ride it properly, or does it still need an exotic saddle?

I'd probably say exotic, but that's just me.


1 person marked this as FAQ candidate.

Got another one - not specifically relevant to the APG, but it only came up because of the new familiars list. When a creature becomes a familiar, does it retain its subtypes when it becomes a magical beast? This is relevant primarily because of the (aquatic) subtype possessed by crabs and particularly octopi - an octopus familiar is problematic if it can't breathe air.

This may have already been answered at some point during the playtest and I haven't found it, of course.


6 people marked this as FAQ candidate.

I already posted this elsewhere, but a crosspost never hurts.

An Eidelon is stated as not being able to heal normally.

When can it heal?

1) Resting
2) When given First Aid via Heal
3) When a cleric casts Cure on it.
4) When the summoner casts Restoration on it.
5) When a cleric channels energy into it.
6) When a cleric with Alignment Channel channel's energy into it.

I'm guessing 1 and 2 are no. I'm thinking 3, 4, and 6 are yes. I'm not sure on 5. I'd love a confirmation from the devs.


Is Perfect Strike supposed to apply to unarmed strikes? If not, why is Improved Unarmed Strike a prereq? Thanks!

Dark Archive

1 person marked this as FAQ candidate.
Carpy DM wrote:
Are you required to have a given class feature before you can start taking favored class benefits that modify it? For instance, could a human cavalier begin "saving" bonuses to his banner at first level, even though he wouldn't get any advantage out of it until 5th?

The favored class benefits don't have prerequisites - it's just not part of the rules text. Take a look at the Spell Focus feat. Notice that you do not need to be able to cast spells in order to take it.

The "Banner" issue is in no way different.

Dark Archive

Ellington wrote:
What type of damage does the ray from the feat Arcane Blast deal?

The damage is untyped.

Dark Archive

Joey Virtue wrote:

What about the Rage Prophet there ability

Savage Seer: A rage prophet’s class level stacks with
barbarian levels for determining the effect of his rage
powers, oracle revelations, and his oracle’s curse. This
does not grant additional abilities

Does this increase the Duration of there rage or anything else besides feats increase their Rages Duration?

No; rage powers are specifically called out, not the rage class feature. The PrC does not increase rounds per day (but, as one of the posters above me has already pointed out, the rage prophet gains other abilities to increase your rounds-per-day.

If you're really worried about it, stockpile alcohol...


Comparing necklace of ki serenity and robes of arcane heritage (both on page 308). Same cost, very similar design. Does the necklace grant access to all abilities that are related to the ki pool or not? (Specifically, does the necklace - like the robes - grant access to wholeness of body, abundant step and empty body earlier?)


Question concerning the Rage Prophet...

"Savage Seer: A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities."

I understand the stacking with Barbarian levels to make rage powers better (though it doesn't grant new ones, or increase duration), and I even understand the stacking with Barbarian levels for the Oracle's Curse (since 1/2 of levels other than Oracle are added to determine the effect). However, unless I'm missing something, Barbarian levels have nothing to do with determining the effects of Oracle Revelations...

Maybe they meant that the Rage Prophet's class level stacks with barbarian levels AND oracle levels?

Then again, I could be missing something.

Grand Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
mdt wrote:

I already posted this elsewhere, but a crosspost never hurts.

An Eidelon is stated as not being able to heal normally.

When can it heal?

1) Resting
2) When given First Aid via Heal
3) When a cleric casts Cure on it.
4) When the summoner casts Restoration on it.
5) When a cleric channels energy into it.
6) When a cleric with Alignment Channel channel's energy into it.

I'm guessing 1 and 2 are no. I'm thinking 3, 4, and 6 are yes. I'm not sure on 5. I'd love a confirmation from the devs.

It doesn't say "not heal normally". It says "not heal naturally". Natural healing is what you get from resting 8 hours. Of the uses of the heal skill, that would only eliminate "Long-term care". All forms of magical healing should work fine.

Grand Lodge

1 person marked this as FAQ candidate.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Does the Summoner's Call feat work when the eidolon is summoned with the Summon Eidolon spell, or does it only work with the 1 minute ritual?

