APG Rules Questions


Rules Questions

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5 people marked this as FAQ candidate.

Now bring on some monk love:


  • Necklace of ki serenity vs robes of arcane heritage: one grants +2 ki points and the ability to bypass lawful and adamantine DR earlier; the other grants all bloodline abilities earlier (including the sorcerer capstones at level 16). Both cost 16000. Should the necklace also be granting access to ki-power related powers (i.e. wholeness of body, abundant step); or should the robes actually just increase effective level of the bloodline powers (thus not grant abilities earlier, just more effective once granted).
  • Perfect strike (feat), should this include unarmed strikes? Should it at least include all monk weapons? (The weapon adept monk package suggests as much.)
  • Zen Archer, as a monk, has too small starting wealth to afford a bow (well, he could get a shortbow; but I mean a real bow :P)
  • Monk of the empty hand's ki weapons: at 5th level he can spend 1 ki point to strike with his unarmed damage - from 11th level the monk may spend ki to grant enhancements to his attacks. The question regards the interaction of these two, three possibilities as I see it: 1. Is the former ability included "for free" in the later? 2. Or, can the monk spend additional ki when spending a ki on the first ability? 3. Or, can the two abilities not be used together?
  • Monk of the empty hand's versatile improvisation: is there a way to use versatile improvisation together with ki powers? (Essentially wrapping up the ability with option 1 or 2 from the prior bullet point.)
  • Monk of the sacred mountain's iron limb defense: may spend a ki point to increase the +2 shield bonus to +4. Why would he bother, if he can keep the +2 shield bonus and instead spend a ki point to get an additional +4 dodge bonus to AC (which also increases CMD)
  • Weapon Adept, may he chose "unarmed strikes" as his monk weapon (thereby granting free focus and specialization in unarmed strikes)?
  • Cockatrice strike (feat), should this feat include a special "Monks may chose this feat from level 14 as a bonus monk feat" - as otherwise the feat is not obtainable by monks

The Exchange RPG Superstar 2010 Top 16

Chris Mortika wrote:
I'd be fine with a Paladin having electricity resistance 400 by the time she's 20th Level.
Zurai wrote:
But would you be fine with resistance 25 at 5th level or 100 at 10th?

My knee-jerk reaction was, "Whoa! No!" But on reflection, a 5th Level evoker's lightning bolt deals about 20 points of damage, to a whole bunch of people. Giving a Paladin electrical resistance 25, in exchange for 5 hit points, allows him to ignore the lightning bolt, even if the evoker rolls pretty well. But it provides no help at all from the fireball, the summoned fiendish giant beetles, etc.

So, upon reflection, I'm good with it, even at those levels. A single energy resistance crops up much more rarely than the general hit points the Paladin is exchanging.

What's the alternative? For the greatest of Myrmydons to give up 20 hit points in exchange for Cold Resistance 20?

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

1 person marked this as FAQ candidate.
Ravingdork wrote:

Um...I don't think that is correct.

It looks to me like you get the bonuses with ANY weapon you wield, provided it is a two-handed weapon. Not so limiting as only being able to use two-handed weapons from a specific group.

There is a bit of ambiguity here on the subject of what is a "two-handed weapon" that I should have been clearer about noticing and explicating before I responded, so just to be clear (and with the caveat that while I wrote the fighter section I am not the official errata determiner and anything I say may be contravened at a later date), but I think Ravingdork has the more precisely correct point here.

That is, for the purpose of this ability (and this whole archetype's schtick), a "two-handed weapon" means any weapon you can and do wield using both hands, which includes one-handed weapons wielded with both hands (battleaxe, longsword, morningstar, etc.), not only weapons in the "Two-Handed Weapons (TM)" section of the weapons table (greataxe, halberd, longspear, etc.).

This means that you select weapon groups as normal, but your bonus only applies when using the melee weapons on that list that are two-handable (so some groups will be wholly useless to you, like close/bows/light blades).

I don't think it's entirely unreasonable to rule it either way; frankly, I'd be surprised if many two-hander archetype guys didn't grab the biggest weapon they could find, but if for some reason they had to use a two-handable weapon that's normally a one-hander I don't see any compelling reason to forbid it. After all, it's the style that the THF archetype is really all about.

