FAQs


Bard (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/04

Lore Master Bard Ability and Taking 10: Can I take 10 on Knowledge checks? The Knowledge skill doesn’t say I can’t, but if that's true, the first half of the lore master bard ability doesn’t do anything.

Yes, you can. The lore master bard ability should add to the end of that first sentence “even when threatened or distracted.”

Cleric (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Cleric: Does a cleric, whose deity's favored weapon is the bastard sword, receive free martial or exotic weapon proficiency with the sword?

Since the bastard sword is listed as an exotic weapon, he receives the Exotic Weapon proficiency with the weapon, allowing him to use it one-handed.

Fighter (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Fighter: Can I use the Fighter bonus feat class feature to retrain a feat that I gained at 1st level (such as Cleave) to gain a feat that I did not qualify for at 1st level, but do qualify for now (such as Lunge)?

Yes. So long as the feat that you "lose" is not used as a prerequisite for any other feat, prestige class, or other ability, you can gain any feat that you qualify for at the time that you retrain it.

Fighter (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Fighter: Can I learn a new fighter bonus feat in place of one of my armor proficiency feats?

No. Despite wording in the Armor Proficiency feats, fighters (and other classes) have a class ability that grants proficiency in those armors--it doesn't actually grant those specific feats. Therefore, the fighter's ability to learn a new feat in place of another feat does not apply to these proficiencies.

Fighter (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/06

Fighter: What feats can I retrain at level 4, 8, and so on?

Class entries in the Core Rulebook are written assuming that your character is single-classed (not multiclassed). The fighter's ability to retrain feats allows you to retrain one of your fighter bonus feats (gained at 1st level, 2nd level, 4th level, and so on). You can't use it to retrain feats (combat feats or otherwise) from any other source, such as your feats at level 1, 3, etc., your 1st-level human bonus feat, or bonus feats from other classes.
You may want to asterisk your fighter bonus feats on your character sheet so you can easily determine which you can retrain later.

Monk (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/09

Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?

A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

Monk (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Monk: How does a monk's improved BAB when flurrying interact with feats like Power Attack and Combat Expertise, which have different effects depending on your BAB?

The monk uses his improved flurrying BAB to determine the effect of those feats.

Monk (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/11

Monk Flurry of Blows: When I use flurry of blows, can I make all of the attacks with just one weapon, or do I have to use two, as implied by the ability functioning similarly to Two-Weapon Fighting?

You can make all of your attacks with a single monk weapon. Alternatively, you can replace any number of these attacks with an unarmed strike. This FAQ specifically changes a previous ruling made in the blog concerning this issue.

Monk (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Monk Ki Pool: What kinds of damage reduction can a monk bypass with this ability?

Monks typically have problems bypassing DR with their unarmed strikes, forcing them to rely on weapons to deal with many forms of DR. We have decided to add a new ability to the ki pool monk class feature. At 7th level, a monk's unarmed strikes count as cold iron and silver for the purposes of overcoming damage reduction, so long as he has at least 1 point remaining in his ki pool.
This answer originally appeared in the 12/4/12 Paizo blog. The next printing of the Core Rulebook will be updated with this information.

Monk (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/04

Monk: Does the extra attack from spending ki as part of a flurry of blows stack with the extra attack from haste?

Yes. The extra attack described in the ki pool ability doesn't say it works like haste, nor does it say that it doesn't stack with haste, so the monk would get two additional attacks (one from spending a ki point as part of a flurry, one from haste).

Paladin (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Paladin: If I'm immune to disease, am I immune to mummy rot, which is both a curse and a disease?

Yes.

Paladin (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/02

Paladin: Does a paladin's lay on hands use positive energy?

Yes.

Paladin (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Paladin: Does smite evil bypass the defenses of the incorporeal special quality?

Smite is not an effect on the weapon, it is an effect on the paladin. The weapon still needs to be magic to harm the incorporeal creature, and even a magic weapon still only deals half damage against it.

Paladin (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/08

Paladin, divine bond: Can I expend two daily uses of this ability to enhance two of my weapons or both sides of a double weapon?

Yes.

Paladin (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/11

Paladin’s Detect Evil: Does a paladin need to spend a standard action to activate detect evil before spending a move action to concentrate on a single creature or item?

No, the first sentence is discrete from the rest of the ability, and offers an alternative option for using detect evil. A paladin can use the move action on a single creature or item in lieu of the standard action to activate a normal detect evil.

Sorcerer (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.
General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)

Sorcerer (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Prestige Class: If I take levels in a prestige class that advances spellcasting, does that give me access to my higher-level bloodline spells?

No. Likewise, it doesn't give you any additional bloodline feats.
If you were an oracle, it wouldn't give you any additional mystery spells. (However, it would give you higher-level cure or inflict spells, as those are part of the oracle's Spells class feature.)
If you were a witch, it wouldn't give you any additional patron spells.
If you were a wizard, it wouldn't give you access to your higher-level school powers.
And so on.
Prestige classes which advance spellcasting only advance caster level, spells per day, and (for spontaneous casters) spells known—essentially, the spellcasting features described in your class's Spells class feature description.
(Note that the dragon disciple class has the blood of dragons ability, which explicitly states that you get your bloodline powers and bloodline spells; this is a special ability of that class and not the normal state for advancing spellcasting with a prestige class.)

Wizard (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/05

Arcane Bond: Can you identify an item that is the subject of an arcane bond from a wizard with detect magic or a similar affect, even if the item contains no other enchantments?

Since the arcane bond class feature, when tied to an item, grants a wizard the ability to cast any one spell, it is safe to assume that it does radiate magic when it is the subject of detect magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless it was further enchanted.

Wizard (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Sorcerer/Wizard: Can I dismiss my familiar so I may select a new familiar?

This isn't addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour.
The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up).
Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.

Monk (Unchained) (Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/11

Monk Flurry of Blows: When I use flurry of blows, can I make all of the attacks with just one weapon, or do I have to use two, as implied by the ability functioning similarly to Two-Weapon Fighting?

You can make all of your attacks with a single monk weapon. Alternatively, you can replace any number of these attacks with an unarmed strike. This FAQ specifically changes a previous ruling made in the blog concerning this issue.

Augment Summoning (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/11

Augment Summoning: Does this feat apply to monsters summoned with summon monster or summon nature's ally spell-like abilities?

Yes.

Greater Feint (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/04

Greater Feint: Greater Feint says the target is denied its Dexterity bonus to AC until the beginning of my next turn in addition to against my next attack. Is that just against my attacks, which probably won’t be more than just my next attack until my next turn, or is it against my allies as well?

Greater Feint makes the target lose its Dexterity bonus against all melee attacks by anyone until the start of your next turn, not just you. Unless a feint ability specifically mentions ranged attacks (like the Ranged Feint feat), it always denies Dexterity bonus against melee attacks.

Greater Trip (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Greater Trip: How does this interact with Vicious Stomp (APG)? Do you get two AOOs or just one?

Using these feats together provokes two AOOs, because the two AOO-triggering acts are similar, but different.
Greater Trip gives you an AOO when you trip a foe. Vicious Stomp gives you an AOO occurs when a foe falls prone.
This answer originally appeared in the 9/11/12 Paizo blog.

Command Undead (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/04

Command Undead: How long do the undead remain under my control?

The undead remain under your control indefinitely until you release them (or, if an intelligent undead creature, it succeeds at the daily saving throw to resist your command).
The duration of the feat is not based on the 1 minute/level duration of the control undead spell (the reference to the spell is to explain how you can communicate with the undead and give them orders, not to its duration, material components, and so on).

Spring Attack (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Spring Attack: Can I use Spring Attack to make an attack from an ally's square?

Let's use a diagram of a 5-foot-wide hallway to help visualize this question. Periods are open squares. A is the acting character. Numbers are allies of A. X is the monster.
. . . . . A 1 2 3 X
Using the diagram as a model, the question is, "Can I use Spring Attack to move from A to 3, make an attack on the monster from 3's square, then move back to A and end my turn?"
The answer is "yes." The key to understanding this is the general rule, "you cannot end your movement in an occupied square." Spring Attack is a full-round action; it is not a move action, then an attack, and then another move action, it's one continuous movement with an attack happening in the middle. Thus, with Spring Attack you're not ending your movement until you end your movement for the turn.
To look at it another way, if the character just wanted to move from A to 3 and back to A, that would be a legal move because he's not ending his movement in 3, he's ending his movement back in A. With Spring Attack, the character still isn't ending his movement in 3; the feat gives him the ability to perform an attack as part of the continuous movement from A to 3 to A (regardless of whether that attack happens when he's in an occupied square).
(Even with speed 15, a character moving 15 feet from A to 3 and then 15 feet from 3 to A isn't ending his movement in 3... using a move action to move 15 feet and a standard action to move 15 feet doesn't mean he's actually pausing halfway through his movement to change actions.)

Improved Familiar (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/07

Improved Familiars: There are various ways for characters other than arcane spellcasters to gain familiars at this point, and some of those options even grant Improved Familiar as a bonus feat, but technically each Improved Familiar option requires a certain arcane spellcaster level to take it. Does that mean that non-arcane characters with Improved Familiar have a dead feature? How does it work? If it does work, can I take an Improved Familiar as some kind of variant familiar or a temporary familiar like the occultist’s soulbound puppet?

The Improved Familiar description was written back when only arcane spellcasters could have familiars, and it wasn’t sufficiently future-proofed. To that end, you can always substitute your effective wizard level for the purpose of determining your familiar’s abilities for “arcane spellcaster level” to determine the available improved familiars for your character. In general, you can take Improved Familiars for class-granted variant familiars like a shaman’s spirit animal, with a few exceptions: First, temporary familiars like the occultist’s soulbound puppet can’t become Improved Familiars from the Improved Familiar feat, and those class features don’t qualify you to take the Improved Familiar feat. Second, tumor familiars, as lumps of flesh in the shape of animals, can’t become Improved Familiars. In other cases, treat Improved Familiar as if it was an archetype to see if it stacks with other familiar options: since the two things it alters from a regular familiar are that it removes the ability to speak with animals of its kind and it prevents changing the creature type for non-animals, you couldn’t make a familiar that changes the creature type of non-animals or alters or removes speak with animals of its kind an Improved Familiar.

Point-Blank Shot (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Point Blank Shot: Do I add the feat's extra damage to the splash damage from a splash weapon?

No, the extra damage from Point Blank Shot only applies to the target of a direct hit with a splash weapon (including direct hits from an alchemist's bomb).

Manyshot (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Manyshot: Can I fire two arrows with my shot, then cancel the full attack and take a move?

No. Though the rules for "Deciding between an Attack or a Full Attack (Core Rulebook 187) give you the option to move after your first attack instead of making your remaining attacks, Manyshot locks you into using a full attack action as soon as you use it to shoot two arrows.

Power Attack (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Power Attack: If I am using a two-handed weapon with one hand (such as a lance while mounted), do still I get the +50% damage for using a two-handed weapon?

Yes.

Power Attack (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat?

If you're wielding it in one hand (even if it is normally a two-handed weapon), treat it as a one-handed weapon for the purpose of how much Strength to apply, the Power Attack damage bonus, and so on.

Cleave (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/02

Cleave: Can I use this feat or Great Cleave to cleave to or from an image created by a mirror image spell?

No. If your initial attack hit the caster, you can’t cleave to an image as if it were an actual creature. If your initial attack hit an image, you failed to hit your intended target (the caster), and therefore can’t cleave. As you can’t specifically target an image (because you can’t tell the images from the actual caster), you likewise can’t aim for an image and try to cleave to another image.

Cleave (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Cleave: Can I take a 5-foot step in the middle of my attempt to use the Cleave feat, to bring another foe within reach?

No. Cleave is a special action and the conditions for that action are checked at the moment you begin your action. At that moment, all of the available targets are checked to make sure they adjacent to each other and within reach. You cannot take a 5-foot step in the middle of the action and check conditions again. If you do not have two targets within reach, adjacent to each other at the start of the attack, you could not even attempt to make an attack using Cleave.
This answer originally appeared in the 9/25/12 Paizo blog.

Selective Channeling (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Selective Channeling: Do I have to be able to see a creature in order to exclude them from the effect of my channeled energy?

Just like using a Target: creature spell, you must be able to see or touch a creature to affect it (or, in the case of this feat, select it to be unaffected). Pinpointing the square of an invisible creature isn't sufficient—you must be able to see or touch the creature.
Note that this works differently than an alchemist's precise bombs discovery, which allows the alchemist to exclude squares from his bomb's splash area (not targets).

Shield Master (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/02

Shield Master: When Shield Master says “You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon” it seems like in context it means you don’t take the penalty for Two-Weapon Fighting, but it just says “any penalties” so it isn’t clear. Which penalties does the feat let a character ignore?

Shield Master allows a character to ignore the Two-Weapon Fighting penalties on attack rolls with a shield while wielding another weapon, but not any other penalties.

Spell Mastery (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Spell Mastery: Can an alchemist, magus, or witch select this feat?

As written, no, as the feat's prerequisite is "1st-level wizard."
However, the feat was written before the existence of the alchemist, magus, and witch classes, and it is a perfectly reasonable house rule to allow those classes to select the feat and apply its benefits to an alchemist's formula book, magus's spellbook, or witch's familiar.

Vital Strike (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/11

Vital Strike: Can I use this with Spring Attack, or on a charge?

No. Vital Strike can only be used as part of an attack action, which is a specific kind of standard action. Spring Attack is a special kind of full-round action that includes the ability to make one melee attack, not one attack action. Charging uses similar language and can also not be used in combination with Vital Strike.

Weapon Finesse (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/10

Weapon Finesse: If I have this feat, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?

It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).
The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.

Weapon Specialization (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Weapon Specialization: Can you take Weapon Specialization (ray) or Improved Critical (ray) as feats? How about Weapon Specialization (bomb) or Improved Critical (bomb)?

All four of those are valid choices.
Note that Weapon Specialization (ray) only adds to hit point damage caused by a ray attack that would normally deal hit point damage; it doesn't increase ability score damage or drain (such as the Dexterity drain from polar ray), penalties to ability scores (such as from ray of enfeeblement) or drain, negative levels (such as from enervation), or other damage or penalties from rays.

Brew Potion (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Brew Potion: Can a character with this feat create a potion of any spell he knows simply by adding +5 to the DC, even without preparing it?

No. When creating potions, the crafter must prepare and expend the spell used by the potion as part of its creation. This is an exception to the normal rules that allow a caster to skip one of the prerequisites for crafting an item by adding +5 to the DC.
Update: Page 549, in the Magic Item Creation rules, in the second paragraph, change the last sentence to read as follows.
In addition, you cannot create potions, scrolls, staves, wands, or any other spell-trigger or spell-completion magic item without meeting its prerequisites.

Empower Spell (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?

Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.

Heighten Spell (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/06

Heighten Spell: How does this spell combine with other metamagic feats and using higher-level slots for lower-level spells?

Heighten Spell is worded poorly and can be confusing. It lets you use a higher-level spell slot for a spell, treating the spell as if it were naturally a higher level spell than the standard version. Unlike Still Spell, which always adds +1 to the level of the spell slot used for a spell, Heighten Spell lets you decide increase a spell's level anywhere from +1 to +9, using a spell slot that is that many spell levels higher than the normal spell.
The language implies that the heightened spell uses whatever spell level is used to prepare or cast it, but the rules text was inherited from 3.5 and doesn't take into account (1) the normal rule allowing you to prepare a spell with a higher-level spell slot, and (2) combining it with other metamagic feats.
For (1), having Heighten Spell doesn't mean any spell you cast with a higher-level slot is automatically heightened; you still have to make the decision to prepare or cast the spell an normal or heightened.
If you are a non-spontaneous caster (such as a cleric or wizard) who wants to prepare a lower-level spell in a higher-level slot, there is no reason not to use Heighten Spell on that spell (it doesn't cost you any extra time or any other game "currency").
If you are a spontaneous caster, heightening a spell when using a higher-level spell slot still increases the casting time, just like any other use of metamagic, so you have to weigh the benefits of either
• casting it normally using the higher-level slot
vs.
• increasing the casting time to cast it as a heightened spell and treat the spell as the level of the spell slot you're using.
Example A 10th-level sorcerer could cast fireball using a 3rd-, 4th-, or 5th-level spell slot, it would only be a standard action casting time, would count as a 3rd-level spell, and have a DC of 13 + Charisma bonus. If she had Heighten Spell and wanted to heighten it using a 4th- or 5th-level spell slot, it would have a full-round action casting time, but would count as a 4th- or 5th-level spell and have a DC of 14 + Cha bonus (for a 4th-level spell) or 15 + Cha bonus (for a 5th-level slot).
For (2), you can't apply Heighten Spell to a spell at no cost: any increase to the effective spell level of the spell must be tracked and paid for by using a higher-level spell slot, above and beyond any other spell level increases from the other metamagic feats.
Example: A 15th-level wizard has Quicken Spell. If he prepares a quickened fireball, that requires a 7th-level spell slot (fireball 3rd level + quicken 4 levels). The spell's DC is still 13 + his Int bonus because it's still just a 3rd-level spell, even though it's in a 7th-level spell slot. If he also has Heighten Spell, the spell is not automatically heightened; it still counts as a 3rd-level spell and has the DC of a 3rd-level spell. If he wants to increase the quickened fireball's effective level with Heighten Spell, he needs to use an even higher level spell slot than the adjusted spell level from the Quicken Spell feat. Increasing the fireball's effective spell level by +1 (from 3rd to 4th) requires using a spell slot +1 level higher (in this case, an 8th-level spell slot instead of a 7th-level slot); increasing the fireball's effective spell level by +2 (from 3rd to 5th) requires using a spell slot +2 levels higher (in this case, a 9th-level spell slot instead of a 7th-level slot).
Another way to look at (2) it is to add Heighten Spell first, then other metamagic feats. Continuing the above example, you'd first heighten the fireball to a 4th-level spell, then quicken it, which requires an 8th-level spell slot (fireball 4th level + quicken 4 levels). Or first heighten the fireball to a 5th-level spell, then quicken it, which requires a 9th-level spell slot (fireball 5th level + quicken 4 levels).
(Heighten Spell is a weak metamagic feat and has limited utility when combined with other metamagic feats.)

Quicken Spell (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Quicken Spell: Can you use Quicken Spell on a spell with a casting time of "1 round" (such as enlarge person)? Can you use it on a spell with a casting time of "1 full round" (such as a spontaneous caster using a metamagic feat on a spell)?

Yes and yes. Neither type has a longer casting time than the "longer than 1 full-round action" limitation of Quicken Spell, therefore both can be quickened.
This means that a sorcerer could cast an empowered quickened magic missile as a swift action. Likewise, as multiple metamagic feats don't push the casting time longer than 1 full-round action, a sorcerer could cast an empowered silent stilled quickened magic missile as a swift action.

Widen Spell (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Widen Spell: How does the Widen Spell feat affect spells with line effects?

As written, nothing--lines do not have a width dimension, so that can't be doubled by the feat, and most line spells have a fixed range, which the spell can't exceed unless you're using Enlarge Spell. So, for most lines, Widen Spell has no effect unless you couple it with Enlarge Spell. Yes, it's strange, and we may end up revisiting this rule at some point in the future.
Meanwhile, as a house rule (not an official update to the rules), it's fair to allow someone to use the Widen Spell feat on a line spell and actually double its range. You are, after all, increasing the level by +3, and if you're casting lightning bolt as a 6th-level spell, you ought to at least be able to get a 240-foot bolt out of it.

