What are some things about the Pathfinder rules that you think most people do not know?


Pathfinder First Edition General Discussion

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Hampered movement - which doubles terrain movement costs - results from difficult terrain, obstacles, and poor visibility, all of which stack when calculating those costs. Several spells mention that they create difficult terrain (such as Web, Black Tentacles, Shifting Sands), but do not forget that Fog Cloud and its brethren reduce visibility to create hampered movement, even though the spell description doesn't mention it. This also means that Sleet Storm both reduces speed and increases terrain costs (ouch).


Wizards require a full 8 hours rest AND 1 hour of study in order to prepare his daily spells.

Sorcerers require a full 8 hours rest the regain their spells known.

Druids and Clerics only require 1 hour to pray/meditate to regain their spells...they do not require rest (though they will get negative conditions i.e. fatigued -> exhausted) or even consecutive hours of prayer/meditation.


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Banizal wrote:


Druids and Clerics only require 1 hour to pray/meditate to regain their spells...they do not require rest (though they will get negative conditions i.e. fatigued -> exhausted) or even consecutive hours of prayer/meditation.

Unless they changed that in Pathfinder (and I can't find any mention of it if they did), that is false. The only things rest affects is spell recovery, and natural healing. If you don't care about those, then you don't have to rest and can stay up for days as there are no penalties for not doing so. Forced marches and Hustling will eventually fatigue you, but as long as you stay away from those, you can stay awake indefinitely.


Thanks for this thread!! Dot.

Liberty's Edge

A character cannot end movement in a square with another character unless one of them is helpless. There is no option to voluntarily "crowd" within a space via squeezing due to the presence of another character.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Banizal wrote:
Druids and Clerics only require 1 hour to pray/meditate to regain their spells...they do not require rest (though they will get negative conditions i.e. fatigued -> exhausted) or even consecutive hours of prayer/meditation.

Don't forget the following rule though:

"As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared."

Generally, you rest for 8 hours (not casting anything) and then pray for your spells. The rest isn't technically required, but the 8 hours of not casting spells is (if you want a full spell compliment for the coming day).

Dark Archive

Cartigan wrote:
Reagardless, the Celestial and Fiendish templates no longer convey an Intelligence hike to 3 from animal intelligence.

1) Also, the celestial and fiendish templates no longer change the alignment of the base creatures, so a celestial eagle cannot Smite Evil on a fiendish wolf, because the wolf is not evil, despite coming from hell and being able to Smite Good.

2) The celestial and fiendish templates also no longer result in the base creature being able to understand instructions in the Celestial, Abyssal or Infernal languages, meaning that a cleric or wizard, lacking speak with animals on their spell list will never be able to instruct a fiendish animal to do anything anyway, making the text in the spell description about instructing them to do other stuff pretty much pointless.

The only 'summoner' that can communicate with his summoned creatures is the druid, who doesn't generally summon templated creatures anyway.

3) As vermin no longer gain Int 3 via the celestial / fiendish templates, instructing them to do anything isn't even an option, since they can't understand any language at all.

Liberty's Edge

I don't think that spell preparation requirements are generally unknown other than divine spell prep not requiring a rest and divine prep needing a given time of day. If folks have a different experience, provide some backup, pls.

Anything regarding arcane prep so as to exceed daily spell allotment will be presented in a conservative manner with a nod toward some choosing to handle it differently.


Howie23 wrote:

On the topic of vertical reach and space occupied, I'm requesting peer review on the following summary. I've used a bit of editorial license and am looking for some confirmation. I am proposing:

"While PF does not include a specific table regarding vertical reach for determining the height required for a character to reach an item at a particular height, this does not change that such a distance does exist. In combat, characters of different height may occupy identically sized cubes in space for determining targeting and threatened spaces. This is an abstraction that does not impact the difference between the ability of a Small character and a Medium character to reach an item at a given height above the floor."

It's a bit wordy. I'm like that. Anyone wanna take a shot at both the concept and the wording?

How about something like this?

"Pathfinder does not include a separate table for vertical reach. Because of this, vertical reach is identical to horizontal reach. In combat, characters are considered to have a height equal to their space, thus creating a cube of equal dimensions."

I think that covers the relevant rules and is fairly concise. It might be possible to even strike the first sentence and the first clause of the second sentence (i.e. start with "Vertical reach is...") and carry the same message.