Shadow Lodge

Does this also count for bows and crossbows*, which also require two-hands to use?

*When not using them with only one hand of course.

Sovereign Court

Dragonborn3 wrote:

Does this also count for bows and crossbows*, which also require two-hands to use?

*When not using them with only one hand of course.

No, it's exclusively melée two-handed weapons.

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

Chris Mortika wrote:
Chris Mortika wrote:
I'd be fine with a Paladin having electricity resistance 400 by the time she's 20th Level.
Zurai wrote:
But would you be fine with resistance 25 at 5th level or 100 at 10th?

My knee-jerk reaction was, "Whoa! No!" But on reflection, a 5th Level evoker's lightning bolt deals about 20 points of damage, to a whole bunch of people. Giving a Paladin electrical resistance 25, in exchange for 5 hit points, allows him to ignore the lightning bolt, even if the evoker rolls pretty well. But it provides no help at all from the fireball, the summoned fiendish giant beetles, etc.

So, upon reflection, I'm good with it, even at those levels. A single energy resistance crops up much more rarely than the general hit points the Paladin is exchanging.

It's very true. It's a considered gamble that you'll have occasions of getting hit with more than one energy attack per day.

It's also a route to get yourself resistance/immunity to environmental damage from hot/cold climates, so your paladin with fire resistance 10 can clank across the desert or jungle in his full plate with impunity.

Chris Mortika wrote:
What's the alternative? For the greatest of Myrmydons to give up 20 hit points in exchange for Cold Resistance 20?

Actually, it would be give up 20 hit points in exchange for two different resistances 10 (the max).

In any event, the general flavor/intro text (with the squaring multiple caused by an accidental repeat of "per level") is trumped by the description of the substitution ability itself, which says +1 energy res and explicitly caps it at 10. Even if you want to cling to the squaring interpretation, it would still cap at 10.


LoreKeeper wrote:

Now bring on some monk love:


  • Necklace of ki serenity vs robes of arcane heritage: one grants +2 ki points and the ability to bypass lawful and adamantine DR earlier; the other grants all bloodline abilities earlier (including the sorcerer capstones at level 16). Both cost 16000. Should the necklace also be granting access to ki-power related powers (i.e. wholeness of body, abundant step); or should the robes actually just increase effective level of the bloodline powers (thus not grant abilities earlier, just more effective once granted).
  • Perfect strike (feat), should this include unarmed strikes? Should it at least include all monk weapons? (The weapon adept monk package suggests as much.)
  • Zen Archer, as a monk, has too small starting wealth to afford a bow (well, he could get a shortbow; but I mean a real bow :P)
  • Monk of the empty hand's ki weapons: at 5th level he can spend 1 ki point to strike with his unarmed damage - from 11th level the monk may spend ki to grant enhancements to his attacks. The question regards the interaction of these two, three possibilities as I see it: 1. Is the former ability included "for free" in the later? 2. Or, can the monk spend additional ki when spending a ki on the first ability? 3. Or, can the two abilities not be used together?
  • Monk of the empty hand's versatile improvisation: is there a way to use versatile improvisation together with ki powers? (Essentially wrapping up the ability with option 1 or 2 from the prior bullet point.)
  • Monk of the sacred mountain's iron limb defense: may spend a ki point to increase the +2 shield bonus to +4. Why would he bother, if he can keep the +2 shield bonus and instead spend a ki point to get an additional +4 dodge bonus to AC (which also increases CMD)
  • Weapon Adept, may he chose "unarmed strikes" as his monk weapon (thereby granting free focus and specialization in unarmed strikes)?
  • Cockatrice strike (feat)), should this feat include a special "Monks may chose this feat from level 14 as a bonus monk feat" - as otherwise the feat is not obtainable by monks

Just wait, when the monk-craze hits the boards upon Diablo 3's release. Then there'll be plenty monk love.


Jason Nelson wrote:

Actually, it would be give up 20 hit points in exchange for two different resistances 10 (the max).