Vicious Stomp (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Greater Trip: How does this interact with Vicious Stomp (APG)? Do you get two AOOs or just one?

Using these feats together provokes two AOOs, because the two AOO-triggering acts are similar, but different.
Greater Trip gives you an AOO when you trip a foe. Vicious Stomp gives you an AOO occurs when a foe falls prone.
This answer originally appeared in the 9/11/12 Paizo blog.

Extra Channel (Feat)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Extra Channel: If I take this feat and I have more than one class with the ability to channel energy, do I have to assign the extra uses to a particular class when I choose the feat?

No. In effect, the feat gives you two "floating" uses of channel energy per day, and you can use them with any appropriate class you have which grants the channel energy ability.
For example, if you're a cleric/necromancer, each day you could use 1 channel as a cleric and 1 as a necromancer, 2 as a cleric and 0 as a necromancer, or 0 as a cleric and 2 as a necromancer.
Note that this does not give you an extra two uses of channel energy for each class that grants it—the feat gives you exactly two extra uses per day.

Armor spikes (Armor)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

Light shield (Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Shield Bash: If I make a shield bash, does it always have to be an off-hand attack?

The text for a shield bash assumes you're making a bash as an off-hand attack, but you don't have to. You can, for example, just make a shield bash attack (at your normal, main-hand attack bonus) or shield bash with your main hand and attack with a sword in your off-hand.
Update: Page 152—In the Shield Bash Attacks section, in the first sentence, delete “using it as an off-hand weapon.”

Light shield (Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/09

Shield Bash: If I am proficient with wearing shields, can I make a shield bash without a nonproficiency penalty?

Armor proficiencies and weapon proficiencies are different things.
Table 6–4: Weapon (page 142) lists light shields, heavy shields, and spiked shields as martial weapons. The shield bash attacks entries (page 152) say that using a shield in this way is a "martial bludgeoning weapon."
Regardless of whether or not you are proficient in wearing a shield for defense, attacking with a shield is using a martial weapon and you take appropriate penalties if you are not proficient in martial weapons (for example, if you are a cleric, you take a –4 nonproficiency penalty when making shield bash attacks because you are not proficient in martial weapons).

Heavy shield (Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Shield Bash: If I make a shield bash, does it always have to be an off-hand attack?

The text for a shield bash assumes you're making a bash as an off-hand attack, but you don't have to. You can, for example, just make a shield bash attack (at your normal, main-hand attack bonus) or shield bash with your main hand and attack with a sword in your off-hand.
Update: Page 152—In the Shield Bash Attacks section, in the first sentence, delete “using it as an off-hand weapon.”

Heavy shield (Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/09

Shield Bash: If I am proficient with wearing shields, can I make a shield bash without a nonproficiency penalty?

Armor proficiencies and weapon proficiencies are different things.
Table 6–4: Weapon (page 142) lists light shields, heavy shields, and spiked shields as martial weapons. The shield bash attacks entries (page 152) say that using a shield in this way is a "martial bludgeoning weapon."
Regardless of whether or not you are proficient in wearing a shield for defense, attacking with a shield is using a martial weapon and you take appropriate penalties if you are not proficient in martial weapons (for example, if you are a cleric, you take a –4 nonproficiency penalty when making shield bash attacks because you are not proficient in martial weapons).

Lance (Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/03

Lance: If I have the pounce ability and I charge with a lance, do my iterative lance attacks get the lance's extra damage multiplier from charging?

No, it doesn’t makes sense that those iterative attacks gain the damage bonus. To make that second attack, you have to pull the lance back and stab forward again, and that stab doesn’t have the benefit of the charge’s momentum. (The Core Rulebook doesn’t state that you only get the damage multiplier on the first attack with a lance because when the Core Rulebook was published, there was no way for a PC to charge and get multiple attacks with a weapon in the same round, so that combination didn’t need to be addressed.)

Bastard sword (Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Bastard Sword: Is this a one-handed weapon or a two-handed weapon?

A bastard sword is a one-handed weapon (although for some rules it blurs the line between a one-handed and a two-handed weapon).
The physical properties of a bastard sword are that of a one-handed weapon. For example, its hardness, hit points, ability to be crafted out of special materials, category for using the Craft skill, effect of alchemical silver, and so on, are all that of a one-handed weapon.
For class abilities, feats, and other rule elements that vary based on or specifically depend on wielding a one-handed weapon, a two-handed weapon, or a one-handed weapon with two hands, the bastard sword counts as however many hands you are using to wield it.
For example, if you are wielding it one-handed (which normally requires the Exotic Weapon Proficiency feat), it is treated as a one-handed weapon; Power Attack only gets the one-handed bonus, you cannot use Pushing Assault or Shield of Swings (which require a two-handed weapon), and so on.
If you are wielding it with two hands (whether or not you have the Exotic Weapon Proficiency to wield it with one hand), it is treated as a two-handed weapon; Power Attack gets the increased damage bonus, you can use Pushing Assault or Shield of Swings (which require a two-handed weapon), and so on.
An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects.

Wild (Magic Ring)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/07

Wild armor and other transforming armor: When I use a wild armor and gain the armor’s benefits, what restrictions, if any, apply to me? In general, when I transform with a polymorph effect and some of my gear melds into the form, what restrictions do I have for melding with large amounts of heavy gear? What about other types of transforming armor?

If you were in medium or heavy load from encumbrance before transforming, you continue to take those penalties in your melded form. Otherwise, ignore the weight of melded items and calculate your encumbrance in your polymorphed form entirely based on non-melded items. When wearing melded armor and shields, if you gain no benefit from the melded armor, you still count as wearing an armor of that type, but you do not suffer its armor check penalty, movement speed reduction, or arcane spell failure chance. If you do gain any benefits (as with the wild property), then you do suffer the armor check penalty, movement speed reduction, and arcane spell failure chance. This also applies to all other situations where you or an armor transform: you always count as wearing an armor of that type, and if you gain any benefit at all from the armor (such as mistmail), you apply the armor check penalty, movement speed reduction, and arcane spell failure chance.

Ring of Counterspells (Magic Ring)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Ring of Counterspells: Does this counter area spells such as fireball?

The ring only affects spells that target you, not spells that include you in the area. One possible interpretation is that the ring would make you immune to that casting of the spell (and the rest of the area would be affected normally), but that would require additional exlplanatory language and create strange situations where you'd be immune to control water or guards and wards and able to wander freely through such effects. Instead, it is clearer to adjudicate if the ring only affects spells targeting you.
(The wording of the magic item may be clarified in future errata.)

Bane (Magic Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/11

Bane: Can I apply multiple bane special abilities to the same weapon? If so, do their effects stack?

You can apply multiple bane special abilities to the same weapon. For example, you can have a +1 dragon- and fey-bane longsword, which has an increased enhancement bonus and damage against dragons and against fey.
If you have multiple bane effects on a weapon and attack a creature against which more than one bane applies (such as a chaotic- and evil-outsider bane weapon used against a demon), the effects do not stack: the weapon's enhancement bonus is only +2 higher than its actual enhancement bonus, and it only deals +2d6 points of damage against that opponent.
(Compare to fighter weapon training or ranger favored enemy bonuses, both of which say you use the highest bonus if more than one bonus applies.)

Defending (Magic Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Defending Weapon Property: Do I have to make attack rolls with the weapon to gain its AC bonus?

Yes. Merely holding a defending weapon is not sufficient. Unless otherwise specified, you have to use a magic item in the manner it is designed (use a weapon to make attacks, wear a shield on your arm so you can defend with it, and so on) to gain its benefits.
Therefore, if you don't make an attack roll with a defending weapon on your turn, you don't gain its defensive benefit.
Likewise, while you can give a shield the defending property (after you've given it a +1 enhancement bonus to attacks, of course), you wouldn't get the AC bonus from the defending property unless you used the shield to make a shield bash that round--unless you're using the shield as a weapon (to make a shield bash), the defending weapon property has no effect.

Speed (Magic Weapon)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/06

Speed Weapons: Can I get two extra attacks per round if I dual-wield two speed weapons?

No. The benefits of speed are not cumulative with similar effects, and "a second speed weapon" is a similar effect.

+2 Headband of Vast Intelligence (Wonderous Magic Item)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Headband of Vast Intelligence: If I wear this item, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?

No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.

+1 Amulet of Mighty Fists (Wonderous Magic Item)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Amulet of Mighty Fists: If a creature with multiple natural attacks (such as bite/claw/claw) wears an amulet with the speed property, does it get one extra attack with each of its natural weapons?

No... mainly because that combination is way too good for monsters with multiple attacks, and gets better the more natural attacks a monster has. Doubling a creature's attacks per round is really powerful, even for 80,000 gp (the price of a +4 amulet).

+1 Amulet of Mighty Fists (Wonderous Magic Item)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/11

Amulet of Mighty Fists: Does this allow a creature's natural attacks to bypass damage reduction if the enhancement bonus is high enough (as noted on page 562)?

Yes. If the amulet grants at least a +3 enhancement bonus it allows a creature's natural attacks to bypass cold iron and silver damage reduction. If it is +4, it allows them to bypass adamantine damage reduction (although not hardness), and if it is +5, it allows them to bypass alignment-based damage reduction.

+1 Amulet of Mighty Fists (Wonderous Magic Item)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Amulet of Mighty Fists: Is the price on this item correct?

The design team has decided to reduce the price of this item. The new prices are as follows: 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5). Accordingly, this reduces the costs to create these amulets, as follows: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).
This makes this item priced a bit more competitively for monks and creatures that rely on natural attacks.
This answer originally appeared in the 12/4/12 Paizo blog. The next printing of the Core Rulebook, NPC Codex, and Ultimate Equipment will be updated with this information.

1st Pearl of Power (Wonderous Magic Item)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/08

Pearl of Power: What is the caster level required to create this item?

Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item. Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level.
However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level--it would be strange for a 2nd-level pearl to be CL 1st.
For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1. He can set the caster level to whatever he wants (assuming he can meet the crafting DC), though the pearl's caster level has no effect on its powers (other than its ability to resist dispel magic). If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can't cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn't meet the "able to cast 3rd-level spells" requirement.

Energy Drain (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Energy drain: Does this count as a death effect?

Energy drain is not a death effect.
The undead type calls out immunities to "death effects" and "energy drain" as separate things.
Death Attacks description in the Core Rulebook doesn't mention negative levels or energy drain.
"Energy Drain and Negative Levels" is an entirely separate entry in the Core Rulebook and doesn't say energy drain is a type of death attack, not does it say that death ward protects against them.
Death ward gives a bonus agains death spells and magical death effects, and goes on to say that the target is immune to energy drain, and suspends penalties from negative levels while the spell is active.
Therefore the rules treat energy drain and death effects as different things. For example, if you are immune to death effects, you aren't necessarily immune to energy drain.

Immunity (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Fire Immunity: Does a creature with this ability automatically have vulnerability to cold?

No. A fire-immune creature (such as a balor) shouldn't automatically be vulnerable to cold. Likewise, a cold-immune creature shouldn't automatically be vulnerable to fire. (Note that this is not the same as a creature with the fire or cold subtype, which automatically gets vulnerability to the opposite energy type.)
Unfortunately, the Core Rulebook includes the rule from 3.5 that states fire immunity means cold vulnerability, and vice versa (Energy Immunity and Vulnerability, page 562). This will be changed in the next printing of the Core Rulebook.
Update: Page 562, Energy Immunity and Vulnerability: Delete " If a creature has fire immunity, it also has vulnerability to cold. If a creature has cold immunity, it also has vulnerability to fire."

Natural Attacks (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/08

Natural Attacks: Am I proficient in my natural attacks?

Yes. Whether you get those natural attacks from your race (as stated in the Bestiary entry on natural attacks), your class (as stated in the druid proficiency list), a polymorph effect (as stated in the Magic chapter), or any other source (such as an alchemist's feral mutagen), you are proficient in your natural attacks.

Spell-Like Abilities (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Cleric domains, sorcerer bloodlines, wizard schools, and certain other class features give spell-like abilities that aren't based on spells. What's the effective spell level for these abilities?

The effective spell level for these spell-like abilities is equal to the highest-level spell that a character of that class could normally cast at the level the ability is gained.
For example, a 1st-level elemental bloodline sorcerer has elemental ray as a spell-like ability. Because a sorcerer 1's highest-level spell available is 1st, that spell-like ability counts as a 1st-level spell. A 9th-level elemental bloodline sorcerer has elemental blast as a spell-like ability. Because a sorcerer 9's highest-level spell available is 4th, that spell-like ability counts as a 4th-level spell.

Spell-Like Abilities (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Spell-Like Abilities as Spells: Does a creature with a spell-like ability count as having that spell on its spell list for the purpose of activating spell completion or spell trigger items?

No. A spell-like ability is not a spell, having a spell-like ability is not part of a class's spell list, and therefore doesn't give the creature the ability to activate spell completion or spell trigger items.

Spell-Like Abilities (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Spell-Like Abilities: How do I know whether a spell-like ability is arcane or divine?

The universal monster rules for spell-like abilities states: "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."
For spell-like abilities gained from a creature's race or type (including PC races), the same rule should apply: the creature's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
For spell-like abiities gained from a class, use the spell type (arcane or divine) of that class to determine whether the spell-like ability is arcane or divine. If the class doesn't cast spells, use the above rule for spell-like abilities from race or type.
Edit 7/15/13: Wording changed match the precedent in the universal monster rules for spell-like abilities.
Edit 9/23/13: Wording updated to clarify racial/type SLAs vs. class SLAs.

Spell-Like Abilities (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/02

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

Spell-Like Abilities (Universal Monster Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/02

Abilities that work “as a spell”: How do I calculate the DC of an ability that says it works as or like a particular spell?

Some abilities that work as a spell tell you what their DC is, like the bard’s fascinate performance. An ability that doesn’t tell you anything about its DC has a DC of 10 + the spell level + the key spellcasting ability score of the class that granted it (or Charisma otherwise). In the case of a spell with multiple spell levels, use the spell level from the class that granted the ability if that class has the spell on its spell list, and otherwise use the spell level that’s most appropriate (usually sorcerer/wizard for an arcane ability, cleric for a divine ability, and psychic for a psychic ability).

Arcane Trickster (Prestige Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/05

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.

Arcane Trickster (Prestige Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/05

Arcane Trickster: How does the Surprise Spells class feature 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.

Duelist (Prestige Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Duelist--Canny Defense: Does the canny defense ability add to the duelist's CMD?

As of the 6th printing of the Core Rulebook, the canny defense ability grants a dodge bonus to AC, which does improve the duelist's CMD.
(Previous to the 6th printing, the canny defense bonus was not one of the types of bonuses listed in the CMD rules, and therefore did not add to CMD.)
Update 8/26/13: Changed to reflect the revised text of this ability in the 6th printing.

Duelist (Prestige Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Duelist--Canny Defense: Is this ability limited by my armor's maximum Dexterity?

A duelist adds her Int bonus to her AC (not to her Dex bonus to AC). She loses that Int-based AC bonus under any situation where she's denied her Dex bonus to AC.
Her Int-based bonus to AC ignores the max Dex limitation of armor because the Int-based bonus to AC is not a Dex bonus.
(This Int bonus to AC applies to the character's touch AC.)

Mystic Theurge (Prestige Class)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/08

Mystic Theurge: How does the second paragraph affect dual-spontaneous casters, such as an oracle/sorcerer/mystic theurge?

The text in question is:
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast.
The intent of this text is actually a limitation on the prepared-caster class, not the spontaneous-caster class; the limitation is not what spells the spontaneous-caster class can use with the combined spells ability, it is what spells the prepared-caster class can provide for the combined spells ability.
For example, if a cleric/sorcerer/mystic theurge didn't prepare any lesser restoration spells today, he can't use sorcerer spell slots to cast lesser restoration (because he can only use this ability to access cleric spells he prepared that day). However, nothing in the ability description prevents him from using his (must-be-prepared) cleric spell slots to prepare (spontaneous) sorcerer spells he knows.
Likewise, an oracle/sorcerer/mystic theurge can use sorcerer spell slots to cast oracle spells, or oracle spell slots to cast sorcerer spells, so long as the level increases and level limits described in the combine spells ability are implemented. Neither class is affected by the "only spells they have prepared" rule because that rule only applies to mystic theurges who have levels in a non-spontaneous casting class.
A clearer version of the above quoted rule would be:
If one of the theurge's spellcasting classes is a non-spontaneous spellcaster (such as a cleric) and the other is a spontaneous caster (such as a sorcerer), he can only spontaneously cast spells from the non-spontaneous class that he actually prepared that day (whether or not he has cast those prepared spells).

Half-Elf (Race)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Half-Elf or Half-Orc: Can a character of either of these races select human racial archetypes (such as from Advanced Race Guide?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).
Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ and two Advanced Player's Guide FAQs.

Half-Orc (Race)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Half-Elf or Half-Orc: Can a character of either of these races select human racial archetypes (such as from Advanced Race Guide?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).
Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ and two Advanced Player's Guide FAQs.

Human (Race)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Human: For a low-Int human character, is the minimum number of skill ranks per level 1 or 2?

It's 1, but you add your human bonus rank at the end, so you end up with 2 ranks total.
For example, a human fighter 1 with Int 6 would start with 2 ranks, add the –2 from the Int penalty (for a total of 0 ranks), apply the "minimum 1" rule (for an adjusted total of 1 rank), then add the 1 human rank (for a total of 2 ranks).
In other words, a human should end up with more skill ranks than an otherwise-equivalent character of a different race.

Determine Bonuses (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Bonus Spells from a High Ability Score: Can I use these even if my spellcasting class level isn't high enough to give me access to those spell levels?

No. You only get the bonus spells if your class level grants you access to those spell levels. You can't even use them for lower-level spells. See page 16, Abilities and Spellcasters section: "In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. "
For example, a 1st-level wizard with 18 Intelligence has (according to table 1–3: Ability Modifiers and Bonus Spells) 1 bonus spell at spell levels 1, 2, and 3. However, he can only use the 1st-level bonus spell because as a 1st-level wizard he only has access to 1st-level spells (his class-based number of 2nd- and 3rd-level spells per day are "—", meaning "no access to spells of this level"). As soon as he becomes a 3rd-level wizard, he gains access to his 2nd-level spell slots and can use that bonus 2nd-level spell slot from his high Intelligence, and likewise for 3rd-level spells and bonus spells at wizard level 5.
Basically, ignore the columns for higher-level spells on table 1–3: Ability Modifiers and Bonus Spells until your class grants you access to those spell levels.

Attack Roll (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/05

Natural 20 and Natural 1: On attack rolls and saving throws, a natural 20 is an automatic success and a natural 1 is an automatic failure. But should I treat them differently than other results when deciding if a roll succeeded or failed by 5 or more, when comparing two opposed attack rolls to see which is a higher result, or other similar situations?

No, unless a specific rule tells you otherwise, treat a natural 20 or natural 1 result on an attack roll or saving throw the same as any other result when comparing the total result to other numbers. For example, if a fighter rolls a natural 1 for a total of 31 against the wizard’s AC of 33, the attack misses by 5 or less and destroys one of the wizard’s mirror images.

Damage (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Bonus Dice: Do bonus dice from Channel Smite or spells such as elemental touch or flame arrow multiply on a critical hit?

No. Core Rulebook page 179 states in the Multiplying Damage section: "Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied."
The general rule is the only dice you multiply on a critical hit are the actual dice from the basic weapon (d8 for a longsword, 2d6 for a greatsword, and so on).