Liberty's Edge

Mauril wrote:
Howie23 wrote:

On the topic of vertical reach and space occupied, I'm requesting peer review on the following summary. I've used a bit of editorial license and am looking for some confirmation. I am proposing:

"While PF does not include a specific table regarding vertical reach for determining the height required for a character to reach an item at a particular height, this does not change that such a distance does exist. In combat, characters of different height may occupy identically sized cubes in space for determining targeting and threatened spaces. This is an abstraction that does not impact the difference between the ability of a Small character and a Medium character to reach an item at a given height above the floor."

It's a bit wordy. I'm like that. Anyone wanna take a shot at both the concept and the wording?

How about something like this?

"Pathfinder does not include a separate table for vertical reach. Because of this, vertical reach is identical to horizontal reach. In combat, characters are considered to have a height equal to their space, thus creating a cube of equal dimensions."

I think that covers the relevant rules and is fairly concise. It might be possible to even strike the first sentence and the first clause of the second sentence (i.e. start with "Vertical reach is...") and carry the same message.

Vertical reach (how high someone can reach without jumping) is unrelated to the grid and the reach associated with combat at all. What you are talking about works for combat reach, that is, which squares you can attack into, but isn't the subject of the passage. The only connection to the passage is related to avoiding that confusion.

Edit: If you think something is needed related to combat reach in 3D, that's cool. If so, maybe edit what you have above to incorporate that distinction and without the use of the phrase vertical reach to avoid confusing the two concepts.


I don't think this has been mentioned yet, but while we're (recently) on the topic of Staves... they're really NOT "big wands" anymore. :) Magic Staves now have a maximum of only 10 charges but they can be recharged by expending a spell slot of the highest level spell in the staff. You need to be able to cast at least one of the spells in the staff (not just have the spell on your list) to recharge it, and only 1 charge can be restored per day.

Sovereign Court

Neutral Clerics worshipping a good or evil deity cannot choose what type of energy to channel. Worshippers of a good deity get to channel positive energy only, and worshippers of an evil deity get to channel negative energy only. Only neutral clerics of neutral deities get to choose what type of energy they get to channel.


Set wrote:


The only 'summoner' that can communicate with his summoned creatures is the druid, who doesn't generally summon templated creatures anyway.

Just to be nitpicky, this is untrue. Only when you want to summon stupid things (int 1-2). You can still perfectly adequately summon an Elemental or say Hound Archon and communicate with it.


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Troglodytes aren't stinky any more.


Howie23 wrote:
Mauril wrote:
Howie23 wrote:

On the topic of vertical reach and space occupied, I'm requesting peer review on the following summary. I've used a bit of editorial license and am looking for some confirmation. I am proposing:

"While PF does not include a specific table regarding vertical reach for determining the height required for a character to reach an item at a particular height, this does not change that such a distance does exist. In combat, characters of different height may occupy identically sized cubes in space for determining targeting and threatened spaces. This is an abstraction that does not impact the difference between the ability of a Small character and a Medium character to reach an item at a given height above the floor."

It's a bit wordy. I'm like that. Anyone wanna take a shot at both the concept and the wording?

How about something like this?

"Pathfinder does not include a separate table for vertical reach. Because of this, vertical reach is identical to horizontal reach. In combat, characters are considered to have a height equal to their space, thus creating a cube of equal dimensions."

I think that covers the relevant rules and is fairly concise. It might be possible to even strike the first sentence and the first clause of the second sentence (i.e. start with "Vertical reach is...") and carry the same message.

Vertical reach (how high someone can reach without jumping) is unrelated to the grid and the reach associated with combat at all. What you are talking about works for combat reach, that is, which squares you can attack into, but isn't the subject of the passage. The only connection to the passage is related to avoiding that confusion.

Edit: If you think something is needed related to combat reach in 3D, that's cool. If so, maybe edit what you have above to incorporate that distinction and without the use of the phrase vertical reach to avoid confusing the two concepts.

Good point. Just drop the "in combat" part then. In combat or out, characters still take up the same space and still have the same natural reach.


"Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components." Possible edge for oracles when grappling. :)


Distant Scholar wrote:
Troglodytes aren't stinky any more.

I know WTF?!

Is trogs being stinky part of WotC intellectual property?
I WANT ANSWERS PAIZO!

Dark Archive

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Distant Scholar wrote:
Troglodytes aren't stinky any more.

They are, it's under 'Aura - Stench' just above the DEFENSE line in the statblock.


You can craft items as you adventure.

Not all combat maneuvers can be used as an attack of opportunity

Still usable as an Aoo because they're attacks/attack actions.

-Disarm
-Sunder
-trip

Standard action (not usable on an aoo)

-Dirty trick.
-Drag
-Reposition
-Steal
-Bull Rush (or as part of a charge)
-Grapple
-Overrun (or as part of a move/charge)

You cannot trip an already prone opponent.