In any event, the general flavor/intro text (with the squaring multiple caused by an accidental repeat of "per level") is trumped by the description of the substitution ability itself, which says +1 energy res and explicitly caps it at 10. Even if you want to cling to the squaring interpretation, it would still cap at 10.

Amusingly, a single point of fire resistance grants total immunity to lava. A level 1 human paladin can swim through lava.

Silver Crusade

Er... what?

The PRD says:

"Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

Unless I'm missing something...?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Core Rulebook, pg 444 wrote:
Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning).

Silver Crusade

So yeah I'm missing something.

Ta muchly TOZ.

Grand Lodge

2 people marked this as FAQ candidate. Staff response: no reply required.
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
FallofCamelot wrote:

Er... what?

The PRD says:

"Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

Unless I'm missing something...?

No doubt the line was intended to read Immunity or resistance to fire serves as an immunity or resistance to lava or magma.

Sovereign Court

LazarX wrote:
FallofCamelot wrote:

Er... what?

The PRD says:

"Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

Unless I'm missing something...?

No doubt the line was intended to read Immunity or resistance to fire serves as an immunity or resistance to lava or magma.

I think someone came to the same conclusion in a different thread. There's probably errata or a FAQ post in the works as blanket immunity is a bit much and there's a strange redundancy. Why call out resistance or immunity when the lesser form grants the immunity, etc.

Scarab Sages

LoreKeeper wrote:

Now bring on some monk love:


  • Monk of the sacred mountain's iron limb defense: may spend a ki point to increase the +2 shield bonus to +4. Why would he bother, if he can keep the +2 shield bonus and instead spend a ki point to get an additional +4 dodge bonus to AC (which also increases CMD)
...

Shield bonuses work when flat-footed. Dodge does not. Only reason I can think of.


It may also be of amusement to note that fire resistance or immunity does nothing to help against damage caused by hot conditions (such as those that may occur near lava).

Even the fire subtype doesn't help.


Starfury wrote:
Does Spell Perfection (feat) allow you to spontaneously Quicken the applicable spell, assuming you have Quicken Spell and are high enough level? I'd think it would, but the feat's wording looks a little wonky.

If you have Quicken, you can add it (or any other metamagic feat you have) to the spell for free. You don't even need to be of a level high enough for the spell slot that should be used if you Quicken the spell without Spell Perfection. The only limit is that spell slot's level doesn't go over 9th.

A theoretical example I like: Wizard/Diviner 1st + Sorcerer/Arcane 1st + any martial class 13th (for the required 15+ in Spellcraft), with Spell Perfection (True Strike) and Quicken
=> can cast Quickened True Strike as a 1st level spell (Wiz/Div 1st with Int 12+ gives 3 slots, +1 for the bonded item; Sor/Arc 1 with Cha 12+ gives 4 slots, +1 for the bonded item; for 9 uses a day, 10 if you raise either Int or Cha to 20 - if you're choosing Duelist or Paladin as martial options).

Grand Lodge

Is anyone from Paizo actually reading this thread? I haven't seen any official comments on the rules questions here, although I have seen commentary on some of the individual rules threads. It seems to me that if we really want answers, individual posts might be better, then someone could consolidate the official responses.


sieylianna wrote:
Is anyone from Paizo actually reading this thread? I haven't seen any official comments on the rules questions here, although I have seen commentary on some of the individual rules threads. It seems to me that if we really want answers, individual posts might be better, then someone could consolidate the official responses.

Some of the ones marked "FAQ" have been answered in the FAQ, I believe.

The Exchange

1 person marked this as FAQ candidate.

And where is the FAQ?


kingpin wrote:
And where is the FAQ?

There's a tab marked "Frequently Asked Questions" on each product page now.

Advanced Player's Guide product page
Frequently Asked Questions tab

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
hogarth wrote:
kingpin wrote:
And where is the FAQ?

There's a tab marked "Frequently Asked Questions" on each product page now.