Attacks of Opportunity (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Ranged Touch Attack Spells and AOOs: When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity?

Yes, you provoke two attacks of opportunity: one for casting the spell and one for making a ranged attack, since these are two separate events.
(Note that at spell that fires multiple simultaneous rays, such as scorching ray, only provokes one AOO for making the ranged attack instead of one AOO for each ranged attack. It still provokes for casting the spell.
This answer originally appeared in the 9/11/12 Paizo blog.

Attacks of Opportunity (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Reach and Objects: Can you pick up or manipulate an object in a square within your reach? Does this provoke an AOO? Does it provoke even if the foe can reach the object, but not your space?

The rules are a little hazy here, but to put it simply, you can affect objects and creatures within your reach. When picking up or manipulating objects, you generally provoke an attack of opportunity, but only against foes that can reach your space. You do not provoke attacks of opportunity from foes that cannot reach you, no matter what action you are taking, even if it includes reaching into a threatened space. Although it might seem realistic to allow an attack in such a case, it would make the game far too complicated.
This answer originally appeared in the 9/25/12 Paizo blog.

Attacks of Opportunity (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Limited actions on my turn: If an AOO or other interrupting effect reduces what actions I can take on my turn, does this reduction apply immediately?

Yes, even if it interrupts or limits your in-progress.
For example, if you are making a full attack and attempt to trip your opponent, but you provoke an AOO because you don't have Improved Trip, and your opponent has a spell storing weapon that's storing a hold person, and you fail your save against the spell, you are immediately paralyzed and can't take any of your remaining actions (including the remainder of your full attack).
Likewise, if your opponent had the Staggering Critical feat instead of a spell storing weapon and the attack staggered you, you would immediately gain the staggered condition, which would prevent you from taking any actions that violate the staggered condition's limitations. If you provoked by taking a move action to move through the opponent's threatened area, you could finish that move action but could not also take a standard action after it. If you provoked as part of a full attack (as with the trip example), becoming staggered would end your full attack at that point and prevent you from taking a move action after the staggering attack. It doesn't matter if the AOO happened because of your first attack in your full attack or your last allowed one, being staggered ends your full attack at that point because you can't make a full attack if you're staggered.

Attacks of Opportunity (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/12

10-Foot Reach and Diagonals: I’m confused about reach and diagonals. I heard somewhere online that you don’t threaten the second diagonal with a 10-foot reach but that you somehow get an attack of opportunity when opponents move out of that square, but the Rules Reference Cards show that you do threaten the second diagonal. Which one is correct?

The cards are correct. As an exception to the way that diagonals normally work, a creature with 10 feet of reach threatens the second diagonal. These changes will be reflected in the next errata.

Weapon Qualities (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/10

Can I use my longspear to attack at both 10 feet and 5 feet? I know that the rules for reach weapons don't allow them to attack adjacent foes, but can I use the improvised weapon rules to say that the blunt end of my longspear resembles a club and use it to attack adjacent foes? I know that the improvised weapon rules say they are for objects not designed to be weapons, but the blunt end of my longspear was not designed to be a weapon, right?

You could choose to wield your longspear as an improvised blunt weapon. In this case, it threatens only your adjacent squares, and not the further squares. If you are wielding it as a longspear, though, to threaten the further squares, then your grip precludes the use as an improvised blunt weapon. The rules are silent on how long it would take to shift between the two, but switching between a one-handed and a two-handed grip with a one-handed weapon like a longsword is a free action (and can thus be only taken on your turn), so it should take at least as long as that, thus preventing you from simultaneously threatening all of the squares at once. Incidentally, using the longspear as an improvised weapon in this way would not allow you to benefit from any magical enhancements it may possess, nor would you add benefits that apply when attacking with a longspear (such as Weapon Focus (longspear), but you would apply any benefits from using an improvised weapon (such as Catch Off-Guard).

Weapon Qualities (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/03

Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the weapon's size or effective size changes. There's a bunch of different charts, and I'm not sure which to use.

When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.
• If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.
• If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.
• If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
• If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.
• Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.

Damage Dice Progression Chart
1
1d2
1d3
1d4
1d6
1d8
1d10
2d6
2d8
3d6
3d8
4d6
4d8
6d6
6d8
8d6
8d8
12d6
12d8
16d6

Weapon Qualities (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/03

Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?

As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

Weapon Qualities (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/05

Reach increases and size increases: The description of Large or larger creatures with reach weapons says that they can strike up to double their natural reach but can’t strike at their natural reach or less. Do I calculate this doubling before or after effects that alter my reach like Lunge or longarm?

Double the base reach for a creature of your size first, then add in all the other abilities afterwards. So for instance, an ogre with the longarm spell wielding a longspear and using the Lunge feat would be able to attack creatures that were 15, 20, 25, or 30 feet away but not creatures that were 0, 5, or 10 feet away.

Vision and Light (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/05

Light and Darkness: I am confused by light and darkness. Someone please help!

Check out the extended FAQ about Light and Darkness here. (https://paizo.com/community/blog/v5748dyo5lhfm)

Vision and Light (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/01

Dim Light: When an ability requires a character to be near shadows or an area of dim light (like the shadowdancer’s shadow jump or hide in plain sight), how does that interact with low-light vision, darkvision, and the like?

While it’s true that most creatures in the game have low-light vision or darkvision, when the rules talk about being in or near an objective light level (for example “in an area of dim light”), they always refer to the state of light and darkness from the perspective of normal vision, like a human. The exceptions, effects that depend on an observing creature’s perspective, such as the heavens shaman’s enveloping darkness ability, call this out with text indicating that the ability alters or depends on that creature’s perspective, rather than the overall light level.

Action Types (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

Attack (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Critical Hits: Is there a difference between "scoring a critical hit" and "confirming a critical hit"?

No, they mean the same thing. However, the preferred rules language is "confirming a critical hit." (Similarly, the preferred rules language for a rolling a critical threat is "threatening a critical hit").

Attack (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/09

Weapon Attacks and Special Abilities: Many places in the rules use the term “ranged weapon attacks” and similar terms, but how does this apply to spells, spell-like abilities, supernatural abilities, and extraordinary abilities (heretoafter called special abilities) that require ranged attacks but might not necessarily seem like weapons?

In general, special abilities that require attack rolls benefit and suffer from all modifiers affecting attack rolls even if those modifiers mention weapon attack rolls (such as the penalty for firing into melee, the bonus on attack rolls from Point-Blank Shot and inspire courage, and the like), unless the spell specifically calls out that it doesn’t apply them (for instance spiritual weapon calls out that it isn’t affected by feats and combat actions, but it would still have to deal with cover, and firing into melee if ranged).

When it comes to modifiers that affect weapon damage rolls, or simply “damage rolls” (such as the bonus on damage rolls from Point-Blank Shot, inspire courage, and smite evil), special abilities that deal damage on a successful attack roll, apply them on hit point damage only, and only once per casting or use, rather than once per attack. For instance, if a spell or special ability launched a dozen different ranged attacks simultaneously, only one (of the user’s choice) would receive bonus damage. This doesn’t apply on area effects with the rare potential for extraneous attack rolls, like fireball. However, there is a category of abilities that deserve a special note: Abilities like Arcane Strike that specifically enhance a character’s weapon or weapons themselves never apply to special abilities (with the exception of special abilities like the warlock’s mystic bolts that specifically call out that Arcane Strike applies).

In the same vein as abilities like Arcane Strike that affect a character’s weapons, abilities that say “with a weapon,” “with a melee weapon,” and “with a ranged weapon” almost never work with special abilities because such wording is almost always used as shorthand for “manufactured weapon,” “manufactured melee weapon,” and “manufactured ranged weapon.” The exception is abilities that deal damage when a creature touches or hits you in melee (for instance, the occultis’s energy ward focus power), which should also deal damage when a creature makes a melee touch attack against you but rarely call them out directly.

Certain special abilities (for instance rays, kinetic blasts, and mystic bolts) can specifically be selected with feats like Weapon Focus and Improved Critical. They still aren’t considered a type of weapon for other rules; they are not part of any weapon group and don’t qualify for the effects of fighter weapon training, warpriest sacred weapon, magus arcane pool, paladin divine bond, or any other such ability.

Abilities that modify the action usage of ranged weapon attacks or require their own special action almost never work with special abilities, since special abilities require their own actions. For instance, Pinpoint Targeting wouldn’t work with scorching ray or the soundstriker’s weird words because each of them requires its own action to activate and thus can’t be part of the feat’s specific standard action. Rare exceptions include mystic bolts and kinetic blade, which can specifically be used as part of other actions.

Activate Magic Item (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/12

When I use a magic item like ring of invisibility or hat of disguise that can be activated to gain the effects of a spell, does the wording "as the spell" also include the spell’s duration?

Yes, such items' effects have a duration, as indicated by the spell’s duration and the item’s caster level. If the item has no daily use limit, however, you can simply use the item again to reset the duration.

Move Actions (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/07

Drawing and Sheathing a Weapon-like Object: I know I can draw or sheathe a weapon-like object as a move action using the "Draw or sheathe a weapon" action, but if I have a base attack bonus of +1 or higher, can I draw a weapon-like object with a regular move?

Yes. As shown on the chart on page 183, when you have a BAB of +1 or higher, you are combining the regular draw or sheathe a weapon action (to draw a weapon) with a move action. Thus all rules for draw or sheathe a weapon apply, including the ability to draw a weapon-like object.

Free Actions (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Free Actions: How many free actions can I take in a round?

A: Core Rulebook page 181 says,
"Free Action: Free actions consume a very small amount of time and effort. You can perform one or more fr ee actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM."
Core Rulebook page 188 says,
"Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn."
In other words, the GM can allow more or fewer free actions as appropriate to the circumstances.
Update 10/17/13: Specific examples removed.

Free Actions (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/10

Free Actions: Can you take free actions during an attack of opportunity? For instance, can you use the Grab, Trip, Pull, or Push universal monster rules after hitting with an attack of opportunity, since they require free actions and free actions can’t be used off-turn? What about Rock Catching? That seems like it could only work off-turn.

While you can’t take most free actions off your turn, Grab, Trip, Pull, Push, and Rock Catching’s free actions can all be used off-turn. This will be reflected in future errata.

Immediate Actions (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Limited actions on my turn: If an AOO or other interrupting effect reduces what actions I can take on my turn, does this reduction apply immediately?

Yes, even if it interrupts or limits your in-progress.
For example, if you are making a full attack and attempt to trip your opponent, but you provoke an AOO because you don't have Improved Trip, and your opponent has a spell storing weapon that's storing a hold person, and you fail your save against the spell, you are immediately paralyzed and can't take any of your remaining actions (including the remainder of your full attack).
Likewise, if your opponent had the Staggering Critical feat instead of a spell storing weapon and the attack staggered you, you would immediately gain the staggered condition, which would prevent you from taking any actions that violate the staggered condition's limitations. If you provoked by taking a move action to move through the opponent's threatened area, you could finish that move action but could not also take a standard action after it. If you provoked as part of a full attack (as with the trip example), becoming staggered would end your full attack at that point and prevent you from taking a move action after the staggering attack. It doesn't matter if the AOO happened because of your first attack in your full attack or your last allowed one, being staggered ends your full attack at that point because you can't make a full attack if you're staggered.

Temporary Hit Points (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/09

Temporary Hit Points: Do temporary hit point from the same source stack?

No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies.
This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of 100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.
Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.

Temporary Hit Points (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/06

Temporary Hit Points: When determining my current hit point total for effects like power word kill, do I include my temporary hit points?

Yes, add your temporary hit points together with your remaining normal hit points to determine your hit point total for the purpose of effects that have differing effects based on your current hit point total.

Big and Little Creatures in Combat (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/02

Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?

No, when such a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.

Big and Little Creatures in Combat (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/01

Tiny and smaller creatures: In the section on Tiny and smaller creatures, it says that entering a creature’s space provokes an attack of opportunity, but typically 5-foot steps don’t provoke an attack of opportunity. If a Tiny or smaller creature took a 5-foot step into a creature’s space, would it provoke an attack of opportunity?

Yes. Even with a 5-foot step, a Tiny or smaller creature entering a creature’s space provokes an attack of opportunity (unless it is using a more specific ability to avoid the attack of opportunity such as the Monkey Shine feat). This doesn’t mean that a Tiny or smaller creature entering a creature’s space and moving out of a threatened square with a move action provokes two attacks of opportunity from that creature, for the same reason that moving out of multiple of a creature’s threatened squares in the same move action doesn’t provoke two attacks of opportunity.

Combat Modifiers (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/04

Concealment and Precision Damage: Does concealment (the 20% kind, not total concealment) negate all kinds of precision damage? There is some confusion from the multiple places where precision damage appears.

Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.

Grapple (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Pin: A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin?

No. When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin.

Grapple (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Grapple: There are some contradictions between the various rules on grappling. What is correct?

To sum up the correct rules:
1) Grappling does not deny you your Dex bonus to AC, whether you are the grappler or the target.
2) A grappled creature can still make a full attack.
3) Being pinned does not make you flat-footed, but you are denied your Dex bonus.
Update: Page 195—In Table 8–6: Armor Class Modifiers, in the entry for Grappling, delete the superscript “1” after the +0 in the Melee and Ranged columns. In the third footnote, change “flat-footed and cannot add his Dexterity bonus” to “denied its Dexterity bonus”
Update: Page 201—In the If You Are Grappled section, in the fourth sentence, change “any action that requires only one hand to perform” to “any action that doesn’t require two hands to perform.” In the fourth sentence, change “make an attack with a light or one-handed weapon” to “make an attack or full attack with a light or one-handed weapon”
Update: Page 568—In the Pinned condition, in the second sentence, change “flat-footed” to “denied its Dexterity bonus.”

Sunder (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/11

Sunder: Can I make multiple sunder attempts in one round as part of a full-attack action? The sunder text says that I can make sunder attempts in place of melee attacks in an attack action, which is not technically a full-attack action.

Yes you can. The text is a little unclear here. Instead of saying "as part of an attack action in place of a melee attack", the text should read "in place of a melee attack", which would allow you to make multiple attempts in one round, or even make a sunder attempt as an attack of opportunity.

Trip (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/08

Trip: When a prone character stands up and provokes an attack of opportunity, can I use that attack to trip the character again?

No. The attack of opportunity is triggered before the action that triggered it is resolved. In this case, the target is still prone when the attack of opportunity occurs (and you get the normal bonuses when making such an attack). Since the trip combat maneuver does not prevent the target's action, the target then stands up.

Mounted Combat (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/03

Mounted Combat: When making a charge while mounted, which creature charges? The rider or the mount?

Both charge in unison, suffer the same penalty to AC, the gaining the same bonus to the attack rolls and following all other rules for the charge. The mounted combat rules are a little unclear on this. Replace the third paragraph under the "Combat while Mounted" section on page 202 with the following text. Note that a "mounted charge" is synonymous with a "charge while mounted," and that when a lance is "when used from the back of a charging mount" it is during a mounted charge not when only the mount charges.
A mounted charge is a charge made by you and your mount. During a mounted charge, you deal double damage with your first melee attack made with a lance or with any weapon if you have Spirited Charge (or a similar effect), or you deal triple damage with a lance and Spirited Charge.
This change will be reflected in future printings of the Pathfinder RPG Core Rulebook

Throw Splash Weapon (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/02

Splash Weapons: Does the "prepare to throw splash weapon" full-round action (page 183) apply to using all splash weapons?

No. Throwing a splash weapon is an attack, and most splash weapons don't need any preparation before use, as they explode or activate on impact (all you need to do is retrieve it from where you have it stored, then throw it, spending the appropriate actions to do so).
The "prepare to throw splash weapon" entry in the table only refers to preparing a flask of oil for use as a splash weapon. The oil equipment description says:
Oil: A pint of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire (see Special Substances and Items on Table 6–9), except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
Therefore, the full-round action listed in the table is the action required to apply a fuse to a flask of oil and light it so you can use it as a splash weapon. ("Preparing" the flask does not include throwing it, which is a separate action to attack.)

Two-Weapon Fighting (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/11

Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?

Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."

Two-Weapon Fighting (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Two-Weapon Fighting: If you use this on your turn to attack with two weapons, do you also take that penalty on attacks of opportunity made before the start of your next turn?

No. The penalties end as soon as you have completed the full-attack action that allowed you to attack with both weapons. Any attacks of opportunity you make are at your normal attack bonus.
Generally speaking, penalties on attacks made during your turn do not carry over to attacks of opportunity unless they specifically state otherwise (such as the penalty from using Power Attack or Combat Expertise).
This answer originally appeared in the 9/25/12 Paizo blog.

Two-Weapon Fighting (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/04

Unarmed Strike: Can I use two-weapon fighting to make two unarmed strikes in one round?

Yes.

Two-Weapon Fighting (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Exotic Weapons and Hands: If a weapon is wielded two-handed as a martial weapon and one-handed with an exotic weapon proficiency, can I wield it one-handed without the exotic proficiency at a –4 penalty?

No.
Note that normally you can't wield a two-handed weapon in one hand. A bastard sword is an exception to that rule that you can't wield a two-handed weapon in one hand, but you must have special training to use the bastard sword this way. Without that special training, wielding a bastard sword one-handed is as impossible as wielding a greatsword one-handed.
(The same goes for other weapons with this one-handed exotic exception, such as the dwarven waraxe.)
Edit 7/26/13: Correction of a typo in the second sentence that said "you can't wield a two-handed weapon in two hands."

Ready (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Ready: Can you ready an action to charge?

No. The rules for a charge state that you can take a charge action as a standard action if you are "restricted to taking only a standard action on your turn". Although the ready action text states that you can take a standard action, it does not meet the requirements of the text in the charge action. (See Core Rulebook pages 198 and 203)

Choosing a Spell (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/07

Spontaneous Casting and Multiple Classes: Can I spontaneously cast spells from one of my classes using a different class’s spell slots?

No. This is only possible if you have a class feature that explicitly allows it, such as Combined Spells. This applies even if the two classes share a spell list or if one of the classes allows you to spontaneously convert that class’s spell slots into certain spells on that class’s spell list, such as cleric and druid.

Counterspells (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/04

Dispelling: If I use a "diametrically opposed" spell to counter or dispel another spell (bless vs. bane, haste vs. slow, and so on), does my spell have any effect other than dispelling?

It depends on whether you are using the spell as a counterspell or as a dispel.
If used as a counterspell, your spell has no effect other than to counter the target spell. If used as a dispel, there may be "spillover" from your spell or the target spell, depending on whether you affect more or fewer targets than the opponent's spell.
Counterspell Example: You are a 5th-level wizard, your opponent is a 6th-level sorcerer. On your turn, you ready an action to counterspell. The sorcerer begins to cast slow. You succeed at the Spellcraft check to identify the spell and cast haste as a counterspell against it. Your haste counters the slow, and neither spell has any effect.
Dispel Example: You are a 5th-level wizard, your opponent is a 6th-level sorcerer. On her turn, the sorcerer casts slow and targets 6 of your allies; all 6 of them fail their saves and are slowed. On your turn, you cast haste and target 5 of your allies; this automatically dispels (no caster level check needed) the slow spell on those allies, leaving them without the effect of slow or haste (your 6th ally is still affected by slow). Note that this does not merely suppress the slow effect for the duration of your haste—the effect is completely dispelled on those 5 allies. Note that it doesn't matter if the target would normally get a saving throw or spell resistance to negate or avoid the spell used to dispel (such as casting slow to dispel an already-caste haste); to speed up gameplay and prevent lopsided applications of this sort of dispelling, the "diametrically opposed" spell automatically dispels its opposite, regardless of the desires of the creature affected by the opposite.
Update 5 June 2013: FAQ clarified as to the difference between using an opposed spell to counterspell and using it as a dispel.
Update 6 June 2013: Additional text added to dispel example about saving throws and spell resistance.

