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12

Don't worry about it The Pathfinder Unchained summoner, like the original summoner, has the following text describing the class feature eidolon: The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Unless an effect's severed the link the eidolon forms with the summoner, the summoner brings forth only an ...


10

There is no good way to have what the book calls a scimitar that is a light weapon. Burning feats or taking −2 attack penalties for wielding an undersized scimitar are ridiculously painful for something that should be very simple. Instead, take the stats of a kukri, call it a “light scimitar,” and you’re good to go.1 The rules of the game never define ...


9

The phrase itself appears in the errata documents for various D&D 3.5 publications, including those books which were included in the System Reference Document that forms the basis for Pathfinder. In that context, it is referring to contradictions between different D&D 3.5 products. However, the phrase is used more generally to refer to the d20 ...


8

From my knowledge there is no such language. Angels have this ability, but the languages they speak (Celestian and a few others) are just ordinary languages with no special properties. It's a supernatural ability of theirs which gives them a cheat mode: In 3.5e, it's called Tongues. In Pathfinder, it's called Truespeech. In both games, that ability takes ...


6

Alright, let's start saying that your assumption to apply real world physics to explain how unexplained spell effects work isn't going to work very well, specially in D&D/Pathfinder. Now, Pathfinder has an two unwritten rules that say: "unless something says you can do it, you can't." and "specific rules override the ruling of the generic rule; and when ...


6

I fear that the information you're looking for does not exist. It's hard to prove a negative, admittedly, but I've never seen or heard of such information, and I imagine that something that comes up so often would have to be located somewhere easy to find. Since it apparently isn't, I'm fairly confident that the information does not exist in any Paizo ...


5

There are no hard rules for Perception, there are so many possibilities in terms of what characters might hear, see, or smell in a given situation that they just gave a reference table. The item on the table that likely most fits with this situation is "Hear the sound of battle - DC –10" though a final ruling is up to your DM.


4

Weapon Choice feat from Torn Asunder: Critical Hits PFRPG Edition, page 96. http://www.drivethrurpg.com/product/86417/Torn-Asunder-Critical-Hits-PFRPG-Edition Prerequisites: Dex 13+, Weapon Proficiency (selected weapon), Weapon Focus (selected weapon), base attack bonus +4 or higher. Benefit: Choose one weapon of a size category equal to your own. You ...


4

This dates from 3.5e (or earlier?) - the quote below is from the d20 SRD, and is the same in the PF SRD. Double Weapons Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she ...


4

Yes, but they require quite a lot of experience with the games in question. But there are a depressing number of conversations here. Unfortunately there's a whole book that attempts this discussion -- your mileage may vary. Needing to do this level of homebrew is likely a sign of insufficient system mastery, a love of graven idols, and a need for a better ...


4

This is not a credible concern. There are many summoners in PFS play, and while they deservedly get a bad rap for being OP, they do not have chronic issues with GMs screwing them over. The Unchained summoner was designed to mitigate the OP problem in the first place. "Can" one do so? Sure, they're GMs, they can do all kinds of stuff to you. But you appear ...


4

They gain the subtype, but not its features From the rules on Unchained Eidolons: The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon's subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select ...


3

The Plane of Earth does not work the way you think it does. As described on this article, the Plane of Earth is full of caves and host to a number of populations of other, not "non-breathing" species. Your eidolon will be alright waiting there to be summoned again the next day.


3

The "uncontrolled gestalt" Something many, many players and characters find interesting is the chance to occasionally use an ability from outside their purview - especially when they're a non-magic type getting access to occasional magic. Let the players bearing pieces of the McGuffin occasionally access the shard's power to do something they can't ...


3

The first quote implies that double weapons are all hand-and-a-half weapons, à la the bastard sword, and can be used as one-handed weapons. It does not, however, outright state this, and that is confusing. It does not state that you can ignore the “Two hands are required” clause for two-handed weapons, and double weapons are definitely1 two-handed ...


3

Technically yes, but when using both ends to TWF, most tables say no A double weapon is a type of two-handed weapon; every double weapon in the game is listed in the appropriate Two-Handed Weapon table. The rules for double weapons state that, when you use both ends of one in conjunction with the Two-Weapon Fighting option, the double weapon is treated as ...


3

Not much. There are lots of options in Pathfinder which trade accuracy (attack bonus) for various things (usually damage). You're using three of them here, which means you're choosing to give up a lot of accuracy. There's not much which is designed to negate the penalties, because otherwise they'd go from being tradeoffs to no-brainers. Your best bet ...


3

As the author of said feat for Pathfinder, the intent is the first choice (2+3+4+5). We will take the chance to update the feat with an example in our upcoming revision of Psionics Unleashed.


3

To the best of my knowledge, there are no general rules explaining whether or not it's possible to choose whether specific conditions and injuries can be left unaffected by general-purpose curative magic. It's a bit hard to prove a negative, though. Given that that's the situation, it's up to the GM to decide how this works. Does the spell's target get a ...


2

I think the actual look of the style is less important than what it means to be in said style. What I mean by this is that if a building is described as Elven then it can be assumed that it was built by elves and maybe even for elves to dwell/do business in. If you are looking for a dwarf in some city it would be important to note that "the buildings down ...


2

Sword and pistol is a really difficult combat style Beyond the typical items (e.g. those that grant a character enhancement bonuses to ability scores, weapons with enhancement bonuses), not much improves a sword-and-pistol-equipped fighter's ability to land attacks. I'm aware of only this: The wrists-slot item duelist's vambraces (8,000 gp; 2 lbs.) says ...


2

Do Whatever You Find Easiest/Most Comfortable I know this probably isn't very helpful of an answer by itself, but I feel like it is important to mention. There is no one right way to do answer this question. One of the best things about RPGs with your SO: You're not going to judge each other. You're not going to hold each other to unfair standards. If ...


2

Scars and similar wounds When using the Combat section's Optional Rules: Scars and Wounds—half of which is just scars—or after having gained scars from another source,1 unless the scar's source says the scar is healed by magic, the scar isn't healed by magic. Scars aren't mentioned as removed by the spell heal, the spell regenerate, any version of the spell ...


2

Magic items are limited by places on the body to put them so that they fit/stay, and are not too close to one another (which is why you can only have one in each slot, can’t wear ten rings, etc.) When you have more body parts to put things on, you get to use more items. When you have fewer, you miss out on some items. See Table: Magic Item Slots for Animals ...


1

You double the total cost, including augmentations. There is no division between "base cost" and "augmentation cost" - only the cost to manifest a power.


1

Yes and no. A double weapon takes two hands to use, but only counts as a one-handed and light weapon when you are attacking with both ends. In order to use a double weapon to make a two-handed attack, you have to only use one end at a time: The character can also choose to use a double weapon two-handed, attacking with only one end of it. If you're ...


1

Having done some research, you cannot use a two-handed weapon with one hand, even if it's a double weapon. This question on the Pathfinder FAQ states definitively that you can't use a two-handed weapon in one hand, effectively or not. However, the rules for double weapons apply to exceptions that allow you to use a two-handed weapon with one hand. For ...



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