Advanced Player's Guide product page
Frequently Asked Questions tab

Wow. I hadn't seen that yet. But as someone who's been nagging for a FAQ for a while, that's potentially an awesome way of handling FAQs. Nice job Paizo.


didn't see this asked anywhere so here goes.

for the alternate class abilitys such as the shielded fighter do you have to take all of them or can you pick and choose which ones you take.


scott harris 633 wrote:

didn't see this asked anywhere so here goes.

for the alternate class abilitys such as the shielded fighter do you have to take all of them or can you pick and choose which ones you take.

As it says in the introduction to the archetype section, you must take all the features described in any archetype you choose for your character.

The archetypes are balanced as a collection of features; you'll get some features that are stronger and some that are weaker. That's by design.

Sovereign Court

The spell Dragon Breath has a variable effect based on the type of dragon scale used, but I don't see any indication of how rare or expensive any particular scale is. Should there be a price, or should they be assumed to be a part of the wizard's spell component pouch (and hand-wavable with Eschew Materials)?

Contributor

Twowlves wrote:
The spell Dragon Breath has a variable effect based on the type of dragon scale used, but I don't see any indication of how rare or expensive any particular scale is. Should there be a price, or should they be assumed to be a part of the wizard's spell component pouch (and hand-wavable with Eschew Materials)?

Core Rulebook page 213-214, Components section:

Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Sovereign Court

Thanks for the reply Sean. I'm ok with that, it just seemed a bit superfluous to make the distinction in the spell description when any caster with his spell component pouch can produce any of the spell's multiple effects.

For evokers, this is the spell you want to pick for Spell Perfection. One spell, multiple damage types, high-ish cap (12d6, 17d6 with Intensify Spell), variable area of effect, it's pretty nice.


2 people marked this as FAQ candidate. Staff response: no reply required.

Animal Shamans:

Are the Totem Transformation abilities missing the line "this replaces the Woodland Stride (and Trackless Step) abilities"? Right now, it seems like they get something (pretty good) for nothing at 2nd level.

Grand Lodge

1 person marked this as FAQ candidate.

Um, what exactly does the Inquisitor's Slayer ability do? As the change from beta to final got rid of the bonus increasing over time, but Slayer assumes it still does. Am I missing something>


9mm wrote:
Um, what exactly does the Inquisitor's Slayer ability do? As the change from beta to final got rid of the bonus increasing over time, but Slayer assumes it still does. Am I missing something>

It`s something that will be fixed in Errata, the author goes into it: here.

Try the search function, alot of stuff like this has already been brought up by SOMEBODY (whether or not it has been answered yet, like it has in this case).


1 person marked this as FAQ candidate.

is the text for stink bomb accurate or is it a typo that got into printing?

Stink bomb*: The effects of the smoke created by an
alchemist’s bomb can duplicate the effects of stinking
cloud instead of fog cloud, filling an area equal to twice
the bomb’s splash radius for 1 round. An alchemist
must possess the smoke bomb discovery before
selecting this discovery.

Is this correct or should it be 1 round / level ?

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

1 person marked this as FAQ candidate.
Psion wrote:

Animal Shamans:

Are the Totem Transformation abilities missing the line "this replaces the Woodland Stride (and Trackless Step) abilities"? Right now, it seems like they get something (pretty good) for nothing at 2nd level.

That's a good question, and yes I think I had intended to put "this replaces Woodland Stride" in there. I think it's fine for them to keep Trackless Step, as I think that ability still fits well with the animal totem concept.


Jason Nelson wrote:
Psion wrote:

Animal Shamans:

Are the Totem Transformation abilities missing the line "this replaces the Woodland Stride (and Trackless Step) abilities"? Right now, it seems like they get something (pretty good) for nothing at 2nd level.

That's a good question, and yes I think I had intended to put "this replaces Woodland Stride" in there. I think it's fine for them to keep Trackless Step, as I think that ability still fits well with the animal totem concept.

They are getting this "for nothing". However their entry into wild shape is delayed.

Shadow Lodge

I have a question about the Monk of the Empty Hand. It may seem obvious, but are they proficient with improvised weapons?

Shadow Lodge

Glutton wrote:

is the text for stink bomb accurate or is it a typo that got into printing?