Range (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Touch Spells: Does wearing a gauntlet, cestus, or similar glove-like weapon count as "touching anything" for the purpose of accidentally discharging a held touch spell?

No.

Range (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/09

Touch Spells: If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended?

Yes.

Range (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/02

Touch Spells: In the Magic and Combat chapters, it says that I can touch a single ally as a standard action or up to six allies as a full-round action and that I can combine delivering a touch spell with a natural attack or unarmed strike. But what if I just want to deliver the touch spell to an enemy? It just says I can do it “round after round.”

Making a touch attack against an enemy by touching it, beyond the free action to do so as part of casting the spell, is a standard action. It can’t be used with a full attack.

Aiming a Spell (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

Aiming a Spell (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item for a similar question about rays and weapon feats.)
For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

Aiming a Spell (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/02

Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?

No, when such a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.

Preparing Wizard Spells (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/08

Preparing Spells in Open Slots: The Magic chapter says a wizard can leave spell slots open and prepare spells in them later. Can any other class do this?

That text was written when wizard was the only class that prepares arcane spells. This option is also available to magus and witch characters (both of which are classes that prepare arcane spells).

Preparing Divine Spells (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/08

Preparing Spells in Open Slots: The Magic chapter says a wizard can leave spell slots open and prepare spells in them later. Can any other class do this?

That text was written when wizard was the only class that prepares arcane spells. This option is also available to magus and witch characters (both of which are classes that prepare arcane spells).

Placing Treasure (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/01

PC Wealth By Level: If a PC has an item crafting feat, does a crafted item count as its Price or its Cost?

It counts as the item's Cost, not the Price. This comes into play in two ways.
If you're equipping a higher-level PC, you have to count crafted items at their Cost. Otherwise the character isn't getting any benefit for having the feat. Of course, the GM is free to set limits in equipping the character, such as "no more than 40% of your wealth can be used for armor" (instead of the "balanced approach" described on page 400 where the PC should spend no more than 25% on armor).
If you're looking at the party's overall wealth by level, you have to count crafted items at their Cost. Otherwise, if you counted crafted items at their Price, the crafting character would look like she had more wealth than appropriate for her level, and the GM would have to to bring this closer to the target gear value by reducing future treasure for that character, which means eventually that character has the same gear value as a non-crafting character--in effect neutralizing any advantage of having that feat at all.

Skill Checks (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/06

Alternate Ability Score-Based Checks: If I change the key ability score of a skill (or other check), for example, if I change Knowledge from Intelligence to Charisma, is it no-longer an Intelligence-based check? Is it now a Charisma-based check?

Generally yes—at the time of rolling a check, if you substitute the ability score, the check is now based on the new ability score. In the example, at the time of rolling, Knowledge would now be a Charisma-based skill and not an Intelligence-based skill for you, which would affect things like feats, spells, or items that grant bonuses on checks based on their key ability score (like circlet of persuasion). However, if you are adding a second ability modifier to a check, this is not the case. For instance, when adding both Wisdom and Dexterity on initiative checks, initiative is still a Dexterity check, not a Wisdom check. Also, this changes the check only at the time of rolling, so this does not change static class features or options made during character building such as your class’s class skills. Classes that receive “all Intelligence-based skills” as class skills, for instance, are the victim of sloppy writing, and furthermore sometimes effects might muddy the water by only changing the ability dependency sometimes and not others, which is why you check the new dependency only for a specific given roll.

Advancing Your Character (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Ability Score Increases: According to the table and text on page 30, a character gains an ability score increase at level 4, 8, 12, 16, and 20. How much is this increase? What ability scores does it affect?

At 4th level, a character can increase one ability score by +1. This is a typeless, nonmagical bonus that cannot be changed once selected.
For example, a fighter with Dex 13 could use this bonus to increase his Dex to 14.
A character can also increase one ability score at 8th, 12th, 16th, and 20th level; it does not have to be the same ability score as the one chosen at an earlier level, and stacks with all other bonuses.
For example, the aforementioned fighter could use the 8th-level bonus to increase his Strength from 15 to 16, then use his 12th-level bonus to increase his Dex from 14 to 15, and so on.

Advancing Your Character (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

When do I count as having a class feature?

You have a class feature when your class description tells you you gain that class feature, generally based on your level in that class (and perhaps altered by factors, see below).
If you have an archetype or other rules element that replaces that class feature, you do not have that class feature. For example, if your archetype replaces a rogue's sneak attack, you no longer have the sneak attack class feature (whether a requirement is as general as "sneak attack" or as specific as "sneak attack +1d6," you do not qualify for it).
If you have an archetype or other rules element that replaces part of a scaling class feature, or delays when you get that class feature, you do not have that class feature until you actually gain that class feature.
Example: If you have a fighter archetype that replaces weapon training 1 (but not weapon training 2, 3, and 4), you don't gain the weapon training 2 ability until fighter level 9, which means you don't have the weapon training class ability at all until you reach fighter level 9. Anything with "weapon training" or "weapon training class feature" as a prerequisite is unavailable to you until level 9.
Example: If you have a cleric archetype that replaces channel energy at level 1 (but not later increments of channel energy), you don't gain the channel energy ability until cleric level 3, which means you don't have the channel energy class feature until you reach cleric level 3. Anything with "channel energy" or "channel energy class feature" as a prerequisite is unavailable to you until level 3.
Example: If you have a witch archetype that replaces your hex at level 1 (but not later hexes, major hexes, or grand hexes), you don't gain your first hex ability until witch level 2, which means you don't have the hex class feature until you reach witch level 2. Anything with "hex" or "hex class feature" as a prerequisite is unavailable to you until level 2.

Prestige Classes (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/11

Prestige Classes and Spellcasters: Does a wizard (or other character that uses a spellbook), receive bonus spells to add to his spellbook when he gains a level in a prestige class that grants an increase to spellcasting?

No. The increase to his spellcasting level does not grant any other benefits, except for spells per day, spells known (for spontaneous casters), and an increase to his overall caster level. He must spend time and gold to add new spells to his spellbook.

Prestige Classes (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/02

Prestige Class Requirements: If a prestige class requires 5 ranks in a skill and I have 6 ranks in that skill, do I still meet the requirements?

Yes, because skill ranks are inclusive: if you have 6 ranks in a skill, then you have 5 ranks in that skill, and therefore meet the "have 5 ranks in [this] skill" requirement.
In the same way, if you have a BAB of +6, then you have a BAB of +5, and therefore meet the "have BAB +5" requirement.
In the same way, if you have Str 15, then you have Str 13, and therefore meet the "Str 13" feat prerequisite for Power Attack.
Feat prerequisites are not inclusive, as it is possible for a creature to have a feat without meeting that feat's prerequisites. For example, a ranger can select Precise Shot as a ranger bonus feat without having the Point Blank Shot feat; he does not meet the prerequisites for Far Shot (which has Point Blank Shot as a prerequisite) because he doesn't actually have the Point Blank Shot feat, even though he has a feat that lists Point Blank Shot as a prerequisite.

Using Items (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/08

Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

Using Items (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/12

Magic Items, Wearers, and Durations: If a magic item grants an effect with a duration to the wearer, can I put it on, activate the effect, take it off, and keep the effect active?

No, as soon as you remove an item that grants an effect to the wearer, you are no longer the wearer, so any remaining duration immediately expires. The same is true if the item affects the owner, wielder, and so on. If the item's effect does not specify the recipient as the wearer (or owner, wielder, etc), then unless it says otherwise, it remains when the item is removed.

Magic Weapons (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Weapon Bonuses: Can weapon special abilities (such as bane) or class abilities (such as a paladin's divine bond) allow you to exceed the +5 enhancement bonus limit and the +10 bonus-equivalent limitation?

For the enhancement bonus limitation, it depends on the specific effect or ability that's altering the weapon.
Bane: This allows the weapon to exceed the +5 limit, but only against the designated creature type. For example, a +5 dragon-bane longsword is normally a +5 weapon, but has a +7 enhancement bonus against dragons and deals +2d6 points of damage against dragons.
Paladin: The divine bond ability says "These [enhancement] bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5." That means if a paladin has a +5 longsword, she can't use her divine bond to increate the enhancement bonus to +6 or higher (but she could use her bonuses to add abilities such as flaming to the weapon).
The +10 bonus-equivalent limitation is a hard cap for all weapons; you can't exceed that even with class abilities or other unusual abilities.

Magic Weapons (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/05

Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?

No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.

Potions (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/03

Potions: If I drink a potion, do I automatically forgo my save against that potion?

No. Nothing in the potion rules says it changes whether or not you get a saving throw against the spell stored in the potion. Even if someone hands you a potion of poison and tells you it’s a potion of cure serious wounds, you still get a save.

Rods (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Metamagic Rod: Can I use one of these items to alter a spell-like ability?

No. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spell-like abilities.

Scrolls (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Scrolls: If I fail my caster level check to activate a scroll, but don't have a mishap, is the scroll used up?

No.
Update: Page 490—In the Activation section, in the first paragraph after the bullet points, add the following sentence: “If the caster level check fails but no mishap occurs, the scroll is not expended.”

Magic Item Creation (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/02

Crafting and Bypassing Requirements: What crafting requirements can you bypass by adding +5 to the DC of your Spellcraft check?

As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.

Magic Item Creation (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/02

Crafting and Spell Requirements: When crafting an item, can an arcane caster use a divine scroll to fulfill an item's divine spell requirement?

Yes. (Likewise, a divine caster could use an arcane scroll to fulfill an item's arcane spell requirement.)
However, the character has to be able to activate the scroll somehow as part of the crafting process. This probably requires the arcane caster to succeed at a Use Magic Device check to activate the divine spell. If the caster fails to cast the divine spell from the scroll, he makes no progress on the item that day unless he has another source for that divine spell (such as another copy of the scroll).

Magic Item Creation (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/02

Crafting and Take 10: Can I take 10 on the Spellcraft check to craft a magic item?

Yes.

Magic Item Creation (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/02

Enhancement Bonus: Can I craft an item that gives an odd-numbered enhancement bonus to an ability score, such as a +1 belt of giant strength?

Technically the item-pricing formula in the Core Rulebook allows for items like that, but officially the game should only have even-numbered enhancement bonuses to ability scores. If you want an odd-numbered ability score bonus, you'll need to pay for an inherent bonus, such as a manual of gainful exercise +1.

Magic Item Creation (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/06

Spell-Like Abilities and Item Crafting: Can I use a spell-like ability for an item's spell requirement?

Yes. Core Rulebook page 461, Requirements section, paragraph 2 says, "A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect."
For example, a demon with the Craft Magic Arms and Armor feat and who has fireball as a spell-like ability can craft a +1 flaming sword, which has fireball as a prerequisite.

Magic Item Creation (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/02

Item Creation Feats: Does having a caster level from a spell-like ability meet the caster level prerequisite for selecting an item creation feat?

No.

Conditions (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/01

Nauseated and Actions: Does the nauseated condition really mean what it says when it says “The only action such a character can take is a single move action per turn” or does it just mean I can’t take a standard action?

The nauseated condition really means what it says. You are limited to one move action per round, and not any other actions. Compare to the staggered condition, which says “A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions.”

Ability Score Bonuses (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/06

Intelligence: If my Intelligence modifier increases, can I select another bonus language?

Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language.
Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks).

Ability Score Bonuses (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Temporary Ability Score Increases and Monster Abilities: Do these affect the DCs of monster and PC supernatural abilities based on those ability scores?

Although the description of temporarily ability score bonuses just refers to increasing spell DCs, that is a legacy of some older game terminology not being updated as new features were added to the rules. Temporary ability score increases should affect supernatural ability DCs based on those ability scores, such as a medusa's gaze attack or a witch's hexes.

Ability Score Bonuses (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Temporary Ability Score Increases vs. Permanent Ability Score Increases: Why do temporary bonuses only apply to some things?

Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. The section in the glossary was very tight on space and it was not possible to list every single ability score-related game effect that an ability score bones would affect.
The purpose of the temporary ability score ruling is to make it so you don't have to rebuild your character every time you get a bull's strength or similar spell; it just summarizes the most common game effects relative to that ability score.
For example, most of the time when you get bull's strength, you're using it for combat, so the glossary mentions Strength-based skill checks, melee attack rolls, Strength-based weapon damage rolls, CMB, and CMD. It doesn't call out melee attack rolls that use Dex instead of Str (such as when using Weapon Finesse) or situations where your applied Str bonus should be halved or multiplied (such as whith off-hand or two-handed weapons). You're usually not using the spell for a 1 min./level increase in your carrying capacity, so that isn't mentioned there, but the bonus should still apply to that, as well as to Strength checks to break down doors.
Think of it in the same way that a simple template has "quick rules" and "rebuild rules;" they're supposed to create monsters which are roughly equivalent in terms of stats, but the quick rules are a short cut that misses some details compared to using the rebuild rules. Likewise, the temporary ability score rule is intended as a short cut to speed up gameplay, not as the most precise way of applying the bonus.
A temporary ability score bonus should affect all of the same stats and rolls that a permanent ability score bonus does.

Poison (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/03

Poison: How exactly does poison stack with itself? How and when are the saves made? How do you determine the DC for the save when the target is exposed to more than one dose of the poison?

A character receives a saving throw against poison whenever he is exposed to the poison (such as when he is hit by an attack that uses poison). The DC of the save of that poison is listed in the poison's description, but is increased by +2 for every dose of the poison currently affecting the target (not counting the new dose that is being saved against). Poisons that have been cured or have ended do not count. In addition, a poisoned creature must save against poison once on his turn, but this can be at any point during the poisoned creature's turn. It cannot be delayed through readying or delaying action. For more information on poison and how it stacks, see the Poison FAQ blog post.

Damage Reduction (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Damage Reduction: How does DR interact with magical effects that deal bludgeoning, piercing, or slashing damage?

Although the Bestiary definition of Damage Reduction (page 299) says "The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities," that's actually just referring to damage that isn't specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn't protect against "typeless damage" from magical attacks.
However, if a magical attack specifically mentions that it deals bludgeoning, piercing, or slashing damage, DR affects that damage normally, as if it were from a physical weapon. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.)
For example, the ice storm spell deals 3d6 points of bludgeoning damage and 2d6 points of cold damage. If you cast ice storm at a group of zombies, the zombie's DR 5/slashing protects them against 5 points of the spell's bludgeoning damage. Their DR doesn't help them against the spell's cold damage because DR doesn't apply to energy attacks.

Energy Drain and Negative Levels (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/07

Negative Levels: On page 562, it says that you get a save to remove temporary negative levels each day, but the universal monster rule for energy drain, as well as nearly every mention of temporary negative levels I can find, say that after 24 hours, the temporary negative levels become permanent if I fail my save. Which one is right?

The rule on page 562 is the general rule, but almost every specific rule in the game functions differently, and specific overrides general. Incidentally, the universal monster rule for energy drain doesn’t explicitly say that the negative levels are considered temporary before they become permanent (it just says “negative levels”), and we want to make it clear that they are temporary negative levels at that time (and thus that you can remove them more inexpensively with restoration). The only text directly in error is the reminder text at the end of enervation which claims that becoming permanent after 24 hours is the general rule.

Archetypes (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?

It depends on how the archetype's ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability. (It doesn't matter if the archetype's ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.)
Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called "spear training," which requires the dragoon to select "spears" as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player's Guide), which increase the wearer's weapon training bonus.
Example: The archer (fighter) archetype gets several abilities (such as "expert archer") which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the "expert archer," ability which has a bonus that improves every 4 fighter levels, exactly like weapon training.

Detailing Your World (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/10

Reflex Saves: If I’m paralyzed, held, dying, or otherwise completely immobilized or insensate, can I still attempt a Reflex save?

Yes, you can still attempt a Reflex save, but since your Dexterity is set to 0, you’ll have to replace your Dexterity bonus with a –5 penalty, so you’re not likely to succeed. If you do succeed, it might be due to the power of your cloak of resistance, a good angle for cover, or even luck. Either way, follow the rules of the spell for a successful Reflex save, even if this would change your space, like create pit. However, you lose evasion in these circumstances. If you are under the influence of a rare effect that causes you to be immobilized or insensate and allows ongoing Reflex saves to escape the effect, as an exception to the rule, you can use your full Dexterity bonus (instead of a –5 penalty) for the purpose of attempting those ongoing saves only, since your full Dexterity is at work within the confines of the spell, trying to break free.

Bonus Type (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2014/01/10

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

Rest (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/04

Sleep: What penalties happen if a character stays up all night without sleep?

The character is fatigued.

Step 3: Hit Dice (Rule)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/09

Hit Points: What creatures get max hit points for their first level or first Hit Die? What creatures get favored class bonuses to hit points or skills?

Creatures whose first Hit Die is from a PC-appropriate character class gain max hit points for that Hit Die. The current list of PC-appropriate character classes is alchemist, arcanist, barbarian, bard, bloodrager, brawler, cavalier, cleric, druid, fighter, gunslinger, hunter, investigator, inquisitor, magus, monk, oracle, paladin, ranger, rogue, shaman, skald, slayer, sorcerer, summoner, swashbuckler, warpriest, witch, and wizard (including archetypes, subclasses, and other variants of these classes).
Creatures whose first Hit Die is from an NPC class (adept, aristocrat, commoner, expert, warrior) or from a racial Hit Die (such as most monsters) do not get maximum hit points for that Hit Die.
All creatures with class levels (including those with levels in an NPC class or monsters with class levels) may select a favored class and gain the normal favored class benefits. Creatures never gain favored class benefits for racial Hit Dice.
For example, a human warrior 1 could select "warrior" as his favored class and take either the bonus hit point or skill rank for taking a level in that class. A normal bugbear with 3 racial Hit Dice and no class levels has no favored class and no favored class bonuses, but if that bugbear gained a level in rogue, he could choose "rogue" as his favored class and take either the bonus hit point or skill rank for taking a level in that class.

Acrobatics (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/11

Acrobatics: How does Acrobatics work when you use it to avoid attacks of opportunity? When do you make checks? How many do you make?

Acrobatics allows you to make checks to move through the threatened area of foes without provoking attacks of opportunity. You must make a check the moment you attempt to leave a square threatened by an enemy, but only once per foe. The DC (which is based of the Combat Maneuver Defense of each foe), increases by +2 for each foe after the first in one round. The DC also increases by +5 if you attempt to move through a foe. In the case of moving out of the threatened square of two foes at the same time, the moving character decides which check to make first.
For example, a rogue is flanked by a meek goblin and a terrifying antipaladin. The rogue move away from both of them, provoking an attack of opportunity from both, but uses Acrobatics to attempt to negate them. She must move at half speed while threatened by these foes and can choose which to check against first. If she fails a check, she provokes an attack of opportunity from that foe. If she makes it, she does not provoke from moving through that foe's threatened space this turn.

Acrobatics (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/08

Acrobatics: What happens if I fail the check when using this skill to move through an enemy's square?

You lose the move action and provoke an AOO. (Note: This means you can attempt this up to two times in the same round, once as a move action and once as a standard action.)
Update: Page 88—In the Acrobatics skill, at the end of the third paragraph (which begins on page 87), add the following sentence: “If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.”

