
Gauss |

Bonus languages are the extra languages you get from your intelligence bonus. Linguistics languages can be any language.
Example:
If you have an intelligence of 16 (+3 bonus) then you learn 3 languages as bonus languages. These languages must be chosen from your bonus language list.
Then you put ranks in linguistics. Each rank allows you to learn ANY language except druidic.
- Gauss

Gauss |

Each race lists the languages your character automatically knows, as well as a number of bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier (see page 17).
The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
Learn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.
The first two quotes are relevant passages regarding Bonus languages. As you can see they apply to starting languages only. The second quote (Linguistics) uses none of that language. It does not apply to the bonus language limitations.
Note: Wizards add Draconic to the list of bonus languages by substituting it for one of the other bonus languages. (CRB p78)
As for builds: I personally love pit and debuff builds. Create pit underneath bad guy, summon a Lantern Archon. Have the archon shoot the poor SOB at the bottom of the pit. My personal favorite schools are conjuration, transformation, and necromancy (necro for the debuffs).
- Gauss

Eurdessa |
i'm building her as a Wood Elementalist and took the feat/discovery Opposition Research Prerequisite: You must be at least a 9th-level Wizard to select this discovery. Benefit: Select one Wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school. so i can cast all spells normally. the only thing i have to keep in mind is my bonded object cant cast a spell from the metal elementalist school as my one free spell a day. i would like to have my per day list be all buff debuff and battlefield control and im trying to make a bonded item that i can use to store my damaging spells in. our party has a changeling oracle (our healer), a rogue, a lawful stupid aasimar paladin, a magus that focus mainly on melee, and a lower level npc bard. i was considering a wand of lighting bolt but everyones trying to talk me out of it. everyone says staff. i dont want to work on my spell list til after i figure out this bonded object stuff

Gauss |

Bonded Objects are easy: once per day you can cast any spell in your spellbook except for opposition schools.
You do not 'place' a spell in your bonded object. It any spell you have in your spellbook.
You cannot apply metamagic feats to this spell.
Strictly speaking: Your opposition school is STILL an opposition school even after taking opposition research. As a result you cannot use your bonded object to cast spells from that school. However, your GM might allow you to bypass this requirement.
One other thing: It is generally considered that damage builds are subpar in PF. While I agree with this opinion I also think damage builds are fun.
Regarding wand of lightning bolt. They are correct. The wand of lightning bolt has a save DC of 14. At level 9 most creatures will save. If you have a wand that has a CL of 10 then you will do on average: 35points damage or 17 when they save (which they will). There are vastly better choices out there than 17damage.
However, a staff with LB is not a good choice either. While it will have a higher save DC (based off of your intelligence) it will still only do a maximum of 35points of damage (17on a save) and you will only be able to use it 10times before you have to recharge it (assuming 1charge per LB). Itll take TEN DAYS to recharge it fully.
Staves are great for 'a bit extra sometimes' but otherwise are not that great an option.
- Gauss

Gauss |

Caster level does not affect save DC.
Save DC = 10+Spell Level+ability score modifier.
In the case of 'packaged' magic such as wands Save DC is 10+spell level+minimum ability score modifier.
Example: You are a level 9 wizard with an intelligence of 22 (18+2levels+2headband) which has a bonus of +6. If you cast lightning bolt that is 10+3+6 = Reflex DC 19 for half.
A wand of Lightning Bolt (even at caster level 9) has a spell level of 3 and a minimum ability score of 13 (+1). The DC is 10+3+1 = 14.
The same applies to scrolls but NOT staves. Staves use your caster level and ability score if they are higher. Staves also benefit from any feats you may have.
However, there is an archetype (Scrollmaster) that allows you to use your own abilities with scrolls at 10th level. But, you lose your arcane bond and your 10th level feat.
Also: You could take Staff-like wand at level 13. At level 11 you take craft staff, at level 13 you can take staff-like wand. This will allow you to use a wand as if it were a staff (applying caster level and ability score modifiers).
- Gauss

Prophet of Doom |

I took Necril which is supposed to be the language of undead. However, I'm half way through Hell's Vengeance and nothing so far has spoken the language. Some sources list Necril as just spoken by some ghouls, others limit to 'intelligent' undead, and others say undead with out specifics. Could low-level undead speak it?
The bigger question is this, can you just assume certain creatures speak a language if they fall in the right category, or do you have to follow what the Adventure Path says?

![]() |
I took Necril which is supposed to be the language of undead. However, I'm half way through Hell's Vengeance and nothing so far has spoken the language. Some sources list Necril as just spoken by some ghouls, others limit to 'intelligent' undead, and others say undead with out specifics. Could low-level undead speak it?
The bigger question is this, can you just assume certain creatures speak a language if they fall in the right category, or do you have to follow what the Adventure Path says?
Things without intelligence scores can't speak/don't have languages/etc. as far as I know, which is most low level undead.
You might want to ask this over on the Hell's Vengeance forums instead to get some feedback from other people running it. And maybe talk to your DM about swapping it out retroactively since you haven't been able to use it and it doesn't really let you communicate with what you thought it would. I think Hell's Vengeance is more devils than undead, so I don't know that you're going to get much mileage going forward out of it either.

![]() |

I took Necril which is supposed to be the language of undead. However, I'm half way through Hell's Vengeance and nothing so far has spoken the language. Some sources list Necril as just spoken by some ghouls, others limit to 'intelligent' undead, and others say undead with out specifics. Could low-level undead speak it?
Necril is the language of the ghoul city of Nemret Noktoria (which also has vampire citizens and is connected to the Dimension of Dreams) and of the cult of the Whispering Way. It comes from a specific culture and tradition among undead, so those who are part of that culture speak it, just as Azlanti comes from a specific human culture and creatures connected to the Azlanti culture speak it (such as some elves and morlocks). It's not wired into any creature's brain.
In Cheliax, old and well-travelled undead, those who come from Garundi cultures or from Ustalav, or necromancers with such connections (such as your character, apparently) might speak Necril.
Mindless undead neither speak nor understand language, but sense the intentions of those who have the power to command them.