If you cast a spell, such as Mage Armor on an eidolon, then dismiss the eidolon, will the spell still be in effect when you summon the eidolon back (assuming there's still time left on the spell's duration)?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Twowlves wrote:


Since Alchemists get new "Spells" listed in the spell chapter, I'd say their formula book is in every way identical to the wizard's spellbook.

Functionally for the alchemist yes. A wizard however won't get any use out of it.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Carpy DM wrote:


Another question: if an eidolon has the mount evolution, is a regular saddle enough to ride it properly, or does it still need an exotic saddle?

It's a DM's call, if the Eidolon does not have the exact same form as a standard mount as in a horse, than by defnition a special saddle i.e. exotic would need to be made to fit.

Dark Archive

Gjorbjond wrote:

1.) Does the Summoner's Call feat work when the eidolon is summoned with the Summon Eidolon spell, or does it only work with the 1 minute ritual?

2.) If you cast a spell, such as Mage Armor on an eidolon, then dismiss the eidolon, will the spell still be in effect when you summon the eidolon back (assuming there's still time left on the spell's duration)?

1.) The feat specifically calls out the summoning ritual. Calling it with the spell would not bestow the benefits of the feat.

2.) The mage armor would persist for as long as it's duration allows. The eidolon is simply moving from one plane to another when it is called, dismissed, or otherwise returned. Planar travel is planar travel - no matter how it's being accomplished. Any active spells on the traveller are unaffected (except in a few wacky situations, I guess).


As to mount and saddle on eidelon, I don't see any need to buy a saddle. You determine the form and shape of your eidelon. If you want a destrier with flaming mane, silver plate barding and a saddle, that should be just fine with the existing evolutions.

Mount
Natural armor
Elemental attack (fire)


mdt wrote:

As to mount and saddle on eidelon, I don't see any need to buy a saddle. You determine the form and shape of your eidelon. If you want a destrier with flaming mane, silver plate barding and a saddle, that should be just fine with the existing evolutions.

Mount
Natural armor
Elemental attack (fire)

The question came up for Pathfinder Society reasons, so I'm trying to get as solid and non-cheesy - that is, as far from annoying random table GMs - an answer as possible.


Would people PLEASE stop using the phrase "mount an Eidelon"....it's giving me bad dreams :)


nighttree wrote:
Would people PLEASE stop using the phrase "mount an Eidelon"....it's giving me bad dreams :)

pre- or post-... oh never mind...


1 person marked this as FAQ candidate.

So, I have a question.

Because of the phrasing of Fast Bombs in Alchemist says that it's a full-round action to prepare and throw bombs based on your base attack bonus, if you have two-weapon fighting, does that grant you the ability to throw bombs as a full-round action that includes two-weapon throws?

Essentially, if your base attack is +6 and you have two-weapon fighting, do you get to throw 2 bombs with Fast Bombs or 3?

Edit: to correct my math there


1 person marked this as FAQ candidate.
umbralatro wrote:

So, I have a question.

Because of the phrasing of Fast Bombs in Alchemist says that it's a full-round action to prepare and throw bombs based on your base attack bonus, if you have two-weapon fighting, does that grant you the ability to throw bombs as a full-round action that includes two-weapon throws?

Essentially, if your base attack is +6 and you have two-weapon fighting, do you get to throw 2 bombs with Fast Bombs or 3?

Edit: to correct my math there

No. You gain a number of extra bomb tosses per round equal to the number of your iterative attacks, which includes haste. You can't apply combat feats that increase attacks to your bombs, much like a wizard can't two-weapon fight with one polar ray. You also can't vital strike with a bomb, much like a wizard cannot vital strike with a scorching ray.

Just look at what a wizard can add to their spells for an idea of what an Alchemist can add to their bombs. Precise shot, point blank shot, weapon focus, improved critical, etcetera.

Sovereign Court

LazarX wrote:
Twowlves wrote:


Since Alchemists get new "Spells" listed in the spell chapter, I'd say their formula book is in every way identical to the wizard's spellbook.

Functionally for the alchemist yes. A wizard however won't get any use out of it.