Acrobatics (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/06

Jumping: If I want to jump over a 10-foot pit, is the DC 10, like the table says, or is it higher, since I need to move a total of 15 feet to reach a non-pit square?

The DC is still 10 to jump over a 10-foot pit. You do move a total of 15 feet when you make that jump, but some of that is not required to be part of the jump. One way to visualize it is to think of it as walking/running the 2–1/2 feet from the center of your original square to the edge of the pit, jumping the pit right to the other edge, and then walking the 2–1/2 feet to the center of the new square.

Craft (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/07

Cost Multipliers for Items: When an item has a cost multiplier, for instance for its size, unusual shape, or composition, does that apply before or after additional costs such as for making the item masterwork or using a special material?

First add up the total cost of the base item, including any special material. Then multiply by any multiplier for the size and unusual shape from Table 6-8. After that, add any additional cost for masterwork, if that isn't already part of the special material. Finally, apply any multiplier for discounts such as the 1/3 cost multiplier for crafting the item. For example, a chain shirt costs 100 gp and a mithral chain shirt costs 1,100 gp after the +1,000 gp cost for mithral. If you were applying the 1/3 cost multiplier for crafting the item using the Craft skill, the cost multiplier from Table 6-8 based on size and body type, or both, you would apply those multipliers to the full 1,100 gp cost for the mithral chain shirt. This means a mithral chain shirt built for a rune giant costs 8,800 gp and a mithral chain shirt built for the tarrasque costs 35,200 gp. On the other hand, a Large masterwork cold iron greatsword costs 500 gp (50 gp for a greatsword, doubled for cold iron, doubled again for a Large weapon, then adding masterwork last because cold iron isn't always masterwork).

Fly (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/07

Fly: When a character or creature is flying, and that creature decides to ascend at a 45 degree angle, the rules states that it moves at half speed? Do the rules for diagonal square counting still apply when moving up diagonally in this way?

No. Since the game is generally assumed to be played in two dimensions, even when representing three dimensional combat, the rules for ascending are handled by the speed reduction instead of asking players and GMs to ascertain the diagonal vertical movement.

Fly (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/12

Flight and Magical Flight: Can a paralyzed or stunned creature keep flying with magical flight? Does a creature with magical flight not apply bonuses or penalties to Fly checks because it doesn’t have a “natural” fly speed? Does flying make a creature immune to being flat-footed?

No, any creature that loses all actions can’t take an action to attempt a Fly check to hover in place and thus automatically falls. That includes a paralyzed, stunned, or dazed creature. Magical flight doesn’t act any differently, even for paralysis, as it isn’t a purely mental action. A creature with 0 Dexterity can’t fly, and paralysis sets a creature’s Dexterity to 0. Despite the fact that the Fly skill mentions that bonuses and penalties from maneuverability apply to creatures with natural fly speeds, they apply for any fly speed. If they didn’t apply to creatures that gained flight artificially or through magic, then those maneuverabilities (like the listed good maneuverability for the fly spell) would have no game effect. Finally, the statement “You are not considered flat-footed while flying” means that flying (unlike balancing using Acrobatics or climbing) doesn’t automatically make you flat-footed or force you to lose your Dexterity bonus to AC; it doesn’t mean that flying makes you immune to being caught flat-footed.

Handle Animal (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Handle Animal: Does training an animal using Handle Animal to be Combat Trained (pg 98 in the Core Rulebook) grant it Light Armor Proficiency?

No, using Handle Animal to train an animal, or mount, in this way does not grant it a free bonus feat. It is not unreasonable, however to assume that an animal specifically designed to be ridden (such as a horse or dog) could be purchased with Light Armor Proficiency as one of its feats (swapping out Endurance or Skill Focus respectively) for the same cost.

Perception (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/03

Perception: When I use Perception as a move action to search for traps or other secrets, how wide of an area can I search? The Core Rulebook doesn’t say, and Pathfinder Unchained mentions a 10 by 10 area, but it’s part of an optional consolidated skills subsystem.

As per Ultimate Intrigue, there are two ways Perception checks happen in the game. The first way is automatic and reactive. Certain stimuli automatically call for a Perception check, such as a creature using Stealth (which calls for an opposed Perception check), or the sounds of combat or talking in the distance. The flip side is when a player actively calls for a Perception check because her PC is intentionally searching for something (this is the relevant type of Perception used to find traps, unless you have the trap spotter rogue talent, which makes it reactive). This always takes at least a move action, but often takes significantly longer.
The core rules don’t specify what area a PC can actively search, but for a given Perception check it should be no larger than a 10-foot-by-10-foot area, and often a smaller space if that area is cluttered. For instance, in an intrigue-based game, it is fairly common to look through a filing cabinet full of files. Though the cabinet itself might fill only a 5-foot-by-5-foot area, the number of files present could cause a search to take a particularly long time.
This doesn’t necessarily mean that the GM or player needs to roll a Perception check for every 10 foot by 10 foot area, however. It’s much smoother to have the GM roll several secret Perception checks for each searching character and then apply each roll only when the PC is searching an area that actually has something to find.

Spellcraft (Skill)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/10

What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?

Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.

Bulette Armor (Special Material)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Adamantine: What's the hardness of a metal weapon made out of adamantine?

The answer depends on whether the weapon is entirely adamantine, or partly adamantine and partly some other material.
Table 7–12 on page 175 of the Core Rulebook lists common weapon hardness and hit points. The table assumes the weapon in question is made of leather, wood, and/or steel, as appropriate. According to Table 7–13, steel has hardness 10, which is why completely-steel weapons on the table have hardness 10.
Hafted weapon normally have a wooden haft rather than a metal haft. Even a steel-headed weapon such as a battleaxe has a wooden haft, so even though its head is made of a material with hardness 10, its weakest part is the haft, which has hardness 5, therefore the weapon is listed on Table 7–12 as having hardness 5 (because it is assumed that you're aiming at the weakest parts when trying to destroy an object).
For a weapon that is entirely made of one material (such as a one-handed blade), if that material isn't the standard material for that weapon, use that material's hardness from Table 7–13 instead of the default hardness on Table 7–12. For example, a wooden longsword has hardness 5, a glass longsword has hardness 1, and an adamantine longsword has hardness 20.
For a weapon that isn't entirely made of the same material (such as a wooden-hafted weapon with a metal head), if that material isn't the standard material for that weapon, use the hardness from Table 7–13 for the weakest material in the weapon instead of the default hardness on Table 7–12. For example, an ice-hafted (hardness 0) steel-headed (hardness 10) battleaxe has hardness 0 overall because it is only as strong as its weakest part. Likewise, an ice-hafted adamantine-headed battleaxe has hardness 0, just like its ice counterpart. ("Use the weakest material" is a relative term, as a battleaxe probably includes a small amount of leather, but its primary materials are wood and steel, so wood is its weakest material.)
Note that this "weak spot" of a hafted weapon doesn't affect the material properties of the weapon's head. A wooden-hafted adamantine-headed battleaxe still counts as adamantine for its attacks, is still of masterwork quality and has a +1 enhancement bonus to attack rolls, even if it is just as easy to sunder as a common steel battleaxe. The GM is also free to rule that damage to the weapon which only affected its head (such as dipping it into a shallow pool of acid) should use the head's hardness instead of the haft's hardness.

Bulette Armor (Special Material)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2016/01/10

Adamantine: Adamantine says it bypasses hardness less than 20, but hardness says adamantine bypasses hardness of 20 or less. Which one should I use?

Use “less than 20” from the adamantine entry. Adamantine, which has 20 hardness, is strong enough to stand against adamantine (this is also why adamantine armor provides DR/— rather than DR/adamantine).

Mithral (Special Material)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Mithral: What weight do I use to determine the price of a mithral weapon or non-armor item?

To determine the additional price for the mithral (as compared to the normal item's price), use the non-mithral item's original weight and multiply that by 500 gp per pound.
For example, a steel dagger for a Medium creature weighs 1 pound. For its mithral equivalent, multiply that weight (1 lb.) times 500 gp/pound, or +500 gp. When added to the original item's cost (2 gp), the mithral dagger's total price is 502 gp.
There are likely some inconsistent mithral item prices in print, and these will be addressed in future printings of these books, as appropriate.

Mithral (Special Material)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2015/01/04

Mithral armor: What exactly does it mean when it says mithral armor is counted as one category lighter for “other limitations?”

This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.

Awaken (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Awaken: Does changing the creature's type to "magical beast" affect its HD type, BAB, or other features? What about its 2 additional HD? How does training to wear barding relate to armor proficiency?

Only the animal's type changes to "magical beast"--it doesn't gain all the mathematical benefits for this type change (think of it as a "quick rules" version of adding a template to a creature).
The 2 HD it gains are d8s, just like its other animal HD.
An animal trained to wear barding can continue to do so without penalty once it is awakened. Once it's awakened, it can either spend a feat on armor proficiency or take class levels in a class that grants armor proficiency, just like any intelligent creature.

Charm Person (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Charm Person: How does the "try to issue orders" aspect of this spell work?

The spell makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM.
If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play.
For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.
This answer originally appeared in the 9/11/12 Paizo blog.

Contact Other Plane (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/03

Contact Other Plane: Can you Take 10 on the Intelligence check for this spell?

Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

Darkness (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2010/01/10

Darkness: Can adding additional sunrods to the area of the spell increase the light level?

No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level (the light level from natural sources, such as the sun, moon, and stars—not torches, campfires, light spells, and so on), and then reduces it one step.

Darkness (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Darkness: Can a nonmagical light source increase the light level within the area of darkness if the light source is outside the spell's area?

No. Nonmagical light sources do not increase the light level within the spell's area, regardless of whether the light source is in the area or outside the area.

Darkness (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Darkness: Can I see light sources through an area of darkness?

No. If a darkness spell reduces the light in the area to actual darkness (or supernatural darkness, if using a more powerful spell), you can't see through the darkness into what is beyond it.

Dimension Door (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/03

Dimension Door: If the caster brings other creatures with him when he casts the spell, are the passengers unable to take any other actions until their next turn, or is that just for the caster?

That restriction only applies to the caster.

Fabricate (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/06

Fabricate: Can I use this to make a masterwork item or an item with a special material?

Yes and yes. In effect, the spell is only saving you time compared to crafting the item nonmagically; you still must provide the raw materials (which costs you 1/3 of the item's price).
The spell doesn't require a Craft check if you're making an item that doesn't require a high degree of craftsmanship, such as a desk, door, club, outfit, or simple kind of armor.
Creating a desk with a secret compartment, a door that matches a wall when it is closed (i.e., a secret door), or a masterwork item count as items with a "high degree of craftsmanship," so you must succed at a appropriate Craft check against the DC to craft these sorts of items with the spell. In general, any item that has a Craft DC of 15 or higher requires you to succeed at a Craft check to fabricate the item.
If you want to create (for example) a mithral chain shirt, you need to provide the mithral and other materials needed for the chain shirt (costing 1/3 of the item's price). Because mithral items are always masterwork, you would have to succeed at a Craft check to successfully create the item.
As with the normal crafting rules, if you fail this check by 4 or less, you fail to create the item but do not ruin your materials (and could cast the spell again using those materials). If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Ghost Sound (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/07

Ghost Sound: Can this create intelligible speech?

Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can't make out what the "people" are saying. After all, it is a cantrip, and shouldn't be as good as ventriloquism (which is a higher-level spell).

Grease (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Grease: If an opponent casts this spell on my item, and I succed at my initial save, what happens?

The spell description says "an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect," so succeeding at your save means you avoid the effect—the spell is negated and there is no grease on your item.

Haste (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/02

Haste: Haste says a hasted creature can make an additional attack during a full attack with a natural or manufactured weapon, but what about other sorts of attacks like unarmed strikes?

Unarmed strikes and other attacks that work via full attacks (such as mystic bolts, kinetic blade, and flame blade) all allow an extra attack with haste. However, single attacks such as incorporeal touch attacks or melee touch spells delivered round by round after holding the charge do not.

Invisibility (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Invisibility: Can you see yourself when you're invisible?

The spell doesn't say one way or the other.
Because being invisible doesn't give you penalties on actions that require you to be able to see exactly what you're doing (such as picking a lock), you can assume that you can at least see yourself well enough to perform such actions without penalty. Whether this means you can see yourself as if you were not invisible, can see yourself as a ghostly image, or some other description is up to the GM, so long as the description doesn't hinder your own actions.

Invisibility (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/10

Familiar and Invisibility: If I use my familiar to deliver a touch spell while I am invisible, does that break my invisibility?

No. The familiar is not you, and the familiar attacking does not count as you attacking, therefore your invisibility is unaffected.

Invisibility Purge (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/06

Invisibility Purge: Does this work on creatures that are naturally invisible?

In general, yes--nothing in the spell description says it only works on spells or other magical sources of invisibility.
However, note that the invisible stalker's natural invisibility specifically says that it is not subject to invisibility purge. Thus, will-o'-wisps and pixies become visible, but invisible stalkers do not.

Magic Fang (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Unarmed Strike: For the purpose of magic fang and other spells, is an unarmed strike your whole body, or is it a part of your body (such as a fist or kick)?

As written, the text isn't as clear as it could be. Because magic fang requires the caster to select a specific natural attack to affect, you could interpret that to mean you have to do the same thing for each body part you want to enhance with the spell (fist, elbow, kick, knee, headbutt, and so on).
However, there's no game mechanic specifying what body part a monk has to use to make an unarmed strike (other than if the monk is holding an object with his hands, he probably can't use that hand to make an unarmed strike), so a monk could just pick a body part to enhance with the spell and always use that body part, especially as the 12/4/2012 revised ruling for flurry of blows allows a monk to flurry with the same weapon (in this case, an unarmed strike) for all flurry attacks.
This means there is no game mechanical reason to require magic fang and similar spells to specify one body part for an enhanced unarmed strike. Therefore, a creature's unarmed strike is its entire body, and a magic fang (or similar spell) cast on a creature's unarmed strike affects all unarmed strikes the creature makes.
The text of magic fang will be updated slightly in the next Core Rulebook update to take this ruling into account.

Mirror Image (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2012/01/02

Mirror Image: Can I use magic missile to destroy one or more images from a mirror image spell?

No. Magic missile targets a creature and does not require an attack roll, so it bypasses all the images and always hits the real creature.

Mirror Image (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2017/01/08

Mirror Image and Miss Chance: If I have a miss chance and a mirror image, how do I combine them?

Miss chances generally only apply when an attack hits. For most miss chances, such as blur, there’s no need to roll them if an attack would hit a mirror image because a hit and a miss by 5 or less would both pop the image. The only exception to this rule is blink and similar effects, which already have some other exceptions from normal miss chances due to moving you to another plane (for instance, unlike other miss chances, blink protects you from targeted effects). The 50% chance to be on the Ethereal Plane protects both the caster and the images.

Protection from Evil (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/05

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

Protection from Evil (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?

No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.

Shocking Grasp (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/05

Shocking Grasp: Do I get the +3 on the attack roll if I'm delivering the spell with something other than a touch attack, such as a natural weapon?

Yes. The +3 bonus is not dependent on using a melee touch attack to deliver the jolt. For example, a magus using spellstrike to deliver shocking grasp through his weapon would get the +3 bonus on the attack roll.

True Seeing (Spell)

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

True Seeing: Does this spell protect you from phantasmal killer?

Yes. True seeing lets you "see all things as they actually are." Because phantasmal killer is an illusion (phantasm) spell and creates an image directly in the target's mind, a target with true seeing would (mentally) see the image and (physically) see that there is nothing really there, and would therefore immediately recognize that the mental image is actually unreal. Because phantasmal killer says the target "gets a Will save to recognize the image as unreal," the creature with true seeing automatically succeeds at that saving throw (no roll needed), and therefore never has to deal with the Fort-save aspect of phantasmal killer.

Weapon Quality

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2013/01/03

Monk Special Weapons: Are monks automatically proficient with all weapons that have the "monk" weapon special feature?

As written, no--the "monk" weapon special feature says a monk can use the weapon as part of a flurry of blows, but it doesn't grant proficiency in the weapon.

Weapon Quality

Source PRPG Core Rulebook
Paizo Link
Rule Link
Date Published 2011/01/03

Trip Weapons: If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.
Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the "only trip weapons let you apply these bonuses" limitation.

Infusion (Alchemist Discovery)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/07

Alchemist and infusions: Can I use the infusion discovery to create an infused extract of a personal-range formula (such as true strike), which someone else can drink?

Yes, you can. The design team may decide to close this loophole in the next printing of the Advanced Player's Guide.

Totem Warrior (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/03

Barbarian--Totem Warrior: Does this archetype allow you to take more than one type of totem rage powers?

No, the line in Ultimate Combat is in error; a barbarian cannot select from more than one group of totem rage powers.
This error will be corrected in the next printing of Ultimate Combat.
This answer originally appeared in the 9/11/12 Paizo blog.

Bear Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Eagle Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/10

Druid, Eagle Shaman: How can I take the form of a roc if a roc is Gargantuan and the maximum size I can reach with wild shape is Huge?

The lack of suitable giant bird stat blocks in official Paizo products hinders the rules options for this archetype.
To remedy this problem, an eagle shaman druid can use wild shape to take the form of a Medium eagle (as if applying the giant creature simple template to a Small eagle), and can use wild shape to take the form of a Huge roc (as if applying the young creature simple template to a Gargantuan roc). Abilities of the assumed form are determined by which beast shape spell the wild shape ability functions as, as determined by the eagle shaman's effective druid level.
This ruling only applies to the eagle shaman, not any other kind of animal shaman archetype.

Eagle Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Lion Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Serpent Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Wolf Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Ki Mystic (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2015/01/06

Monk ki mystic archetype: The ki mystic ability seems like it alters the monk’s ki pool ability, but it doesn’t say “This ability alters ki pool.” Is this because the ki mystic’s ki pool is a separate second pool that can only be used for the powers described in the ki mystic archetype, and the monk then also receives the regular ki pool that works as normal?

No. When Advanced Player’s Guide was written, archetypes were new and the “this alters” language didn’t exist yet, meaning archetypes in this book, including ki mystic, never include it, even when they should by current standards. The ki mystic ability alters ki pool. At 3rd level, a ki mystic gets a ki pool of Wisdom modifier points that can be used for the abilities listed in the archetype. At level 4, this upgrades to a ki pool of 1/2 monk level + Wisdom modifier + 2 points, which is a single ki pool (the ki mystic does not gain two) that can be used in all the usual ways a monk can use ki, plus those mentioned in the archetype.

Sacred Servant (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Paladin: The sacred servant archetype (page 117) gets a domain. Does the sacred servant get all of the benefits of that domain, such as granted powers?

Yes. Unless the text specifically says otherwise, when a character gains a cleric domain, they gain all benefits associated with that domain: granted powers, access to domain spells, and a domain spell slot at each spell level they can cast.

Sacred Servant (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Subdomains: Can druids, inquisitors, and other classes with access to domains take the subdomains listed in the cleric section of the APG?

Yes, as long as they follow the rules for subdomains on page 86. A character who does not worship a deity (such as some druids and paladins) may select any one subdomain appropriate to a domain available to his or her class.

Warrior of the Holy Light (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Paladin: For the "nimbus of light" ability of the Warrior of the Holy Light archetype (page 118), what kind of light does it count as for the purpose of overcoming darkness effects? Is there a limit to how often a paladin can activate this ability? Does the 12th-level ability affect the paladin, or just her allies?