You need to meet ALL of the conditions of stealth to employ it. They include: not being observed (unless you bluff them) and having Cover or concealment (cover is required in bright light)

Polymorph spells grant the land speed of the form you assume (its buried under transmutation, not listed with the effects of the polymorph spell)


Set wrote:
Distant Scholar wrote:
Troglodytes aren't stinky any more.

They are, it's under 'Aura - Stench' just above the DEFENSE line in the statblock.

That is ... very well hidden. I looked over the stat block and descriptive text carefully at least three times, and never found it.

Liberty's Edge

BigNorseWolf wrote:


Polymorph spells grant the land speed of the form you assume (its buried under transmutation, not listed with the effects of the polymorph spell)

Polymorph: ... Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities [benefits granted by the spell] equals your DC for the polymorph spell used to change you into that form.

So speed, breathing capabilities and the DC of powers granted by the spell is set by the spell, not by your new form characteristics.


dot


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Jeraa wrote:
Banizal wrote:


Druids and Clerics only require 1 hour to pray/meditate to regain their spells...they do not require rest (though they will get negative conditions i.e. fatigued -> exhausted) or even consecutive hours of prayer/meditation.
Unless they changed that in Pathfinder (and I can't find any mention of it if they did), that is false. The only things rest affects is spell recovery, and natural healing. If you don't care about those, then you don't have to rest and can stay up for days as there are no penalties for not doing so. Forced marches and Hustling will eventually fatigue you, but as long as you stay away from those, you can stay awake indefinitely.

That's odd. According to the PRD:

"Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue."

So if you sleep in armor your are fatigued but if you don't sleep at all you are not? Seems wrong to me, there must be a rule somewhere about getting fatigued if you don't sleep.

Sovereign Court RPG Superstar 2011 Top 32

Diego Rossi wrote:
BigNorseWolf wrote:


Polymorph spells grant the land speed of the form you assume (its buried under transmutation, not listed with the effects of the polymorph spell)

Polymorph: ... Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities [benefits granted by the spell] equals your DC for the polymorph spell used to change you into that form.

So speed, breathing capabilities and the DC of powers granted by the spell is set by the spell, not by your new form characteristics.

And so a lot of forms can breathe underwater that you wouldn't normally expect, e.g. rats.


So speed, breathing capabilities and the DC of powers granted by the spell is set by the spell, not by your new form characteristics.

Base land Speed is set entirely by the form, since none of the polymorph spells mention it. Other movement speeds are limited by the lower of the forms ability or the spells description.

Dark Archive

Distant Scholar wrote:
Set wrote:
Distant Scholar wrote:
Troglodytes aren't stinky any more.

They are, it's under 'Aura - Stench' just above the DEFENSE line in the statblock.

That is ... very well hidden. I looked over the stat block and descriptive text carefully at least three times, and never found it.

Ditto. I said the same thing when the Bestiary came out, and someone sharper-eyed than myself totally schooled me on that, so it's still a festering wound on my geek-soul. :)


cibet44 wrote:
Jeraa wrote:
Banizal wrote:


Druids and Clerics only require 1 hour to pray/meditate to regain their spells...they do not require rest (though they will get negative conditions i.e. fatigued -> exhausted) or even consecutive hours of prayer/meditation.
Unless they changed that in Pathfinder (and I can't find any mention of it if they did), that is false. The only things rest affects is spell recovery, and natural healing. If you don't care about those, then you don't have to rest and can stay up for days as there are no penalties for not doing so. Forced marches and Hustling will eventually fatigue you, but as long as you stay away from those, you can stay awake indefinitely.

That's odd. According to the PRD:

"Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue."

So if you sleep in armor your are fatigued but if you don't sleep at all you are not? Seems wrong to me, there must be a rule somewhere about getting fatigued if you don't sleep.

I've looked, and I can't find anything for it. The Exhausted condition indicates it takes 1 hour of rest to go to Fatigued. And Fatigued says 8 hours of rest to clear the condition.

Nothing indicates what happens if you never rest, or go for extended periods of not resting.

Liberty's Edge

ryric wrote:
And so a lot of forms can breathe underwater that you wouldn't normally expect, e.g. rats.

Whatever real world experiments and/or movie portrayals might be out there, in game terms a creature needs the aquatic subtype to breathe water. Rats do not have the aquatic subtype. Rats don't breathe water.