Yes of course, that is specifically spelled out in the Alchemist's class description though. It states that an Alchemist can copy a spell from a wizard's spellbook into his formula workbook, but a wizard cannot get any use from an alchemist's workbook.


Ice Titan wrote:

No. You gain a number of extra bomb tosses per round equal to the number of your iterative attacks, which includes haste. You can't apply combat feats that increase attacks to your bombs, much like a wizard can't two-weapon fight with one polar ray. You also can't vital strike with a bomb, much like a wizard cannot vital strike with a scorching ray.

Just look at what a wizard can add to their spells for an idea of what an Alchemist can add to their bombs. Precise shot, point blank shot, weapon focus, improved critical, etcetera.

Why? What are you using to back this up? any rules involved, or just opinion?


1 person marked this as FAQ candidate.

Okay, I sort of agree with Ice Titan, but I'm looking for some official clarification, if possible since this could affect some other things. Here's the relevant text I feel:

Combat section of the Corebook wrote:
"Full Attack - If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon, or for some special reason you must use a full-round action to get your additional attacks."

and

Fast Bombs wrote:
"The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon."

So this is my guess, and it is just a guess at this point. That because you must activate an ability to get your multiple bombs, this means that you cannot use the full attack action for it's other uses, like 2 weapon, since you were granted your full attack only by the ability since the bombs are normally a standard action for one. Whereas, daggers or holy water (if you had Quick Draw) do not require an ability to make a full-attack with them.

Edit: because I can't spell


umbralatro wrote:


Fast Bombs wrote:
"The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon."

Going by this wording, I'd be tempted to say that you could rapid shot & TWF to get more bombs the same way that you could rapid shot & TWF to get more thrown attacks with a full-attack.

-James

Dark Archive

3 people marked this as FAQ candidate.

On Weapon Adept (Monk Archetype), Perfect Strike, and Non-core Monk Weapons:

I'm a little confused by Weapon Adept/Perfect Strike. Namely, in that the feat lists all melee Monk quality weapons from core (kama, nunchaku, quarterstaff, sai, and siangham) as valid for use with the feat. Clearly, it intends for this ability to be useable with Monk quality weapons. However, ones not in the core are excluded by the feat (IE Temple Sword in the very same book).

This is confusing to me as it severely limits the variety to be seen of Weapon Adept Monks that will arise from expanded source material presenting new weapons with the Monk quality (meaning the can be flurried, etc.)

Was this intentional by design or was it intended to be 'monk weapons' but instead the list was given to avoid Shuriken or any future ranged weapons with the Monk quality as being included?

Liberty's Edge

So is there any reason that the spell, Rejuvenate Eidolon(Lesser), couldn't be a first-level wand?


So long as it's a first level spell crafted by a summoner with the craft wand feat who knew the spell, it can be a wand.

Liberty's Edge

Kierato wrote:
So long as it's a first level spell crafted by a summoner with the craft wand feat who knew the spell, it can be a wand.

Thanks. That's what I figured, but I haven't given Summoners much thought until recently and was wary of a catch.


Eric The Pipe wrote:
Ice Titan wrote:

No. You gain a number of extra bomb tosses per round equal to the number of your iterative attacks, which includes haste. You can't apply combat feats that increase attacks to your bombs, much like a wizard can't two-weapon fight with one polar ray. You also can't vital strike with a bomb, much like a wizard cannot vital strike with a scorching ray.

Just look at what a wizard can add to their spells for an idea of what an Alchemist can add to their bombs. Precise shot, point blank shot, weapon focus, improved critical, etcetera.

Why? What are you using to back this up? any rules involved, or just opinion?

Hm. I remember there being an official answer on it at one point, but it looks like I was wrong. My bad!

Liberty's Edge

umbralatro wrote:

So, I have a question.

Because of the phrasing of Fast Bombs in Alchemist says that it's a full-round action to prepare and throw bombs based on your base attack bonus, if you have two-weapon fighting, does that grant you the ability to throw bombs as a full-round action that includes two-weapon throws?

Essentially, if your base attack is +6 and you have two-weapon fighting, do you get to throw 2 bombs with Fast Bombs or 3?