The ability counts as light up until 8th-level, at which point it counts as daylight. Activating the "nimbus of light" expends one use of her lay on hands ability. All effects of the nimbus affect the paladin as well as her allies (the game considers you an ally of yourself).
The APG update will include these clarifications.

Infiltrator (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/07

Ranger: How does a ranger with the infiltrator archetype (page 126), which causes him to lose his favored terrain class feature, use his camouflage and hide in plain sight class features?

A ranger with the Infiltrator archetype can use the camouflage and hide in plain sight class features whenever he is using his adaptation class feature, regardless of the terrain he is in.
Update: On page 126, in the Infiltrator archetype, in the adaptation class feature, add the following sentence to the end of the second paragraph.
The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.

Dragon Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Saurian Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Shark Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Ape Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Bat Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Boar Shaman (Archetype)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2014/01/02

Druid, Animal Shamans: At what class level do these archetypes gain wild shape?

The animal shaman archetypes for the druid class do not gain wild shape until class level 6.
(The other druid archetypes in this book use clearer phrasing to explain that the character doesn't gain the ability until level 6, and the animal shamans should also use that language. Furthermore, the descriptions of the modified wild shape class ability should include "This ability replaces wild shape.")

Increased Damage Reduction (Ex) (Barbarian Rage Power)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2016/01/06

Barbarian Increased Damage Reduction: The increased damage reduction rage power says it increases the “barbarian’s damage reduction”, but does that refer to the barbarian class feature “damage reduction” or to any damage reduction the barbarian might possess. In particular, the invulnerable rager archetype trades away the barbarian’s damage reduction class feature for a new ability called invulnerability that gives a slightly different form of damage reduction, so would the rage power work with that?

The rage power refers to the class feature damage reduction, meaning that it doesn’t help invulnerable ragers’ invulnerability class feature. The suggestion for the archetype to take that rage power in the suggested rage powers is in error and will be removed in the next errata.

Spirit Totem, Lesser (Su) (Barbarian Rage Power)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/06

Barbarian, Lesser Spirit Totem: Who decides who the spirits attack, and what effects affect the spirits?

The barbarian decides who the spirits attack each round. The spirits are not affected by effects that aid their attacks or damage (such as bardic performance or bless) or penalize their attacks or damage (such as bane or darkness). The spirits always strike from your direction. They do not get flanking bonuses or help a combatant get one.

Aquatic (Bloodline)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2012/01/02

Sorcerer: Is the aquatic sorcerer bloodline (page 136) supposed to get geyser as a bonus spell at sorcerer level 9, even though that’s normally a 5th-level sorcerer/wizard spell and unavailable to sorcerers before caster level 10?

Yes, and the sorcerer learns it as a 4th-level spell. Note that geyser is also a 4th-level druid spell (available at character level 7), so the aquatic sorcerer gaining it at character level 9 as a 4th-level arcane spell isn’t too powerful.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Alchemist: If an alchemist has the Fast bombs discovery, can he use Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, haste, and similar abilities and effects to add more attacks?

As written, yes, all of these apply because fast bombs "functions just like a full-attack with a ranged weapon."

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Alchemist: What kind of action is it to use an extract, mutagen, or throw a bomb?

It is a standard action to use an extract, mutagen, or throw a bomb. This action includes retrieving the necessary materials from the alchemist's supplies, in the same manner as retrieving a material component is included in the act of spellcasting.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Alchemist: Does the Accelerated Drinker feat from Cheliax, Empire of Devils allow a character to drink an alchemist extract as a move action?

No.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Alchemist: Does the damage bonus from the Point Blank Shot feat apply to bombs?

Yes.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Alchemist: For the purposes of an alchemist's class abilities, are poisons considered alchemical items?

Yes.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/03

Alchemist: Does an inferno bomb, poison bomb, smoke bomb, or stink bomb cause bomb damage in addition to the special effect listed for those discoveries?

Yes. For example, a smoke bomb deals bomb damage and creates an area of smoke.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/03

Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item. The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

Alchemist (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/07

Alchemist, Choices When "Casting": If I makes an extract of a multiple-choice spell (such as protection from energy), do I make that choice when I create the extract, or when I drink it?

You make the choice when you drink it.

Cavalier (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/06

Cavalier: Do animal companion levels from the druid class stack with cavalier mount levels?

If the animal is on the cavalier mount list and on the list of animal companions for your other class, your cavalier and druid levels stack to determine the animal's abilities. If the animal is not on the cavalier mount list, the druid levels do not stack and you must have different animals (one an animal companion, one a cavalier mount).
For example, if you are Medium druid and you choose a horse companion, levels in cavalier stack to determine the horse's abilities. If you are a Medium druid and you choose a bird companion, levels in cavalier do not stack to determine the bird's abilities, and you must choose a second creature to be your mount (or abandon the bird and select an animal companion you can use as a mount).
This same answer applies to multiclassed cavalier/rangers.
(Note that the design team discourages players from having more than one companion creature at a time, as those creatures tend to be much weaker than a single creature affected by these stacking rules, and add to the bookkeeping for playing that character.)

Inquisitor (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/09

Inquisitor: Some of the inquisitor abilities still refer to the scaling bonuses from the playtest version of the class. What is the rule for these abilities?

(This information will appear in the APG errata document; this FAQ entry is here to address these recurring inquisitor questions until the errata is posted.)
Page 41: In the Slayer class feature, change the text to read as follows.
Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.
Page 41: In the True Judgement class feature, delete the sixth sentence.
Page 222: In the flames of the faithful spell, change the second sentence of the description to read as follows.
If you are using the judgement class feature, your weapon gains the flaming burst property instead.
Page 288: In the jurist special weapon ability, in the first paragraph, delete the last sentence.

Inquisitor (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Subdomains: Can druids, inquisitors, and other classes with access to domains take the subdomains listed in the cleric section of the APG?

Yes, as long as they follow the rules for subdomains on page 86. A character who does not worship a deity (such as some druids and paladins) may select any one subdomain appropriate to a domain available to his or her class.

Inquisitor (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Inquisitor: If an inquisitor uses Solo Tactics (Advanced Player's Guide, page 40) with the Outflank feat (APG, page 165), does the enemy provoke attacks of opportunity when hit with a critical hit?

Yes, but only when the inquisitors allies score a critical hit against a foe that they both flank. In this case, the enemy provokes an attack of opportunity from the inquisitor. The reverse is not true, since her allies can only gain bonuses from teamwork feats if they themselves possess them.

Inquisitor (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/07

Inquisitor: Does an inquisitor's bane ability (page 40) affect both ends of a double weapon?

No. In general, the game treats double weapons as if they were two different weapons, and an ability, spell, or effect that changes or augments "a weapon" only applies to one end of a double weapon.
Sometimes the rules are redundant and specifically call out that an ability that affects "a weapon" (such as a paladin's divine bond) only affects one end of a double weapon. Sometimes the rules aren't redundant (such as the magic weapon spell, or the inquisitor's bane ability), but the general rule still applies: the double weapon is treated as two separate weapons.

Oracle (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/12

Oracle: Can an oracle select a revelation more than once?

No, unless the revelation specifically states you can.

Oracle (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/05

Oracle: Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.
However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

Summoner (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Summoner: How does a summoner's life bond (page 57) work? The eidolon goes away when the summoner is unconscious, so it's very unlikely that this ability would trigger.

The ability should trigger when damage to the summoner would reduce him to less than 0 hit points, not just when it would kill him. (The 2nd printing of the APG includes this updated information.)

Summoner (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/09

Summoner: When I summon my eidolon that was banished or dismissed, how many hit points does it have when it appears?

Whatever hit points the eidolon had when it was dismissed or banished (rather than killed), that is how many hit points it has when it is summoned again.
Update: APg page 55, in the Eidolon description, in paragraph 2, in sentence 2, change "unchanged from the last time it was summoned" to "unchanged from the last time it was dismissed or banished."

Summoner (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/09

Summoner: Can I use life link when it's not my turn, I'm paralyzed, or I otherwise can't take actions?

Although the ability is listed as a free action, it's something a summoner should be able to do at any time the eidolon would take enough damage to send it back to its home plane, even if it's not his turn (as is normally the case when he's being attacked), he's helpless from Strength or Dexterity poison, he's under a hold person spell, and so on. In other words, it's not an action at all, and shouldn't be listed as such.
Update: APG page 56, in the Life Link description, paragraph 1, sentence 2, delete "as a free action"

Witch (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Witch: If I take levels in a prestige class that advances my spellcasting, do I continue to gain bonus spells from my patron as I gain levels?

No. That is a class feature of the witch class, and the standard "+1 level of spellcasting" prestige class ability only advances spells known, spells per day, effective spellcaster level. (You retain the patron spells from your familiar based on your actual witch level, of course.)

Witch (Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/12

Witch: If a hex says it can only affect a creature once every 24 hours, does that mean no other witch can use it on that target?

No, the restriction only applies to that particular witch using that hex, and doesn't prevent other witches from using their own hex with that name on the target.
For example, if Esmerelda uses her healing hex on Gustav, she can't use it on him again for 24 hours. Morda can still use her healing hex on Gustav during Esmerelda's no-healing-hex time period (and doing so prevents Morda from using it on him again for 24 hours). Repeat ad infinitum for any other witch using the healing hex

Arcane Blast (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/08

Arcane Blast: Is using this feat (page 150) a spell-like or supernatural ability?

It is a supernatural ability.
Update: Page 150, add this sentence to the end of the Arcane Blast feat description: "This is a supernatural ability."

Bodyguard (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2016/01/08

Bodyguard: The Bodyguard feat says that I can spend one of my attacks of opportunity to aid another the AC of an adjacent ally, but it doesn’t say one way or the other whether this removes other restrictions on aid another? Particularly, do I need to threaten the attacking enemy? Also, has that enemy provoked an attack of opportunity from me?

You still need to fulfill all requirements of aid another, including threatening the attacking enemy. Bodyguard uses up one of your attacks of opportunity for the round, but the enemy hasn’t provoked an attack of opportunity from you, nor are you making one (which is relevant for abilities like Paired Opportunist).

Cloud Step (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Cloud Step: How does this feat (and Spider Step) interact with a level 20 monk who can fall an unlimited distance?

Both of those feats should allow the monk to travel up to 50 feet (if it weren't for the level 20 change to "unlimited," the mathematical progression of the monk class's slow fall ability would be 100 feet, and half that is 50 feet). The 2nd printing of the APG will reflect this information.

Selective Spell (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/10

Selective Spell: As written, this allows you to selectively ignore spells like black tentacles and antimagic field. Is that the intent of the feat?

No, it only affects instantaneous-duration spells. The APG errata will clarify this. (SKR 10/08/10)

Gang Up (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Gang Up: Does this feat (page 161) allow you to flank a foe with ranged weapons?

The Gang Up feat allows you to count as flanking so long as two of your allies are threatening your opponent. The feat makes no mention of ranged attacks being included, and since flanking specifically refers to melee attacks, ranged attacks do not benefit from this feat. (JMB, 8/13/10)

Perfect Strike (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/07

Perfect Strike: Can I use this feat with unarmed strikes?

As written, you can only use the feat with the specific weapons mentioned in the feat description.
So why does the feat have Improved Unarmed Strike as a prerequisite, if you can't actually use it with unarmed strikes? Because the feat is intended to be a cool thing that monks can do, and monks get IUS automatically (barring an archetype that replaces that feat), so having IUS as a prerequisite means it's easy for monks to learn Perfect Strike but more difficult for other classes. The prerequisite could have been "monk level X," but that would mean that only monks could take the feat (prohibiting even other martial arts classes or archetypes).
Note that the zen archer archetype allows you to use the feat with a bow, which means there's a precedent for creating an unarmed-combat archetype that modifies the feat for use with other weapons.

Racial Heritage (Feat)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2012/01/07

Racial Heritage: Can a human with this feat take levels in an archetype that requires you to be of a specific race?

Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

Weapon cord (Equipment)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/10

Weapon Cord: What kind of action is it to recover a weapon attached to your wrist with a weapon cord?

As originally published, this was a swift action. The design team has changed this to a move action. This will be updated in the next printing of the Advanced Player's Guide.

Huntsman (Magic Weapon)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/07

Huntsman: How much of a bonus does a weapon with the huntsman property add to your Survival checks?

The bonus is equal to the enhancement bonus of the weapon.
This information will be included in the next printing of the APG.

Haunted (Oracle Curse)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Oracle: Does the haunted curse (page 44) affect the items in an oracle's spell component pouch?

The question here is whether or not the haunted curse makes is so that to cast any spell using a material component, the oracle has to first spend a standard action to find the right material component. Fortunately for oracles everywhere, this is not the case. The items in a spell component pouch are nebulous and not defined (intentionally, so as to prevent casters from having to track the amount of bat guano they are carrying). As a result, this curse has no effect on such components. For ease of play, this extends to all material components, including expensive ones.

Haunted (Oracle Curse)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/04

Oracle: Does the haunted curse affect how long it takes to draw a weapon?

No. The curse affects the "retrieve a stored item" action. If you are using the "draw a weapon" action (such as to draw a dagger from a belt sheath), that is a different kind of action and the haunted curse does not affect it. If you were attempting to retrieve a dagger from your backpack, that would count as a "retrieve a stored item" action and the curse would interfere.

Bones (Oracle Mystery)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2016/01/02

Oracle Bones Mystery: What exactly does the raise the dead revelation mean when it says you can summon a skeleton or zombie to serve you? Do I need a corpse? If not, can I just summon whatever I want, like a tarrasque fast zombie?

The raise the dead doesn’t require a corpse; you summon the creature (rising up out of the earth is a potential visual for this effect). You summon the base creature from the Bestiary in either case (human skeleton or human zombie) aside from the modifications from the revelation (adding extra HD, fast or bloody, and the advanced template). At the GM’s discretion, an oracle with a noticeably different body or bone structure might summon skeletons and zombies with this ability that look cosmetically more similar to the oracle than to a human, but this doesn’t affect their game mechanics.

Heavens (Oracle Mystery)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Oracle: How can the revelation "Mantle of Moonlight" (page 48) force a target into a rage when that spell only affects willing targets?

The mantle of moonlight's touch attack forces a creature into a state with the same game effects as a rage spell, even though that spell normally only works on willing targets. There is no saving throw. The oracle affects one creature per use of this ability.

Life (Oracle Mystery)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/05

Oracle of Life, Energy Body: How many times per round can I use this ability to heal someone?

The text says "once per round." Regardless of whether you are passing through an ally's square or an ally is passing through your square, the healing can only occur once per round.

Lore (Oracle Mystery)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/07

Oracle: Does an oracle of lore with the sidestep secret (page 50) revelation use her Charisma to calculate her CMD instead of her Dexterity? If she is flat-footed, does she lose her Charisma bonus to AC?

An oracle of lore with the sidestep secret revelation uses her Dexterity to calculate her CMD since no provision is made in the text to use her Charisma for that statistic. She does, however, lose her Charisma bonus to AC whenever she is flat-footed, since her Charisma modifier is being used in place of her Dexterity modifier.

Holy Vindicator (Prestige Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Holy Vindicator: Thise class has an ability that gives him a sacred bonus to AC until "struck in combat." Does a touch attack count as being "struck"? What about a spell like magic missile or fireball?

The ability lasts until an opponent makes a successful attack roll against the vindicator's Armor Class.

Horizon Walker (Prestige Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/09

Horizon Walker: How long does the terrain mastery ability (page 265) last when the character grants the bonus to his allies?

This ability basically works like hunter's bond (companions), except the character is lending his terrain bonus instead of his enemy bonus. Like hunter's bond (companions), it lasts a number of rounds equal to the character's Wis modifier (minimum 1).

Master Chymist (Prestige Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/09

Master Chymist: For the dual mind advanced mutagen (page 269), if you makes your second save and change forms, does that cost one of your uses of the mutate ability?

Yes. In effect, the chymist is spending a use of the mutate ability to override a failed saving throw. If she doesn't have any daily uses left of the mutate ability, she doesn't have any uses to spare to activate this override.

Master Chymist (Prestige Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/09

Master Chymist: For the mutate ability (page 268), if the character is unable to take a standard action on her next turn, is she still forced to mutate against her will, and if so, what sort of action does she take to do so?

Being forced to change form is a penalty the master chymist risks. She shouldn't be able to ignore that penalty just because she can't take a standard action on her next turn (for example, if she is nauseated). Under these circumstances, she must use all of her available actions on her turn to change form. For example, if nauseated, she must use her available move action to mutate. If restricted to just a swift action on her next turn after the triggering effect, she must use that swift action to mutate. If she is helpless, the transformation doesn't occur until the first turn where she can take a standard action (or whatever is available to her) to mutate.
For example, if she is helpless from a hold person spell, the only action available to her is the full-round action to break free. Once she is free of that spell, on her next turn (the first turn where she can take other actions) she must spend a standard action to mutate.

Rage Prophet (Prestige Class)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Rage Prophet: Does a rage prophet's savage seer ability allow him to stack his barbarian or oracle levels with his rage prophet levels to qualify for rage powers and mysteries?

No.

Half-Elf (Race)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/09

Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).
Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

Half-Orc (Race)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Half-Orc--Toothy: Does this alternate racial trait stack with the Razortusk feat (page 168) granting you two bite attacks?

This is one of those areas where we tried to get at the same idea multiple ways. In this case, the answer is no, unless you somehow manage to get an extra mouth. Generally speaking, natural weapons can only be used once per round each. This also applies to the Animal Fury barbarian rage power (Core Rulebook, page 32).

Half-Orc (Race)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/09

Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).
Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

Offensive Defense (Ex) (Rogue Talent)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2012/01/03

Rogue: Does the dodge bonus from the “offensive defensive” rogue talent (page 131) stack with itself? Does it apply to everyone, or just to the target I’m attacking?

There are two issues relating to this rogue talent.

One, in the first printing it provided a +1 circumstance bonus against the attacked target, which was a very weak ability. The second printing update changed it from a circumstance bonus to a dodge bonus, but accidentally omitted the “against that creature” text, which made it a very strong ability.

Two, it doesn’t specify whether the dodge bonus stacks with itself, and because this creates a strange place in the rules where bonuses don’t stack from the same source but dodge bonuses always stack. While we haven’t reached a final decision on what to do about this talent, we are leaning toward this solution: the dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself. This prevents you from getting a dodge bonus to AC against a strong creature by sneak attacking a weak creature, and prevents you from reaching an absurdly high AC by sneak attacking multiple times in the same round.

Staves (Rule)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2012/01/07

Staves: The staves in the magic item section of the Advanced Player's Guide appear to be at half the normal price. Is this correct?

No, the staves in the Advanced Player's Guide are incorrectly priced and should be double the listed price. These staves have been reprinted in Ultimate Equipment with the correct price.

Magic Item Creation (Rule)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/08

Creating Items and Caster Level: The APG magic items chapter says (on page 282), "The creator's caster level must be as high as the item's caster level." This contradicts the Core Rulebook. Which is correct?

That line in the APG is an error. An item's caster level is not a prerequisite for item creation unless it is specifically mentioned in an item's Requirements line (for example, an amulet of natural armor).
(SKR 8/30/10)

Magic Item Creation (Rule)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Effective Level Increases From Magic Items: Several items in the APG increase a character's effective level for class abilities, such as the necklace of ki serenity for monks, robes of arcane heritage for sorcerers, and silver smite bracelet for paladins. What exactly does that entail?