1 person marked this as FAQ candidate.
Howie23 wrote:
ryric wrote:
And so a lot of forms can breathe underwater that you wouldn't normally expect, e.g. rats.
Whatever real world experiments and/or movie portrayals might be out there, in game terms a creature needs the aquatic subtype to breathe water. Rats do not have the aquatic subtype. Rats don't breathe water.

No, but by the raw rats have a swim speed. That means when you polymorph into one you gain the ability to breathe water

Quote:
If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing.


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BigNorseWolf wrote:
Howie23 wrote:
ryric wrote:
And so a lot of forms can breathe underwater that you wouldn't normally expect, e.g. rats.
Whatever real world experiments and/or movie portrayals might be out there, in game terms a creature needs the aquatic subtype to breathe water. Rats do not have the aquatic subtype. Rats don't breathe water.

No, but by the raw rats have a swim speed. That means when you polymorph into one you gain the ability to breathe water

Quote:
If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing.

Hmm this is an odd one.

Literally speaking I believe you are correct. But I think the intention of the rule is if the creature you polymorph into can breathe under water or underground you can as well. So if you polymorph into a shark you can breathe underwater.

I think the rule needs some clarification but I don't think "rats breathing underwater" is the implied result and so it should not be used for the list of rules this thread is compiling.

Liberty's Edge

BigNorseWolf wrote:
Howie23 wrote:
ryric wrote:
And so a lot of forms can breathe underwater that you wouldn't normally expect, e.g. rats.
Whatever real world experiments and/or movie portrayals might be out there, in game terms a creature needs the aquatic subtype to breathe water. Rats do not have the aquatic subtype. Rats don't breathe water.

No, but by the raw rats have a swim speed. That means when you polymorph into one you gain the ability to breathe water

Quote:
If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing.

Point taken. That is odd. Thx for the reference.

Liberty's Edge

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The transfer of magical properties from projectile weapons to ammunition is not a universal trait. Specific properties are called out as transfering, while others do not. The explicit list from the Core Rulebook is: bane, flaming, frost, merciful, shock, thundering, anarchic, axiomatic, flaming burst, holy, icy burst, unholy. Discussion Thread


This goes in the PF same as D&D but often forgotten section.

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
The user must have the spell on her class list.
The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps). A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell's casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does.


Poison rules: you can't be injured more than once a round by the same poison. Multiple doses add 1/2 the frequency of the poison. Also the dc for the dose increases by 2 each injury.
Rule:

Spoiler:
Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.


3 people marked this as FAQ candidate.
Adam Ormond wrote:
cibet44 wrote:
Jeraa wrote:
Banizal wrote:


Druids and Clerics only require 1 hour to pray/meditate to regain their spells...they do not require rest (though they will get negative conditions i.e. fatigued -> exhausted) or even consecutive hours of prayer/meditation.
Unless they changed that in Pathfinder (and I can't find any mention of it if they did), that is false. The only things rest affects is spell recovery, and natural healing. If you don't care about those, then you don't have to rest and can stay up for days as there are no penalties for not doing so. Forced marches and Hustling will eventually fatigue you, but as long as you stay away from those, you can stay awake indefinitely.

That's odd. According to the PRD:

"Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue."

So if you sleep in armor your are fatigued but if you don't sleep at all you are not? Seems wrong to me, there must be a rule somewhere about getting fatigued if you don't sleep.

I've looked, and I can't find anything for it. The Exhausted condition indicates it takes 1 hour of rest to go to Fatigued. And Fatigued says 8 hours of rest to clear the condition.

Nothing indicates what happens if you never rest, or go for extended periods of not resting.

On that note, Elves still don't sleep. From the Nightmare Spell in the PRD:

"Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell."

Sovereign Court

I presume that is the faoult of a copy/paste from 3.5...it will be errataed...


Hama wrote:
I presume that is the faoult of a copy/paste from 3.5...it will be errataed...

I wish they would make a rule on that, instead of going with the 'intentionally vague' approach. It makes situations like the Nightmare spell really awkward if you have to add (such as elves, if elves don't sleep in your campaign setting. Check with your GM!) every time.

Dark Archive

More summoning fun;

Elementals do not speak or understand any language. Learning Terran, Ignan, Aquan or Auran will not allow one to communicate with summoned earth, fire, water or air elementals, as they have no language at all.


Set wrote:

More summoning fun;

Elementals do not speak or understand any language. Learning Terran, Ignan, Aquan or Auran will not allow one to communicate with summoned earth, fire, water or air elementals, as they have no language at all.

So, what is that Language line in their Bestiary entries for then?