Edit: to correct my math there

To select Fast Bomb as a discovery, you must be at least an 8th-level Alchemist, which grants you a +6 BAB. High enough to answer the requirement of the discovery.

Thus, if your Alchemist selected that discovery, he can full-attack with bombs as if they were ranged weapons. Both the TWF chain and Rapid Shot apply (as they would for daggers).

The Alchemist is still limited to using a number of bombs each day equal to his class level + his Intelligence modifier though.

By 8th level, you could have TWF, Improved TWF and Rapid Shot, as well as a +6 BAB. You can thus throw 5 bombs as a full-round action (+2/+2/+2/-3/-3).

With a 26 Int, you could use 16 bombs each day. That makes for 3 rounds of Fast bombing.

Liberty's Edge

3 people marked this as FAQ candidate. Answered in the FAQ.

Does Selective Spell only apply to instantaneous spell effects with an area (like fireball) or can it apply to ongoing effects like prismatic wall, which I am assuming has an "other" area of effect?

If Selective Spell allows allies to ignore a prismatic wall can it also be used to allow allies to walk through a wall of force?


Forgottenprince wrote:

Does Selective Spell only apply to instantaneous spell effects with an area (like fireball) or can it apply to ongoing effects like prismatic wall, which I am assuming has an "other" area of effect?

If Selective Spell allows allies to ignore a prismatic wall can it also be used to allow allies to walk through a wall of force?

it seems kind of odd to me that feats wouled boost the amount of uses of a class ability. usually the ability to use a class power remains static exactly from one char to another.

The other factor is i would think that TWF etc would hav ebene mentioned int he desc, given that you dont even need the first TWF feat to make off hand attacks and most Alchem,ists could hit even with the penalties and no feats

Dark Archive

bdk86 wrote:

On Weapon Adept (Monk Archetype), Perfect Strike, and Non-core Monk Weapons:

I'm a little confused by Weapon Adept/Perfect Strike. Namely, in that the feat lists all melee Monk quality weapons from core (kama, nunchaku, quarterstaff, sai, and siangham) as valid for use with the feat. Clearly, it intends for this ability to be useable with Monk quality weapons. However, ones not in the core are excluded by the feat (IE Temple Sword in the very same book).

This is confusing to me as it severely limits the variety to be seen of Weapon Adept Monks that will arise from expanded source material presenting new weapons with the Monk quality (meaning the can be flurried, etc.)

Was this intentional by design or was it intended to be 'monk weapons' but instead the list was given to avoid Shuriken or any future ranged weapons with the Monk quality as being included?

I was confused by this as well. The feat applies only to the weapons listed.

Even though I am normally a "RAW only, core only" type of DM, I will probably allow this feat to apply to the new monk weapons. I think the writer's intentions in leaving the new weapons out were based on the idea that not every DM will allow every new bit of content into his game. In other words, just because a DM allows the Weapon Adept Monk or the Perfect Strike feat does not mean he's allowing the temple sword in his game.

A strange decision on the developer's part, but it's a simple thing to handwave it away (though it pains me to make houserules, I just can't justify this one as-written).

Dark Archive

Forgottenprince wrote:

Does Selective Spell only apply to instantaneous spell effects with an area (like fireball) or can it apply to ongoing effects like prismatic wall, which I am assuming has an "other" area of effect?

If Selective Spell allows allies to ignore a prismatic wall can it also be used to allow allies to walk through a wall of force?

Good question, and an easy one to answer.

Selective Spell applies only to area spells (spells with an "Area" line).

Prismatic wall is not an area spell (it has an "Effect" line, but not an "Area" line), therefore Selective Spell cannot apply to it. Wall of force isn't an area spell either.

Given that forcecage is an area spell, a selective forcecage could be pretty powerful, and would function the way you describe. Be aware, however, that Pathfinder's forcecage only lasts for one round per level.


Garden Tool wrote:
Forgottenprince wrote:

Does Selective Spell only apply to instantaneous spell effects with an area (like fireball) or can it apply to ongoing effects like prismatic wall, which I am assuming has an "other" area of effect?