The necklace says it affects "the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction)." Thus, increasing the monk's effective level for the ki pool ability just increases the number of ki points and what sort of DR the monk's unarmed strikes bypass. Other abilities that depend on ki points (wholeness of body, abundant step, and empty body) are not part of the ki pool ability, and the magic item doesn't affect those abilities or when the monk gets access to them.
The robes say "treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. Note that bloodline powers, bloodline arcana, bonus spells, and bloodline feats are three separate abilities of the sorcerer class; the robes only affect the bloodline powers
The bracelet says "treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature." As the only level-based aspects of smite evil are the bonus to damage rolls and how many times per day she can use it, those are the two things the bracelet affects..

Archetypes (Rule)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2015/01/06

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

Bonus Type (Rule)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2015/01/11

"Does not stack with" and spells with effects other than bonuses: What does it mean if a spell tells me it doesn’t stack with another spell or "similar effects" if some of the effects aren't bonuses?

If you have two spells with effects other than bonuses and those spells or effects are called out not to stack, that means that the effects that apply to the same rules component or situation do not stack, so if they apply different non-bonus effects to the same rules component, the most recent spell takes precedent. For example, aspect of the falcon specifically doesn't stack with any other effect that expands the threat range of a weapon, such as Improved Critical or keen. This means that the part of aspect of the falcon that applies to criticals doesn't stack with those effects, but it doesn't prevent someone with Improved Critical from receiving the competence bonuses on attack rolls and Perception checks. If a character with Improved Critical (light crossbow) cast aspect of the falcon, his criticals would change from 17–20/x2 to 19–20/x3. Similarly, blessing of fervor does not stack with haste, which means that the increased speed, extra attack, and attack roll/AC/Reflex save bonuses wouldn't stack between the two spells, but if you had both spells active, you could still get those three benefits from haste while choosing to stand up as a swift action or apply metamagic to a low-level spell.

Planar Binding (Spell)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/11

Cleric, Outsider Subdomains: How am I supposed to use the planar binding domain spell granted by these subdomains?

This is an error, in that there is an alignment incompatibility between the outsider subdomains and the magic circle spells needed to bind the respective types of outsiders. For example, a chaotic cleric with the Protean (Chaos) subdomain would need to cast a [lawful] magic circle against chaos domain spell to bind a chaotic protean, but her chaotic alignment prevents her from doing so (see Chaotic, Evil, Good, and Lawful Spells in the Core Rulebook).
The solution is to allow the use of that planar binding domain spell without requiring the magic circle spell. (If the cleric wanted to create a calling diagram to improve her chances, she could enlist the aid of another caster to cast the required magic circle spell.)
This text will be updated in a future printing of the Advanced Player's Guide

Righteous Might (Spell)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/08

Oracle: What kind of DR does an oracle get from the righteous might spell?

If the oracle chose the "all cure spells" option for her spells known, treat that as "channels positive energy" for the purpose of righteous might. If she chose "all inflict spells," treat that as "channels negative energy" for the purpose of righteous might.

Spiritual Weapon (Spell)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/05

Oracle: Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.
However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

Improved Natural Armor (Ex) (Summoner Evolution)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/06

Summoner: What's the minimum level to take the improved natural armor evolution (page 60) for an eidolon?

The description of the evolution says, "This evolution can be taken once for every five levels the summoner possesses." Unfortunately, that text is unclear.
A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.
This wording will be clarified in the next update document and print run for the APG.
Update: Page 60: Change the the Improved Natural Armor evolution to read as follows: "Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th."

Reach (Ex) (Summoner Evolution)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/04

Summoner: If I choose the reach evolution for my eidolon, how many of its attacks gains increased reach?

The ability description says "pick one attack," not "pick one attack type." So if your eidolon has two claws and you pick "claw" for the reach evolution, only one claw gets increased reach. (The reach evolution is intended to let you emulate having a dragon-eidolon, as a dragon's bite attack has greater reach than its claws.)

Reach (Ex) (Summoner Evolution)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/04

Summoner: If I choose the reach evolution for my eidolon, how many of its attacks gains increased reach?

The ability description says "pick one attack," not "pick one attack type." So if your eidolon has two claws and you pick "claw" for the reach evolution, only one claw gets increased reach. (The reach evolution is intended to let you emulate having a dragon-eidolon, as a dragon's bite attack has greater reach than its claws.)

Magical Lineage (Trait)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/05

Magical Lineage (trait): Can I use this trait to adjust a spell's effective level below the unmodified spell's original level?

No. For example, it won't allow you to alter a wizard's fireball into 2nd-level spell.

Cackle (Su) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/06

Witch, Cackle Hex: Can I use my standard action and move action to cackle twice in one round, extending another hex by two rounds?

No, you can only use cackle once per round.

This is being considered for clarification in a future printing of the Advanced Player's Guide.

Cackle (Su) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2013/01/06

Witch, Cackle Hex: Does my character literally have to cackle madly when I use this hex, or is that just flavor text?

Your character actually has to cackle—probably in a strong voice, akin to the volume and clarity necessary for verbal spell components.
Edit 7/19/13:
If the witch is in a silence effect, she can't use the cackle hex.
If the target is in a silence effect, it is unaffected by the cackle.
This may require some clarifying text in the next printing of the Advanced Player's Guide.

Cauldron (Ex) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/11

Witch, Cauldron Hex: Is a witch who selects this hex at 1st level able to use the Brew Potion feat, even though Brew Potion has a "caster level 3rd" prerequisite?

Yes.

Disguise (Sp) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/12

Witch, Disguise Hex: What's the time limitation for this hex?

The hex's description should say that the witch can use the ability for a number of hours per day equal to the witch's class level. (This was added in the 2nd printing of the APG.)

Evil Eye (Su) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/07

Witch, Evil Eye Hex: Can I use this hex more than once on a target?

Yes. As long as you apply a different penalty with each use of the hex (AC, ability checks, attack rolls, saving throws, or skill checks), you can have multiple penalties on the same target. Applying the same hex penalty to a target just resets the duration to the most recent use of the hex.
Example: On round 1, you hex the target's AC. On round 2, you hex the target's attack rolls, so the target now has two evil eye hexes on it. On round 3, you hex the target's saving throws, so it now has three evil eye hexes on it. On round 4, you hex its AC again, resetting the duration of the AC-hex (which does not add an additional –2 penalty to its AC). The same thing would happen if two witches were using evil eye on the same target--as long as each evil eye hex applied a penalty to a different thing, they'd all apply.
This doesn't violate the general rule for stacking penalties--each evil eye effect is basically a different source, even though they stem from the evil eye hex (the evil eye hex is much like 5 separate weak hexes under a common umbrella). In the same way that multiple castings of bestow curse on the same target should stack as long as they do different things (penalize Strength, penalize Dex, penalize attack rolls, take no action, and so on), multiple uses of the evil eye hex stack as long as they're targeting different game statistics.

Flight (Su) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2010/01/09

Witch, Flight Hex: Can my witch use her feather fall and levitate abilities on other creatures?

No. All aspects of the flight hex affect only the witch (though she can carry objects or creatures as part of her weight allowance as described in those spell effects). (The 2nd printing of the APG includes this updated information.)

Fortune (Su) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2012/01/07

Witch, Fortune Hex: How often can a creature "benefit" from this hex? If it lasts more than one round, does it end after the first time it is used?

When a creature becomes the target of the fortune hex, it gains the benefit of that hex once per round, until the hex runs out, as determined by the level of the witch that created the effect. Once it ends, the creature cannot again be the target of that hex for 24 hours.

Healing (Su) (Witch Hex)

Source Advanced Player's Guide
Paizo Link
Rule Link
Date Published 2011/01/06

Witch, Healing Hex: Can I use this hex to damage undead? If so, how often can I affect a particular undead?

The hex acts like the appropriate cure wounds spell, so it damages undead.
When used this to damage undead, it should have the same once-per-24-hours limitation as its healing usage (even though that's not a "benefit" to the targeted undead).
For clarity, where the hex currently says:
"Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours."
It should actually say:
"Once a creature has been affected by the hex, it cannot be affected by it again for 24 hours."
This will be updated in the next printing of the APG.

Ammo Drop (Feat)

Source Halflings of Golarion
Paizo Link
Rule Link
Date Published 2013/01/11

Do the feats Ammo Drop and Juggle Load work with the halfling sling staff and other sling weapons not specifically listed in the feat's description?

Ammo Drop and Juggle Load ONLY work with slings or double slings, not with all sling-like weapons.

Juggle Load (Feat)

Source Halflings of Golarion
Paizo Link
Rule Link
Date Published 2013/01/11

Do the feats Ammo Drop and Juggle Load work with the halfling sling staff and other sling weapons not specifically listed in the feat's description?

Ammo Drop and Juggle Load ONLY work with slings or double slings, not with all sling-like weapons.

Spine Dragon (Monster)

Source Inner Sea World Guide
Paizo Link
Rule Link
Date Published 2013/01/08

Inner Sea World Guide, monsters: Can spine dragons fly? (p 312)

Yes; spine dragons can fly—their fly speed was inadvertently left off of their stats.
A spine dragon has a fly speed of 60 ft. (average).

Confusion Bomb (Su)* (Alchemist Discovery)

Source Ultimate Magic
Paizo Link
Rule Link
Date Published 2013/01/10

Alchemist, Confusion Bomb: Should this discovery require a saving throw?

Yes. The target of the bomb may attempt at a save against the confusion effect (Will negates, using the bomb's DC).
This will be corrected in the next printing of Ultimate Magic.

Tentacle (Ex) (Alchemist Discovery)

Source Ultimate Magic
Paizo Link
Rule Link
Date Published 2013/01/11

Alchemist, Tentacle/Vestigial Arm: What does "extra attacks" mean for these discoveries?

It means "extra," as in "more than you would be able to make if you didn't have that discovery."

For example, if you're low-level alchemist who uses two-weapon fighting, you can normally make two attacks per round (one with each weapon). If you take the tentacle discovery, on your turn you can make
  • two weapon attacks but no tentacle attack,
  • a weapon attack with your left hand plus a secondary tentacle attack, or
  • a weapon attack with your right hand plus a secondary tentacle attack.
    At no time can you make a left hand weapon attack, a right hand weapon attack, and a tentacle attack on the same turn because the tentacle discovery says it "does not give the alchemist any extra attacks or actions per round." This language is calling out that the tentacle is not a standard natural weapon and doesn't follow the standard rules for using natural weapons (which would normally allow you to make the natural weapon attack in addition to your other attacks).

    Likewise, if you instead took the vestigial arm discovery and put a weapon in that arm's hand, on your turn you can make
  • a weapon attack with your left hand and one with your right hand,
  • a weapon attack with your right hand and one with your vestigial arm, or
  • a weapon attack with your left hand and one with your vestigial arm,
    At no time can you make a left hand weapon attack, a right hand weapon attack, and a vestigial hand weapon attack on the same turn because the vestigial arm discovery says it "does not give the alchemist any extra attacks or actions per round."
    The exact same restrictions would apply if your race had claws or you had some other ability to add claws to your limbs: the text of both discoveries says they do not give you any extra attacks per round, whether used as natural weapons, wielding manufactured weapons, or adding natural weapons to a limb that didn't originally have natural weapons.

    Remember that these two discoveries do not have any level requirements, and therefore are not especially powerful; permanently adding additional attacks per round is beyond the scope of a discovery available to 2nd-level alchemists.

    Vestigial Arm (Ex) (Alchemist Discovery)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    Alchemist, Tentacle/Vestigial Arm: What does "extra attacks" mean for these discoveries?

    It means "extra," as in "more than you would be able to make if you didn't have that discovery."

    For example, if you're low-level alchemist who uses two-weapon fighting, you can normally make two attacks per round (one with each weapon). If you take the tentacle discovery, on your turn you can make
  • two weapon attacks but no tentacle attack,
  • a weapon attack with your left hand plus a secondary tentacle attack, or
  • a weapon attack with your right hand plus a secondary tentacle attack.
    At no time can you make a left hand weapon attack, a right hand weapon attack, and a tentacle attack on the same turn because the tentacle discovery says it "does not give the alchemist any extra attacks or actions per round." This language is calling out that the tentacle is not a standard natural weapon and doesn't follow the standard rules for using natural weapons (which would normally allow you to make the natural weapon attack in addition to your other attacks).

    Likewise, if you instead took the vestigial arm discovery and put a weapon in that arm's hand, on your turn you can make
  • a weapon attack with your left hand and one with your right hand,
  • a weapon attack with your right hand and one with your vestigial arm, or
  • a weapon attack with your left hand and one with your vestigial arm,
    At no time can you make a left hand weapon attack, a right hand weapon attack, and a vestigial hand weapon attack on the same turn because the vestigial arm discovery says it "does not give the alchemist any extra attacks or actions per round."
    The exact same restrictions would apply if your race had claws or you had some other ability to add claws to your limbs: the text of both discoveries says they do not give you any extra attacks per round, whether used as natural weapons, wielding manufactured weapons, or adding natural weapons to a limb that didn't originally have natural weapons.

    Remember that these two discoveries do not have any level requirements, and therefore are not especially powerful; permanently adding additional attacks per round is beyond the scope of a discovery available to 2nd-level alchemists.

    Beetle, Giant (Animal Companion)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Druid: For the giant beetle companion (page 36), what should the 4th-level advanced beetle's bite damage be?

    The damage should be 1d8.
    Update: Page 36, Beetle, Giant, change the 4th-level advancement bite damage to "1d8."

    Chirurgeon (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/07

    Magus, Black Blade: Can I use Craft Magic Arms and Armor to increase my blade's enhancement bonus?

    No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade.

    Chirurgeon (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Magus, Black Blade: Can a black blade be sundered?

    Yes.
    The weapon's immunity the broken condition if it has at least 1 point in its arcane pool only prevents the specific effects of the broken condition. A black blade can still take damage--or even be destroyed--if it has at least 1 point in its arcane pool, it just won't take the additional penalties from the broken condition.
    The name of a class feature (in this case, "unbreakable") is flavor text, not rules text.

    Chirurgeon (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    Alchemist, Chirurgeon, breath of life: How can I use this extract to bring someone back from the dead?

    The normal action economy hinders the chirurgeon's ability to use its power over death class ability (which adds breath of life to his formula book).
    Normally, drawing and drinking an extract is a standard action.
    Normally, administering a potion to an unconscious creature is a full-round action (the rules don't state what action it is to do so to a dead creature, but it is presumably the same).
    Because breath of life must be used within 1 round of death to restore the subject to life, these action requirements mean the chirurgeon can never use this extract to restore someone to life.
    In the interest of having power over death actually fulfill its intended purpose (giving the archetype the ability to restore the dead), that ability will be changed to allow the chirurgeon to draw and administer a breath of life infusion to another creature as a full-round action.
    This will be updated in the next printing of Ultimate Magic.

    Sound Striker (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2015/01/03

    Bard: The sound striker’s weird words ability is confusing. Does it work more than once on the same target? And does it require 30 rolls to adjudicate?

    Change the text of weird words to the following “At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.” This change will be reflected in future errata.

    Qinggong Monk (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/05

    Monk: Can a qinggong monk take a second archetype if the character doesn't swap out abilities the second archetype requires?

    Yes. However, the other archetype takes priority over the various abilities granted at each level, and the character can't delay taking an ability that the other archetype replaces—he must allow the second archetype to replace the standard ability at the standard class level.
    For example, the monk of the healing hand archetype (APG) replaces
    wholeness of body (7th level)
    diamond body (11th level)
    quivering palm (15th level)
    perfect self (20th level).
    A qinggong monk who also wants to take the monk of the healing hand archetype has to let the healing hand archetype replace all four of those abilities at those specific class levels. The qinggong monk is still free to replace any standard monk abilities at the other class levels listed in the qinggong monk archetype (slow fall at 4th, high jump at 5th, and so on), so long as selecting those abilities doesn't interfere with acquiring the healing hand abilities at the correct levels.
    Note that if the second archetype replaces a standard monk ability, the character cannot select that replaced ability at a later monk level. For example, the qinggong/healing hand monk can never select wholeness of body, even at a level higher than 7th. In effect, the character has selected wholeness of body at 7th and immediately replaced it with a healing hand ability; as the qinggong archetype only lets you select an ability later if the character "selects a different ki power in place of a standard monk ability" (which didn't occur), that option is not available for the character.

    Crossblooded (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Sorcerer, Crossblooded and Wildblooded: Can I take both of these archetypes for the same character?

    No, because the archetype rules say none of the alternate class features can replace or alter the same class feature from the class as another alternate class feature. Because the crossblooded and wildblooded sorcerer archetypes both alter the bloodline arcana and bloodline powers, they aren't compatible archetypes.
    Note that it is certainly within the GM's purview to allow this combination. However, the character should not be able to use the crossblooded archetype's ability to select a lower-level bloodline power that was replaced by the wildblooded archetype. For example, a wildblooded brutal (abyssal) sorcerer replaces "strength of the abyss" with "wings of the abyss" at 9th level; the character has "paid" for the wildblooded archetype by giving up "strength of the abyss," and can't use the crossblooded bloodline to select "strength of the abyss" as her 15th-level or 20th-level bloodline power.

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: Can a synthesist (page 80) make attacks from his own body (such as manufactured weapons, unarmed strikes, or natural attacks) and attacks from the fused eidolon in the same round?

    Yes, but the fused character's natural attacks are still subject to the Maximum Attacks entry in the table for an eidolon of his level. For example, a 1st-level synthesist is limited to 3 natural attacks per round, whether those natural attacks are from the eidolon, the synthesist, or a combination of the two.

    If the synthesist wants to use his eidolon's natural attacks and use his own manufactured weapons or natural weapons in the same round, his eidolon needs to have enough limbs to account for all of these attacks. For example, a gnome synthesist fused with a two-armed biped eidolon has two arms it can use to make attacks; if the synthesist wants to make claw attacks with his eidolon's claws and also make weapon attacks (such as with a dagger or staff), he needs to give his eidolon additional arms evolutions to hold those weapons (as an extension of the summoner's own limbs)--a two-armed eidolon can't make two claw attacks and also make a dagger attack or staff attack in the same round.

    Remember that the synthesist is still subject to the rules of combining manufactured weapon attacks and natural weapon attacks in the same round (in that the natural weapons are always considered secondary and therefore have a -5 attack penalty).

    Remember also that the summoner is wearing the eidolon like a biological, all-encompassing "suit," and the eidolon's shape limits what the summoner can do. If the eidolon doesn't have arms, the summoner can't use his own arms to manipulate objects, make attacks, cast somatic spells, or anything else requiring arms--while fused, the summoner's limbs are trapped within the armless eidolon-suit, and he isn't able to use them to manipulate things. The summoner isn't able to extend his own body parts outside of the eidolon-suit; if he wants to be able to manipulate things with arms, the eidolon needs arms (though tentacles are sufficient for simple tasks).

    (Note: It is a matter of flavor and player's preference whether the synthesist floats immobile within the eidolon-suit and its limbs move at his mental command, if the synthesist moves his own arms and the eidolon-suit's arms echo this movement, or if the eidolon-suit is more form-fitting and the flesh-enveloping limbs move in direct response to the synthesist's own movements.)

    Note: This clarifies an earlier FAQ error where the summoner's weapon attacks counted toward the number of attacks on the table.

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: Can a synthesist (page 80) benefit from the Skilled evolution even though his eidolon doesn't have skills of its own? What about the Ability Score Increase evolution applied to a mental ability score?

    If the synthesist's eidolon has the Skilled evolution, the synthesist gains the bonus to that skill.
    If the synthesist applies the Increased Ability Score evolution to the eidolon's mental ability score, it has no effect on the synthesist because he uses his own mental ability scores.