Stink bomb*: The effects of the smoke created by an
alchemist’s bomb can duplicate the effects of stinking
cloud instead of fog cloud, filling an area equal to twice
the bomb’s splash radius for 1 round. An alchemist
must possess the smoke bomb discovery before
selecting this discovery.

Is this correct or should it be 1 round / level ?

I suspect this is not a misprint. It's quite nice at 1 round.


Dragonborn3 wrote:
I have a question about the Monk of the Empty Hand. It may seem obvious, but are they proficient with improvised weapons?

No; it's highly recommended that they take the Catch Off-Guard feat as their level 1 bonus feat.

Shadow Lodge

hogarth wrote:
Dragonborn3 wrote:
I have a question about the Monk of the Empty Hand. It may seem obvious, but are they proficient with improvised weapons?
No; it's highly recommended that they take the Catch Off-Guard feat as their level 1 bonus feat.

Good to know.

It's too bad you can't mix it with Drunken Master though.. bar fights with flurry of beer mugs and chairs...


When using a menacing weapon do you get the additional +2 bonus for flanking if you are also flanking the creature? If not that's an awfully altruistic enchantment. My animal companion will probably be getting a menacing amulet of mighty fists either way, but it would be nice if it helped him out sometimes too. From the language it sounds like he's out of luck, but sometimes "allies" includes yourself.

APG wrote:

Menacing: This ability can only be placed on a melee

weapon. This weapon property helps allies deal with flanked
foes. When the wielder is adjacent to a creature that is being
flanked by an ally, the flanking bonus on attack rolls for all
flanking allies increases by +2. This ability works even if the
wielder is not one of the characters flanking the creature.


I have a question about the Master Chymist Nimble Advanced Mutagen. According to the APG,

Quote:

Nimble (Ex): The master chymist’s lithe physical frame

gives her an alchemical bonus on all Dexterity checks,
Dexterity skill checks, and CMD, and a natural armor
bonus to her Armor Class. The bonus is equal to half the
master chymist’s class level.

What is the point of the natural armor bonus to AC? The mutagen ability itself already adds a natural armor bonus, so do they stack? Normally, same typed bonuses do not, but if they don't stack, then if one has the Grand Mutagen ability, one is already receiving +6 natural armor and this Advanced Mutagen provides no natural armor bonus.

Even with the Greater Mutagen, this bonus is not likely to be able to provide too much more natural armor. In fact, the only way to have more natural armor bonus from Nimble than from Greater Mutagen is to be a 10th level Master Chymist, at which point, why not take the Grand Mutagen ability since it will end up providing more to AC and all DEX checks anyways (including the bonus to CMD).

Dark Archive

NeoDaitou wrote:

What is the point of the natural armor bonus to AC? The mutagen ability itself already adds a natural armor bonus, so do they stack? Normally, same typed bonuses do not, but if they don't stack, then if one has the Grand Mutagen ability, one is already receiving +6 natural armor and this Advanced Mutagen provides no natural armor bonus.

It is a natural armor BONUS to AC. Meaning it adds on top of any existing natural armor AC, meaning it stacks.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
mdt wrote:
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).

If it helps think of it this way. At every level up your Eidolon (and you if you've been taking evo points from it) is reset to it's base state and you can rebuild it with your new increased evolution pool.

Grand Lodge

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

Now bring on some monk love:

[list]
  • Weapon Adept, may he chose "unarmed strikes" as his monk weapon (thereby granting free focus and specialization in unarmed strikes)?
  • No.. the ability is specifically for monks who use weapons as their form. to ease some of the liability of using a weapon as opposed to missing out on unarmed strike's bonuses.


    1 person marked this as FAQ candidate.
    Carbon D. Metric wrote:
    NeoDaitou wrote:

    What is the point of the natural armor bonus to AC? The mutagen ability itself already adds a natural armor bonus, so do they stack? Normally, same typed bonuses do not, but if they don't stack, then if one has the Grand Mutagen ability, one is already receiving +6 natural armor and this Advanced Mutagen provides no natural armor bonus.

    It is a natural armor BONUS to AC. Meaning it adds on top of any existing natural armor AC, meaning it stacks.