If Selective Spell allows allies to ignore a prismatic wall can it also be used to allow allies to walk through a wall of force?

Good question, and an easy one to answer.

Selective Spell applies only to area spells (spells with an "Area" line).

Prismatic wall is not an area spell (it has an "Effect" line, but not an "Area" line), therefore Selective Spell cannot apply to it. Wall of force isn't an area spell either.

Given that forcecage is an area spell, a selective forcecage could be pretty powerful, and would function the way you describe. Be aware, however, that Pathfinder's forcecage only lasts for one round per level.

Based on the original question, I should add that Selective Spell would prevent an ally from being trapped INSIDE the forcecage, but it would not give that ally the ability to walk in and out of the forcecage freely. Selective Spell would exclude the ally from the area of effect; it does not grant immunity to the spell.

Consider entangle as a better example of what I mean. When cast, a selective entangle could exclude an ally on the edges, or even right next to the center. However, if that ally moves into the area of the spell, it will fully affect the ally.

Thus, the most common use is to exclude allies from instantaneous spells like fireball where there are no lingering effects.


I'm not totally sure how an eidolon's evolution points work (when you gain a level).

Ex. You have a level 1 eidolon that has spent its 3 evo points. When you become level 2, what happens?

If you choose to keep all the upgrades you bought at level 1, do you get 4 more evo points to work with, or do you only get 1 point (4-3=1)?

Also, with the evolutions that allow additional evolution points to be spent to have an increased effect (ex. large ability - you can pay 6 points extra to make the eidolon huge instead), can you spend the additional evo points at a later date or do you have to pay for the whole thing at once? (i.e. your eidolon has the large ability. does it cost 6 points (just the extra points) or 10 points (full cost) to make it huge?)


imthedci wrote:

I'm not totally sure how an eidolon's evolution points work (when you gain a level).

Ex. You have a level 1 eidolon that has spent its 3 evo points. When you become level 2, what happens?

If you choose to keep all the upgrades you bought at level 1, do you get 4 more evo points to work with, or do you only get 1 point (4-3=1)?

Also, with the evolutions that allow additional evolution points to be spent to have an increased effect (ex. large ability - you can pay 6 points extra to make the eidolon huge instead), can you spend the additional evo points at a later date or do you have to pay for the whole thing at once? (i.e. your eidolon has the large ability. does it cost 6 points (just the extra points) or 10 points (full cost) to make it huge?)

Every time you level, you start with the listed Evo Points and spend them all. Your previous build does not apply. Basically, you start from scratch each time you level. You can certainly keep the former build and just spend the extra point (from your example), but you don't have to.

You have to spend all the points for what you want when you level (or cast the transmogrify spell), but you don't have to buy anything you don't want to.

For example, if I had 12 evo points, I could buy huge and claws, or I could buy large, claws, and flight. Both add up to 12 (doing this from memory, so could be mistaken).

Liberty's Edge

Garden Tool wrote:

Good question, and an easy one to answer.

Selective Spell applies only to area spells (spells with an "Area" line).

Prismatic wall is not an area spell (it has an "Effect" line, but not an "Area" line), therefore Selective Spell cannot apply to it. Wall of force isn't an area spell either.

Given that forcecage is an area spell, a selective forcecage could be pretty powerful, and would function the way you describe. Be aware, however, that Pathfinder's forcecage only lasts for one round per level.

I see where you are coming from on this one, but I'm dreading the inevitable debate that will ensue at my table as I try to explain the mechanics of the feat.

PC: "I cast prismatic wall which I've modified with selective spell so my allies can run through it to safety."
Me: "Ummm, the feat doesn't work that way..."
PC: "What do you mean? I used it when I cast prismtaic spray and it didn't hurt my allies.
Me: "That had an area effect, this is a wall effect. See, for spray it says "Area: Cone-shaped Burst" for wall its an Effect.
PC: "So a wall doesn't have an area?" ::prepares to lecture DM on basic geometry::
Me: "Not for purposes of this feat it doesn't."

1 to 50 of 249 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / APG Rules Questions All Messageboards

Want to post a reply? Sign in.