q66
How does Favored Class work for monstrous races?
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q66
How does Favored Class work for monstrous races?
A66: All characters can chose their favored class at character creation. For each level in a favored class, the character gains either 1 extra skill point or +1 hp.
I don't see anything that would indicate that it's different when the character has racial HD.
Ashram, I don't see anything in Yora's post that needed your "correction". I see nothing about a favored race there, and Yora said that they pick a favored class at character creation and For each level in a favored class, the character gains either 1 extra skill point or +1 hp..
Q67 Can you use a mutagen and a Cognatogen at the same time? And if so can you just use the opposing ones resulting in a net gain of +2 for both stats?
Q68
What happens to the summoner's eidolon when it reaches 0 or fewer hit points? Does get disabled/starts dying as normal? Also, if the eidolon has less than half of its hp at the end of the day, wouldn't it be more efficient (if somewhat distasteful) to just kill it and it would return the next day with half its total?
Q69: I've read somewhere that some people believe that an oracle in elemental form from a revelation can not cast spells.
Is there any reason that a character under effect of an elemental body spell can not cast spells? Characters under polyorph effect retain all their abilities unless they are missing required body parts. Since all elementals speak a language and make slam attacks, they have the ability to provide verbal components and hands for somatic components.
A69
That's arguable, I see magic as a fine art so being able to cast a spell just because you can slam something is like giving a painter a roller for painting walls and asking him to paint you a masterpiece on a regular canvas. By RAW I don't exactly see anything wrong with an elemental casting spells that only have verbal and somatic components but material components might be out of the question.
A67
A Cognatogen is a "mutagen-like" mixture, and follows the standard rules for Mutagen despite its different name.
SpoilerBenefit: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. [...] All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. [...]
So while you can use a Cognatogen and a Mutagen at the same time, the Alchemist can only be under the effect of one Mutagen, so the second one's effects replace the initial one's.
SpoilerA non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
A68
The rules are unclear, so it's really a DM call. However the RAI is that the Eidolon, unlike a normal summon, is only sent back upon death, so it is quite likely that Eidolons get disabled/dying as normal.
And yes, in such a situation it is mechanically better to slay the Eidolon, but doing so is most probably an evil act since it's the same as slaying your immortal dog because it'll "come back later" and is your "best friend, forever". But you can actually make a wand of Lesser Rejuvenate Eidolon as long as you actually know the spell and sits by the side of someone who has Craft Wand through the whole crafting proccess.
A69
Since the RAW mentions nothing of the elementals being able to make precise gestures (and by extension somatic spell components), but while the RAI seems to be that they indeed can, it also seems to hint at them not being able to do almost anything requiring finesse unless they're "generally humanoid in form" (in fact, I don't think that any of the standard elementals cast any spells, they just command elements or have SLAs).
As such, many people (DMs included) believe that a caster in elemental form is unable to cast spells with somatic components, most probably compelled to think this way as opposed to "elementals can cast" due to the usual power level of casters vs. melee, which just increases if now the caster is an elemental.
Q70
If you have sneak attack and can cast scorching ray, do you get sneak attack on all of them if you meet the requirements for sneak attack?
Q71
Is there any actual limit to how many limbs an eidolon can have? I seem to remember seeing some kind of limit somewhere but I can't find anything except for max number of natural attacks. Am I missing something or can it have like 24 arms with a weapon in each one? :smallconfused:
A70 When you cast a spell such as Scorching Ray or Magic Missile, as well as if you are using Many Shot when shooting your bow, you only apply precision damage to the first ray/missile/arrow.
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A71 There is indeed nothing that stops you selecting the Limbs evolution multiple times. While each of these limbs may be used to wield a weapon, you must however remember that all the penalties for wielding multiple weapons apply. To counter these you should select Multiweapon Fighting.
A70 Addendum:There ya go:smallwink:Quote:
How does the Surprise Spells class feature of the Arcane Trickster prestige class (Core Rulebook, page 378) work with spells like magic missile and fireball?
The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast.
—Jason Bulmahn, 05/31/11
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Also, see the description of the Manyshot feat, regarding precision damage and multiple arrows.
Q71Q72
emphasis mineQuote:
Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.
Which procedure does the first sentence refer to?
The paragraphs "Spells Gained at a New Level", "Spells Copied from Another's Spellbook or a Scroll" and "Independent Research" from the same page?
Does that mean you will have to re-learn your lost spells from scratch (if you can't borrough a book containing them), for example by spending your 2 spells per levels?
A71A72
Any of them actually, depends on what the Wizard is doing to get his set of spells again. It was a bit unnecessary, since that's the RAI, but that line turns it into RAW, meaning that a Wizard does not have any discounts when remaking his grimoire, despite the fact that he once knew those very same spells (appart from spells he had prepared, which do not need a Spellcraft check).
And yes, it does mean that a Wizard, if so inclined, can spend his 2 spells/level to re-learn a specific spell.
Synthesists do have a cap, so maybe later on they'll do such an errata for normal Eidolons as well.
Even so, never forget the cost of so many weapons. It's meaningless to have 40 attacks per round if only 5 of them hit and out of those only one actually does any meaningful damage.
Q73:In the PF SRD it says under "Celestial Creature": "Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally."
However, planar ally affects only outsiders and the celestial creature template does not mention a change to creature type. (3.5e explicitly states that animals and vermins become magical beast, but all other types remain unchanged.)
Is there anything official, or something different in the books, that clairifies if celestial creatures can be called by planar ally spells?
Having 40 attacks is the farthest thing from meaningless when you're playing with the Critical Hit Deck and all the weapons are keen scimitars. :smallwink: Then again, we're also playing the Critical Miss Deck, so 40 bad attacks might be a good way to lose a few fingers and a spleen every round. :smallbiggrin:
A73 Well a creature from another plane is by definition an outsider. But yes, the celestial and fiendish templates don't change the creature type. I don't think there's any other clarification on the matter (at least none I've seen) but as far as definitions go, templates are more specific than types and hence take precedence. So if the template says you can do it, you can do it. At least that's how I see it.
Q74: If a flying creature is Dazed and thus prevented from taking an action, can it still make a Fly check to hover, or does it automatically crash?
A74: As I understand the skill, flying always requires to take a move action (or a charge). The skilly says that a Fly check is never an action, but part of another action. Since a dazed creature can neither take a move action to fly at standard speed and not having to make a Fly check, nor a move action to Hover in place, it would presumedly fall when dazed.
Yes, that is where (most) outsiders differ from creatures on the material plane. I had no intention of arguing that point since celestial creatures don't get the outsider type, I was merely implying that all extraplanar creatures can be considered outsiders as far as fluff is concerned. I gave my opinion on the RAW in the second part of my post.
A70
I have found no ruling in the current Pathfinder rules that would prevent you from applying sneak attack more than once (I half-expected to find something in UM). Therefore you follow the standard rules for sneak attacks, one sneak attack per attack roll.
Q75
Is retraining in pathfinder, if so where/what are the rules for it? Replacing feats/class levels/etc is what I mean by retraining.
Q76
When learning "Protection from Chaos/Evil/Good/Law" from the Wizard/Sorcerer spell list, do you have to chose an alignment right away or on a per-cast basis?
A76: Since there are four seperate spell descriptions, they are four seperate skills. This means you have to learn and prepare each variant seperately.
Blindness/Deafness is a single spell, so you can just prepare it and decide which way to use it when you cast it.