    According to the CR (page 208):

    Quote:

    Bonus Types: Usually, a bonus has a type that indicates

    how the spell grants the bonus. The important aspect of
    bonus types is that two bonuses of the same type don’t
    generally stack. With the exception of dodge bonuses,
    most circumstance bonuses, and racial bonuses, only the
    better bonus of a given type works (see Combining Magical
    Effects). The same principle applies to penalties—a
    character taking two or more penalties of the same type
    applies only the worst one, although most penalties have
    no type and thus always stack. Bonuses without a type
    always stack, unless they are from the same source.

    and

    Quote:

    Stacking Effects: Spells that provide bonuses or

    penalties
    on attack rolls, damage rolls, saving throws,
    and other attributes usually do not stack with themselves.
    More generally, two bonuses of the same type don’t stack
    even if they come from different spells (or from effects
    other than spells; see Bonus Types, above).

    Different Bonus Types: The bonuses or penalties from two
    different spells stack if the modifiers are of different types.
    A bonus that doesn’t have a type stacks with any bonus.

    So Bonuses do not stack if they are of the same type. The Mutagen ability itself states (the bolded part is the important one):

    Quote:

    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.

    As I posted above, the Nimble ability also grants a natural armor bonus. So does anyone have an official word on whether these particular abilities stack or not?

    Sovereign Court

    I'm a little confused on something, as different books contradict what's in this book. In the alternate racial traits sections for both the Dwarves and the Elves, they have one that pits them against each other in terms of long-standing enmity towards each other. However, everything I've heard/read seems to say otherwise, especially in the Elves of Golarion book in the racial relationships area. It actually says they respect each other, etc. Here seems to say quite different. Any help?

    Dark Archive

    Does anyone know if the Animal Shaman variant for Druids will ONLY include the animals listed in the book or will there be more? Pretty limited imo, they should atleast be able to worship any animal orginally listed as available for companion use in the Core. Not looking for anything weird, just like a Panther or Tiger Shaman. Any more info on this subject yet?


    1 person marked this as FAQ candidate.

    We need some clarification on a Oracle revelation, Moonlight Bridge. The ability says:

    Moonlihgt bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlihgt bridge a number of times per day equal to your charisma bonus. Should the bridge be attacked, treat it as a wall of force.

    Now the questions are:

    1) Can the bridge be created to go up or down from your current position?

    2) Can more than 1 bridge be active at a time?

    3)Can the bridge be shaped, say in a zig zag to go around obstacles that may be in the way?


    Ryoko wrote:

    We need some clarification on a Oracle revelation, Moonlight Bridge.

    1) Can the bridge be created to go up or down from your current position?

    2) Can more than 1 bridge be active at a time?

    3)Can the bridge be shaped, say in a zig zag to go around obstacles that may be in the way?

    1) Nowhere does it say that it cannot. It says to treat it like wall of force which is inherently vertical.

    2) It is a supernatural ability that only ends after a) the oracle has passed across it or b) 24 hours have elapsed. Therefore as many bridges as the oracle has uses can be created.

    3) No where in the wall of force description or moonlight bridge description is this forbidden.


    knightofstyx wrote:
    Ryoko wrote:

    We need some clarification on a Oracle revelation, Moonlight Bridge.

    1) Can the bridge be created to go up or down from your current position?

    2) Can more than 1 bridge be active at a time?

    3)Can the bridge be shaped, say in a zig zag to go around obstacles that may be in the way?

    1) Nowhere does it say that it cannot. It says to treat it like wall of force which is inherently vertical.

    2) It is a supernatural ability that only ends after a) the oracle has passed across it or b) 24 hours have elapsed. Therefore as many bridges as the oracle has uses can be created.

    3) No where in the wall of force description or moonlight bridge description is this forbidden.

    James answered this in his 'Ask James Jacobs' thread.

    1) It is not a wall, it's a bridge. Bridge's are not vertical, they can be ramps, but not vertical. Now, if the bridge were over a pit, that would be fine, but not vertical.

    3) It's not explicitly allowed either (that's not from James, that's from me). However, I don't see anything broken about it either.

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