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29

There are two sections to the attack line, a name, and then the stats. I’m going to format the name in bold and the stats in italics: longsword +5 (1d8+2/19-20) Thus, the name of the weapon – which weapon it actually is – is just “longsword.” As in the generic, unmodified, non-masterwork, non-magic longsword (stats in the “One-handed Martial Melee” ...


17

I don't know why you think there's only one fourth level spell. Here is the complete bloodrager spell list on d20PFSRD, I count somewhere around 48 4th level spells. Oh, I see - you are just looking at the list of net-new bloodrager spells in the back of the book. Go to the actual bloodrager class description on p.22 of the ACG. It includes both those new ...


9

Weapons function normally during attacks of opportunity Your +3 flaming short sword still deals fire damage during an attack of opportunity, and your foe will really regret drinking that potion when, during the attack of opportunity he provokes for chugging, you lop off his head with your +1 keen vorpal scimitar. In other words, using a weapon off-turn ...


9

If there is special (magical, masterwork) weapon in play, the stat block is certain to mention it specifically in the attack line and separately in an equipment or gear section. Consider all these NPC stat blocks on the PFSRD. Cavalry Melee mwk lance +12/+7 (1d8+6/×3) ... Other Gear +1 banded mail, +1 heavy wooden shield, masterwork ...


7

Don't replace it. You have a shard of an infernal "prince" (title inflation is so... common in hell these days) in you, and it should provide power as it wants. Evil is known for it's subtle seduction as well as its more overt corruption and destruction. "Hey, if you fight these guys," a voice from your soul whispers, "they won't hit you as often. And we ...


7

A stance can usually be initiated as a swift action, and its effect usually lasts until it would end ("stance" duration). • A stance ends if you enter another stance. • A stance ends if you become helpless. • A stance ends if you spend a swift action to end it. There is no limit on stances aside from these and stance-specific effects. Yes, you can use a ...


5

The spell must both be cast and deal hp damage The ghoul sorcerer bloodline arcana says that Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level. That means for each necromancy spell both that's cast and that deals damage, the sorcerer heals 1 hp per spell level. And it means ...


4

RAW is Unclear Powerful Build never mentions unarmed strikes explicitly, only mentions “wielding weapons” – and technically, unarmed strikes are (kind of) a weapon, and “wield” is mostly just the verb for “what you do with a weapon.” But you do generally need to have a larger-sized weapon in order to wield it, and nothing says that the half-giant has a ...


4

Even if a spell's cast upon it, an arrow that hits is destroyed or rendered useless Near here, in the section on Melee and Ranged Weapons in the subsection Ammunition, the game says that Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Thus ...


4

Mechanically speaking there is nothing forcing them into that sort of personality. Though by the ability scores chosen by those who play it and the ability score focus of the class it's likely to be rather common. Roleplaying your ability scores well should be a priority, so if you have a low Intelligence and a low Wisdom there's a good chance you're not ...


3

There is no definition of actions requiring "attention", so I believe it's safe to assume that sentence to be descriptive. This means that there are two limits : single move action per turn Can't attack or cast spells Anything not included in these categories is doable. Regarding the specific acrobatic case: Action: None. An Acrobatics check is ...


3

With any class that grants you a familiar you can have a respectable cat dancer starting at level 1. The familiar has the same ranks in skills that you do. If you take a rank in Perform (dance) your familiar will also have a rank in Perform (Dance). Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ...


3

The base stats for most weapons are listed in the Player's Handbook. You can also look at this table for the details. In general, you determine the base stats of a weapon by looking it up in that table, and applying your character's bonuses. In the example of the longsword, the weapons table says that it deals 1d8 slashing damage and has a 19-20/x2 crit ...


3

What happens if I cast darkness on an arrow and then shoot an enemy with it? Assuming it hits, does the effect stay with the person who was shot? It stays on the arrow, which is stuck in the person who got hit. Yes, you've delivered darkness to your target. Does the arrow stick into the target, or does it fall to the ground or something? Arrows ...


2

If you need the encounter to be non-fatal for either party, stage it so that the encounter happens in an area where violence is frowned upon. Encountering the other party at nightfall when both barges arrive at a city seems like a good thing to enforce your rules. The parties can scheme and have some cloak and dagger action with sabotage or espionage ...


2

How about Infernal Healing, a first level spell that gives fast healing 1 for a minute and uses devil blood as a component? It's really the most "infernal" first level spell. However, the protection spells are pretty handy, you could just swap for protection from chaos (also opposed to devils) and still get a lot of use from it.


2

Because the feat explicitly says that no two tattoos may be put in the same slot, and because Altering Existing Magic Items explicitly mentions changing slots in its list of RAW-impossible alterations that may not be good even to houserule, yes, you must leave the slots the same, and you probably shouldn't try to change this either. The double cost of ...


2

The feat Inscribe Magic Tattoo allows creation of magic tattoos; the feat isn't a wholesale replacement for other item creation feats When designing custom magic items, first compare what you want to create with extant magic items. In addition to those tattoos listed in the callout box alongside the feat, tattoos that require the feat Inscribe Magic Tattoo ...


2

No, you're delivering the spell through your weapon that is in your main hand. That language you're reading is to clarify that "you're using your offhand to cast a spell so you can't be holding anything else in it". So you get none of the penalties you're specifically asking about. If there's anything about the magus still confusing you I highly recommend ...



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