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23

Malignant poison reads As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset ...


19

Your GM was right... technically... and depending on the details. And he was right for a reason other than the one he gave. Your explanation of the situation could be interpreted in two ways. When you say: "When I affected an enemy with it, my GM succeeded the 1st save" ...if you meant the enemy had already failed a save before the GM made his 1st ...


17

Wands follow the general rules for Saving Throws Against Magic Item Powers on the page on magic items (emphasis mine): Saving Throws Against Magic Item Powers Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability ...


12

The DM's mistaken about how the fire damage works... The DM's correct that damage reduction doesn't reduce damage from non-weapon attacks (e.g. energy damage, falls, poisons), so a creature with damage reduction takes full damage from, for example, fire. (To take less fire damage, the creature needs the special ability resistance to energy.) But a weapon ...


12

It is a bit unclear what do you mean by the word "affected". If you just delivered poison, then your DM was right. In this case his NPC's first save would be to not be poisoned at all. He doesn't need to make more than that one save no matter what type of poison you use. Check the bottom of this page for "How Do Poisons Work?" summary. But if his NPC ...


12

The DM is in his right to say that, but he should discuss it with you or make it clear that this kind of house rule exists beforehand That said, did he specify why it "doesn't make sense"? The poison having 2 saving throws serves to make it harder to resist, so it actually does make sense that those two dice rolls are in place. To directly answer your ...


12

The feat Cosmopolitan gives you access to two INT, WIS, or Charisma based skills as class skill, and the Keeper of the Veil regional trait gives you access to Bluff or Disguise as a class skill and also grants a +1 bonus to both of those skills.


11

Officially, the druid can't use wild shape to assume such a form... The druid supernatural ability wild shape allows the druid to use an effect duplicating the spell elemental body I at druid level 6, II at level 8, III at level 10, and IV at level 12. The spell elemental body has no provision for elementals other than air, earth, fire, and water. Of the ...


11

Simple weapons require the least training to use correctly and effectively. To use your example, I can hand an eight-year-old with no experience a crossbow, and within 10 minutes they can be reliably hitting a stationary target at close range. It's just point-and-shoot. The other weapons in the simple category include clubs and staves (literally, they're ...


10

The spell animate dead usually applies to the targeted corpse the template skeleton or the template zombie There's probably not going to be any direct developer support for or against your GM's ruling, likely because the developers considered the actual rules so obvious there was no reason to make such a ruling. The spell animate dead targets one or more ...


10

Animate Dead refers repeatedly to “a corpse,” not “a humanoid corpse” as its required target.* This alone should be enough to indicate that it can create non-humanoid skeletons or zombies (casting it on a small rat's corpse and getting a humanoid skeleton would be odd, wouldn't it?). But furthermore, it goes on to provide special handling for when the corpse ...


9

No, it is the price for a pair (Note that the 2500 price you gave is for crafting the item; buying it is twice that). All magic items that take up a slot take up that entire slot, and all prices are for a complete magic item and cannot be reduced for buying only part of it, unless otherwise specified. Hands is a single slot; the only type of item you can ...


8

A character can always forgo a saving throw, as per the Magic Section(Saving Throw sub-section) of the Core Rule Book. Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this quality.


8

In theory, it’s supposed to be a combination of How easy the weapon is to use (crossbows are not quite point-and-shoot, but they’re simpler than bows) How familiar the weapon is to most characters in the setting (quarterstaves are fairly tricky, really, but as just a length of wood, it’s pretty likely that most characters have handled one before) How good ...


7

The spell blood money creates a material component only for a spell the caster of blood money casts The range of 0 ft. means the creature selects a crosshairs adjacent to its space and the effect of the spell happens there; the spell doesn't target a creature or an object. The spell's effect is to create the material component 0 ft. away. This is, ...


6

The creature that's holding the object that's the target of the spell burning disarm does have a choice The creature holding the object affected by the spell burning disarm can either... Choose to make a saving throw against the spell burning disarm. Success means the creature drops the object targeted by the spell right now and the creature isn't ...


6

The rules would have it do so, yes The sorcerer’s elemental bloodline literally does nothing but swap the damage type of the spell; all other effects remain the same. In effect, an acid burning hands still launches a jet of flame and still sets things on fire – it’s just that the fire and flame now deal acid damage instead of fire damage. This can, of ...


4

The Kensai ability says At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. Source. The only way that the magus's ability is different from the duelist ability is the way specified, the ...


4

No. Alchemical Allocation works on potions and elixirs. An extract uses some of the same rules as potions and elixirs, but an extract is neither a potion nor an elixir.


4

I typically use non-combat mapping to help show the relative distances between things and the players. This is typically done using a "You are here" dot for the players and simple lines for relevant features. I even use notations on the map to denote distances given the map is often "not to scale". This means that I still build for a combat, but the players ...


4

Only indirectly are rules provided for creating an item that takes a swift action to activate The section Creating Magic Items says Using metamagic feats, a caster can place spells in items at a higher level than normal. Thus, by incorporating a spell modified by the metamagic feat Quicken Spell into the creation of a custom magic item (therefore ...


3

Huge creatures do not get a strength bonus because of size in Pathfinder. The monster creation guidelines show that strength varies based on the desired CR of a creature. While bigger creatures have bigger average Strength, there is no strength bonus for being large. The theoretical Mastadon's strength would increase from 24 to 26. You might be ...


3

The designer did not intend for familiar archetypes to be applied to improved familiars While I agree that it kind of sucks, Familiar Folio author Mark Seifter confirms as much in this Paizo messageboard thread. He says, in response to another poster, that Another Poster: The writer of the book... also confirmed that the improved familiars ...


3

The saving throw for a Wand is 10 + Spell level + the Minimum ability score modifier necessary to cast that spell. So if you're working with a Wand of Fireball, Fireball is a 3rd level spell, which requires a 5th level Wizard to cast with an ability score of at least 13. The modifier for a score of 13 is +1. So the save of a Wand of Fireball will be (10 + 3 ...


3

An aqueous orb can move into black tentacles fine, as it can move over obstacles less than 10' high. A creature caught in the orb would also be subject to the tentacles (or any other area effect they move into). You can't choose to expel someone from the orb, but I would tend to rule that if both the orb and tentacles both grab someone the tentacles would ...


3

The introductory part of the Weapon Rules explains the various groupings applicable to weapons (emphasis mine) Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or ...


2

A level 2 extract is never going to give a free reuse of a higher level extract. It makes no sense from a game design standpoint. You are correct that Alchemical Allocation does not work on extracts; this is working as intended.


2

Custom Magic Item Creation Following Magic Item Creation Rules, this would be pretty simple and straight forward. How I Would Do It (Opinion) Let's break it down. Base Cost: From the first entry under Spell Effect (Command word), we can see that the base cost should be Spell level x Caster level x 1,800 gp. Modifications: For a tattoo like the one ...


2

Cast Death Knell a lot, perhaps sacrificing an entire village to fuel your dark magics. Cure Light Wounds is probably not the most appropriate follow up spell here, to be honest. (Bonuses from the same source don't stack but 1) the effective caster level increase is carefully worded so as not to actually be a bonus and 2) the source of the bonus is 'the ...


2

FROM YOUR LINK Inhaled: These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives ...



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