Set wrote:

More summoning fun;

Elementals do not speak or understand any language. Learning Terran, Ignan, Aquan or Auran will not allow one to communicate with summoned earth, fire, water or air elementals, as they have no language at all.

source?

I don't see an entry in the creature entry or in the elemental traits section.


Robert Young wrote:
Set wrote:

More summoning fun;

Elementals do not speak or understand any language. Learning Terran, Ignan, Aquan or Auran will not allow one to communicate with summoned earth, fire, water or air elementals, as they have no language at all.

So, what is that Language line in their Bestiary entries for then?

And in 3.5 it states (for example using Earth Elemental):

"Earth elementals speak Terran but rarely choose to do so. "

Dark Archive

Robert Young wrote:
Set wrote:

More summoning fun;

Elementals do not speak or understand any language. Learning Terran, Ignan, Aquan or Auran will not allow one to communicate with summoned earth, fire, water or air elementals, as they have no language at all.

So, what is that Language line in their Bestiary entries for then?

Yanno, I checked and checked again, read each elemental entry, to make sure it wasn't just an ommision on one specific elemental, and all of them stopped after skills, and had no Language entry where the entry normally sits.

And then I just found it, at the top of the page, instead. (Thanks to the individual who emailed me with where to find it. I kinda love how some people will be helpful, instead of dismissive!)

Nevermind!


- Heavy fortification magical armor property does not grant anymore total protection (100% -> 75%) against critical hits nor sneak attacks.
- A ranger's animal companion shares his favored enemy and favored terrain bonuses.
- You can determine if an object is magical with a 25 DC appraise check, although you only understand it's nature and not the special abilities. So non-magicl users have still an opportunity to recognize magical objects.
- The only skill you cannot acquire by purchasing ranks is Fly. You need to have a reliable mean of flying every day (natural or magical). The 'reliable mean of flying' is totally up to the GM...
- Every attack made against a flying (with wings!) creature forces her to make a fly check to avoid losing altitude. Flying also now has core rules in the player's book and has a few changes, like maneuverability being a penalty.


45ur4 wrote:
- Every attack made against a flying (with wings!) creature forces her to make a fly check to avoid losing altitude. Flying also now has core rules in the player's book and has a few changes, like maneuverability being a penalty.

Actually, that is "If you are flying using wings and you take damage while flying." So, its not every attack, its every time the creature is damaged. This only applies to creatures using wings to fly. Although in all honesty, the DC 10 fly check should be a gimme for almost all flying creatures.

I got another one to add: Pathfinder did away with body slot affinities for magic items. If you want that Codpiece of Alluring Charisma that takes up a belt slot nows your chance to avoid the 50% markup.

Liberty's Edge

According to the unlimited cantrip / orisons thread elemental damage is halved against objects before hardness.


Climbing on a ceiling using the Climb skill is a DC 30 check in PFRPG, compared to a DC 25 check in 3.5 D&D.

Liberty's Edge

ShadowcatX wrote:
According to the unlimited cantrip / orisons thread elemental damage is halved against objects before hardness.

In SRD 3.5: "Energy Attacks

Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness." In addition, the object and weapon use may result in anything from a greater reduction in damage to the point of immunity, or a vulnerability to damage (up to double) and no hardness. Hardness still applies (including to acid and sonic).

In PF: "Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects." In addition, the object and weapon use may result in anything from a greater reduction in damage to the point of immunity, or a vulnerability to damage (up to double) and no hardness.

So, as a change from SRD to PF, the amount of damage that is then reduced by hardness is different. In SRD/D&D, the type of energy may result in a reduction of 0%, 50% or 75%. In PF, that reduction is 50%.

Staying the same, the type of weapon and the nature of the energy type compared to the target may do anything from negate the damage to double it. Hardness generally applies, but if the item is vulnerable (double damage), then hardness is ignored.

Grand Lodge

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I don"t know if any one has posteed this, but the other day reading through my core rule book under DRUID! I found a hidden gem, in the description under weapon profiencies i see no mention that taking no druid weapons no longer causes a loss in the druids spellcasting or special abilities, though the armor restrictions still apply!


Critzible wrote:
I don"t know if any one has posteed this, but the other day reading through my core rule book under DRUID! I found a hidden gem, in the description under weapon profiencies i see no mention that taking no druid weapons no longer causes a loss in the druids spellcasting or special abilities, though the armor restrictions still apply!

It's the same in 3.5.


I didn't see this anywhere on the "master list", and my group may have been the only ones confused by this, but even though the Summon Monster/Summon Nature's Ally spells have a range of Close, that only dictates where the creature can come in to play. Once it has been summoned, there is no limit to how far it can go from the caster.

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