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: Can a synthesist (page 80) use spells on himself that don't affect outsiders, even though he is treated as his own type or the outsider type, "whichever is worse"?

    Yes, because the normal eidolon's share spells ability says "A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider)," and the synthesist archetype doesn't change that.
    Note: This is a revision of an earlier question that used enlarge person as an example. FAQ pending about size-changing magic and a synthesist (because of the limitation of "the eidolon must be at least the same size as the synthesist" rule).

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: Can a synthesist (page 80) use the aspect ability to apply the improved natural armor evolution to himself? Will this stack with the improved natural armor of the eidolon-suit?

    A synthesist can use aspect to increase his own natural armor. However, when fused, he gains the eidolon's natural armor bonus, so this doesn't stack with his own natural armor bonus.
    (Using the ability in this way is still useful for times when the eidolon is banished, dead, or dismissed.)

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: Does a synthesist (page 80) keep any armor bonuses or other benefits from his armor when he is fused with his eidolon?

    No. The eidolon is, in effect, the synthesist's armor, and any armor the synthesist wears does not function while the eidolon is present. Fortunately, this doesn't mean the synthesist has to remove his armor when wearing the eidolon, and when the eidolon is banished/dismissed/killed, the summoner's worn armor immediately begins functioning again.

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: Does a synthesist (page 80) use his own Hit Dice or his eidolon's Hit Dice for evolutions based on Hit Dice, such as Breath Weapon and Web? What about his BAB for making attacks?

    The synthesist uses the eidolon's Hit Dice for the effects of evolutions, not his summoner Hit Dice or his total Hit Dice.
    When fused, use the eidolon's BAB instead of the summoner's class BAB, and add in BAB from other sources as normal. For example, a fighter 19/summoner 1 normally has a total BAB of +19 (+19 from fighter, +0 from summoner), and when fused with his eidolon this increases to +20 (+19 from fighter, +1 from the 1st-level eidolon).

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: How does a synthesist (page 80) heal damage to his eidolon?

    Because the eidolon gives the synthesist temporary hit points rather than having a separate pool of normal hit points, effects that cure hit points don't restore the eidolon's temporary hit points. This technically leaves you unable to heal the eidolon. To remedy this, effects that specifically restore hp to an eidolon (such as rejuvenate eidolon) restore temporary hit points to a synthesist's eidolon. This does mean those spells end up as a sort of must-have "spell tax" for synthesists, but the advantage of being a synthesist is your eidolon's hp are a buffer between you and damage, unlike a normal summoner who can be targeted separately from his eidolon.
    Even the Fast Healing evolution, or other fast healing or regeneration effects, restore hit points rather than temporary hit points, so they heal the summoner, not the eidolon's temporary hit points.

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: If a synthesist (page 80) takes the swallow whole evolution, does he use his own hp or the eidolon's temporary hp to determine the hp of the "stomach"?

    Use the summoner's hp to determine this. Obviously the summoner isn't actually swallowing the target, so it's merely contained within the eidolon-suit, but the hp of the "stomach" is based on actual hp, not temporary hp, so it's simpler to use the summoner's hp rather than create a specific exception to have this based on the eidolon-suit's temporary hp. Fortunately, this means effects that boost a summoner's hp (such as bear's endurance) increase the hp of the "stomach."

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: What happens when a synthesist (page 80) takes ability damage or drain while the eidolon is present?

    The eidolon takes Str, Dex, and Con damage or drain, the summoner takes Int, Wis, or Cha damage or drain. If this bring's the eidolon's Str or Dex to 0, the fused summoner/eidolon is helpless (though he can still dismiss the eidolon). If this brings the eidolon's Con to 0, it dies and returns to its home plane. If the eidolon goes away (whether dismissed, banished, or killed), the summoner immediately begins using his own Str, Dex, and Con.

    There is no "spillover" for extra ability damage or drain beyond what it takes to reduce the eidolon to 0; if an eidolon with Constitution 1 takes 3 points of Con damage and dies, the summoner doesn't take the "extra" 2 points of Con damage. However, ongoing effects (like continuing poison damage) would affect the (non-fused) summoner after the eidolon disappeared.

    Remember also that the eidolon does not heal naturally. Just like hit point damage, any ability damage or drain the eidolon has persists between when it is banished/dismissed/killed and when it is resummoned. The exception is an eidolon killed by Con damage (which, if resummoned, would still be at 0 Con and immediately die and vanish); in this situation, the resummoned eidolon is cured of 1 point of ability damage or drain so the amount of damage or drain is 1 less than its actual Constitution score, allowing it to live.

    Effects that cure ability damage or drain work on the eidolon's ability scores when it is summoned.

    Synthesist (Archetype)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Summoner: What happens when a synthesist (page 80) takes a penalty, suffers an affliction, or has an ongoing effect when the eidolon disappears?

    These effects persist on the summoner after the eidolon is gone. For example, a ray of enfeeblement on the fused character continues to affect the summoner after the eidolon is gone, as would a bestow curse spell or acid arrow spell, as would continuing poison damage. These effects apply to the character as a whole, and just because the eidolon is gone doesn't mean the summoner is freed from the effect (ability damage is tracked separately, as described in another FAQ, because it is a separate game statistic that the summoner "borrows" from the eidolon). If the condition or effect ends (whether from its duration running out, being cured/negated/dispelled, and so on) while the eidolon is gone, it doesn't return when the eidolon is resummoned. This applies to beneficial effects as well as harmful ones--an invisible summoner isn't suddenly visible if his eidolon disappears, nor does he become invisible again if the duration ran out while the eidolon was gone.

    Maestro (Bloodline)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Sorcerer: In the maestro bloodline bonus feats, where can I find the Mystic Motif feat?

    The Mystic Motif feat was cut in development (it altered the appearance of your spells and increased the Spellcraft DC to recognize them, which wasn't much of a benefit compared to the cost of a feat). Replace it with Lingering Performance (an APG feat).
    Update: Page 67, maestro bloodline bonus feats, replace "Mystic Motif" with "Lingering Performance."

    Rakshasa (Bloodline)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Sorcerer: In the rakshasa bloodline feats (page 68), where can I find Deceptive and Mystic Motif?

    The Deceptive feat should be the Deceitful feat.
    The Mystic Motif feat was cut in development (it altered the appearance of your spells and increased the Spellcraft DC to recognize them, which wasn't much of a benefit compared to the cost of a feat). Replace it with Empower Spell.
    Update: Page 68, rakshasa bloodline bonus feats, change "Deceptive" to "Deceitful." Delete "Mystic Motif" and add "Empower Spell" to the list of bloodline feats.

    Shaitan (Bloodline)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Sorcerer: Does a 20th-level sorcerer with the shaitan bloodline (page 69) gain immunity to electricity and the ability to plane shift to the Plane of Water?

    No, that ability should refer to acid and the Plane of Earth.
    Update: Page 69, change the last ability of the shaitan bloodline from "immune to electricity damage" to "immune to acid damage." Change "Plane of Water" to "Plane of Earth."

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Magus: Can a magus use spell combat (page 10) with cantrips?

    Yes. It is not limited to spells of level 1 or higher.

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?

    Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

    On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

    Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/04

    Magus: When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

    Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/04

    Magus, Spell Combat: When using spell combat, do I specifically have to use the weapon in my other hand, or can I use a mixture of weapons (such as armor spikes and bites) so long as my casting hand remains free?

    You specifically have to use the light or one-handed melee weapon in your other hand.

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/04

    Magus, Spell Combat: Does spell combat count as making a full attack action for the purpose of haste and other effects?

    Yes.
    Edit 9/9/13: This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling did not allow the extra attack from haste when using spell combat.

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    Magus, Spell Combat: If I use spell combat, how many weapon attacks can I make?

    You can make as many weapon attacks as you would normally be able to make if you were making a full attack with that weapon. For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.
    Edit 9/9/13: This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that spell combat did not allow the extra attack from haste (because spell combat was not using the full attack action).

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    Magus, Spellstrike: If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon?

    Yes. For example, if you cast chill touch (which allows multiple touch attacks), you could use spellstrike to cast and deliver the spell through your weapon, and in later weapon attacks you could use your weapon to deliver the remaining spell touch attacks (one spell touch attack per weapon attack).
    If you have multiple attacks per round with that weapon (such as from having a BAB of +6 or higher), you can use the weapon to deliver multiple spell touch attacks per round, so long as you have uses of that spell touch attack remaining.
    For example, if you are an 8th-level magus (BAB +6/+1) and you cast chill touch, you have up to 8 uses of that spell touch attack. If you make two weapon attacks in a round, you can deliver two spell touch attacks per round (one for each successful weapon attack).

    Magus (Class)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    Magus, Spell Combat: What spells can I cast when using spell combat?

    The relevant text of the ability is:
    "As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)."
    The spell you cast when using spell combat has to be a magus spell you know, and it must be a magus spell prepared with one of your magus spell slots.
    (Other magus abilities may modify what spells can be used with spell combat. For example, the broad study magus arcana explicitly states the magus can use spell combat to cast spells from the selected non-magus spellcasting class.)

    Construct Armor (Construct Modification)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/11

    Construct Armor (page 114): How do attacks target the construct armor? Do I gain its resistances, immunities, and other defenses? What are the "benefits" and "hindrances" mentioned in this section? Does wearing it affect your speed?

    The construct armor is treated as breastplate for the purpose of AC. If something targets you, it must first hit your AC. If it hits you, the attack has to get through the construct's DR or hardness and its hit points. In effect, the construct armor acts much like a pool of temporary hit points: you don't take any damage from attacks that target your AC until the construct is destroyed.

    Attacks that bypass your AC bypass this protection and affects you normally (this includes most area effects). If the construct is resistant or immune to a particular attack, the attack bypasses this protection and affects you normally. Basically, the construct armor is good at mitigating damage from melee and ranged attacks, but doesn't protect you like you were the actual construct.

    For example, a wood golem is immune to and healed by cold; if you're wearing wood golem armor, hitting you with a ray of frost doesn't harm the armor, heals the armor if the attack deals at least 3 points of cold damage, and deals 1d3 points of cold damage to you. Fortunately, you don't gain the construct's weaknesses; just because a wood golem has vulnerability to fire doesn't mean you take 150% fire damage when wearing wood golem armor.

    The "benefits" in this section refer to the construct armor counting as breastplate and to its hit point buffer against melee and ranged attacks. The "penalties" in this section refer to the construct armor counting as breastplate.

    Because the "counts as breastplate" section doesn't say it affects your speed (presumably because the construct is partially animate and able to help you move), it does not affect your speed.

    Update: Page 114—In the Construct Armor modification, in the first paragraph, in the second sentence, change “first target the construct” to “damage the construct.” In the third sentence, change “regains all the hindrances” to “retains all the hindrances.”

    Antagonize (Feat)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Antagonize: The DC to use the Antagonize feat (page 143) is listed as being equal to the target's Hit Dice + the target's Wisdom modifier. Is this correct?

    No. The DC to use the Antagonize feat should be 10 + the target's Hit Dice + the target's Wisdom modifier.
    Update: Page 143, in the Antagonize feat, in the benefits section, in the first paragraph, second sentence, change "DC equal to the target's Hit Dice" to "DC equal to 10 + the target's Hit Dice".

    Blighted Critical (Feat)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Blighted Critical (page 143): What are the prerequisites for this feat? The table doesn't match the feat entry (page 144).

    The text on page 143 is correct. Likewise, the text for Blighted Critical Mastery (page 143) and Greater Blighted Critical (pages 151-152) shouldn't list Critical Focus as a prerequisite, nor should the table entry for all three feats on page 144.
    Update: Page 143, Blighted Critical Mastery, remove "Critical Focus" from the Prerequisites. Page 151, Blighted Critical, remove "Critical Focus" from the Prerequisites on page 152. Page 144, Blighted Critical/Greater Blighted Critical/Blighted Critical Mastery, remove "Critical Focus" from the Prerequisites.

    Eldritch Heritage (Feat)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2015/01/02

    Archetypes and Gaining Powers: If an archetype like wildblooded sorcerer grants new class features like bloodline powers, domain powers, or the like, if I don’t have that archetype, can I use feats like Eldritch Heritage or Believer’s Boon and choose the powers granted by the archetype.

    No. These powers only exist for the archetypes that grant them. This is particularly important because in some cases, the archetype might trade out non-parallel features to gain those powers. For example, a fey sorcerer with the wildblooded archetype trades out both her bloodline arcana and her 1st-level power to gain a new 1st-level power, but a non-sorcerer using a feat to gain a 1st-level power never had the bloodline arcana to begin with.

    Judgment Surge (Feat)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Judgment Surge (page 153): What are the prerequisites for this feat? The table doesn't match the feat entry (page 145).

    The text on page 153 is correct.
    Update: Page 145, Judgment Surge, remove "judgment twice per day class feature" from the Prerequisites.

    Threnodic Spell (Feat)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Threnodic Spell (page 157): What are the prerequisites for this feat? The table doesn't match the feat entry (page 147).

    The text on page 157 is correct.
    Update: Page 147, Threnodic Spell, change "Spell Focus (enchantment)" to "Spell Focus (necromancy)."

    Believer's Boon (Feat)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2015/01/02

    Archetypes and Gaining Powers: If an archetype like wildblooded sorcerer grants new class features like bloodline powers, domain powers, or the like, if I don’t have that archetype, can I use feats like Eldritch Heritage or Believer’s Boon and choose the powers granted by the archetype.

    No. These powers only exist for the archetypes that grant them. This is particularly important because in some cases, the archetype might trade out non-parallel features to gain those powers. For example, a fey sorcerer with the wildblooded archetype trades out both her bloodline arcana and her 1st-level power to gain a new 1st-level power, but a non-sorcerer using a feat to gain a 1st-level power never had the bloodline arcana to begin with.

    Metal (Oracle Mystery)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Oracle: For the metal mystery's iron weapon revelation (page 55) and wood mystery's wooden weapon revelation (page 58), how long does the created weapon last?

    The weapon lasts 1 minute per oracle level. For both revelations, cut the last sentence referring to non-consecutive minutes and 1-minute increments.
    Update: Page 55, Iron Weapon revelation, cut the sentence on page 56 that says "This duration does not need to be consecutive, but it must be used in 1-minute increments." Page 58, Wooden Weapon revelation, cut the sentence that says "This duration does not need to be consecutive, but it must be used in 1-minute increments."

    Wood (Oracle Mystery)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Oracle: For the metal mystery's iron weapon revelation (page 55) and wood mystery's wooden weapon revelation (page 58), how long does the created weapon last?

    The weapon lasts 1 minute per oracle level. For both revelations, cut the last sentence referring to non-consecutive minutes and 1-minute increments.
    Update: Page 55, Iron Weapon revelation, cut the sentence on page 56 that says "This duration does not need to be consecutive, but it must be used in 1-minute increments." Page 58, Wooden Weapon revelation, cut the sentence that says "This duration does not need to be consecutive, but it must be used in 1-minute increments."

    How to Play (Rule)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Cantrips/Orisons: Where are all the new 0-level spells mentioned in the spellbooks?

    The 0-level spells were cut in development. Later printings of Ultimate Magic won't refer to them. These cantrips later appeared on the Paizo blog.
    Update: Remove the 0— line from spellbooks on pages 121, 122, 123, 124 (two books), 125, 126 (two books), and 127.

    How to Play (Rule)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Choose Fate: Where is the choose fate spell, which is mentioned in the witch ancestor patron and one of the spellbooks in Chapter 2?

    The spell was cut from the book during development. In the witch ancestor patron (page 83) and the Library of the Dancer of Skins spellbook (page 126), replace it with weird.
    Update: Page 83, change choose fate to weird. Page 126, change choose fate to weird.

    Cold Ice Strike (Spell)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Cold Ice Strike (page 211): What are the components for this spell? Is its casting time 1 swift action?

    The Components should be: V, S
    The casting time is 1 swift action.
    The Range should be 30 ft. and the Area should be a 30-ft. line. All references to "cone" in the spell description should be "line."
    Update: Page 211, cold ice strike, after Casting Time, add a line with "Components V, S." Change Range to "30 ft." Change Area to "30-ft. line." Change two references in the spell description from "cone" to "line."

    Edit: Removed reference to M component in this FAQ entry.

    Fleshworm Infestation (Spell)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Fleshworm Infestation (page 220): What is the significance of the "preparation time" line?

    That line is a leftover from a subsystem that was discarded in development. It has no effect in the printed version of the spell, and you may disregard it for this spell and any other in which it appears.
    Update: Page 220, fleshworm infestation, cut the Preparation Time line.

    Terrible Remorse (Spell)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Terrible Remorse: If I make my saving throw against terrible remorse (page 243), do I become paralyzed for the duration of the spell?

    No. The spell is a bit unclear here. When you are targeted by terrible remorse you do not make a saving throw until your turn. On your turn, you must make a Will saving throw. If you make the saving throw, you are frozen with sorrow and can take no actions, but this causes the spell to end. If you fail the saving throw, you deal damage to yourself, but can otherwise act normally.
    Update: Page 243, in the description of the terrible remorse spell, change the final sentence to read as follows.
    If the creature saves, it is instead frozen with sorrow for 1 round, during which time it can take no actions and takes a -2 penalty to Armor Class, after which the spell ends.

    Sage (Wildblooded Bloodline)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Sorcerer: Does a sorcerer with the sage bloodline (page 72) use her Int or Cha to determine uses per day of arcane bolt?

    The sage sorcerer uses her Int to determine the number of daily uses of her bloodline powers, including arcane bolt. Therefore, whether arcane bolt lists Int or Cha, the sage sorcerer still uses her Int.
    The bloodline power lists Cha because that's the standard terminology for sorcerer bloodlines (because all other sorcerers use Cha), and because there may be a way for a non-sorcerer to gain access to that bloodline power, in which case it should be based on Cha (like other sorcerer bloodline powers) instead of Int.

    Nails (Ex) (Witch Hex)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/08

    Witch, Scar Hex: Does the scar hex (page 81) have any effect on the target's Diplomacy or other social skills, or any other effects?

    The hex needs some clarification and a little bump.

    First, the sentence "These scars do not hinder the target's actions or abilities in any way" is there to indicate that you can't scar over a target's eyes to make them blind, ears to make them deaf, or mouth and nose to keep them from breathing. However, large, visible scars may have a positive or negative effect for the target, depending on who he's interacting with--a tribal culture may see scarification as the mark of a deadly warrior, while the upper echelons of a decadent urban nobility may see scars as a sign of childhood poverty or general thuggishness. Rather than trying to present a system of game mechanics for all these possibilities, the GM should use the Fiat Rule (Core Rulebook page 403) to modify Bluff, Disguise, Diplomacy, and Intimidate checks as appropriate for interactions with the scarred target.

    Second, the scar is a magical curse, and it should persist through changing shapes (lycanthropic, the change shape monster ability, polymorph spells, and so on).

    Third, the hex needs a range. Touching the target to scar it is thematically appropriate, so the witch has to make a melee touch attack.

    Fourth, the hex could benefit from a mechanical boost. Therefore, scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations.

    The book will be updated with these changes, though the exact wording will depend on the space available when the page is typeset.

    Update: Witch scar hex, page 81, add notes about skill modifiers, shapechanging persistence, melee touch attack, increased range for other hexes, and scrying boost.

    Ice Tomb (Su) (Witch Hex)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2014/01/03

    Witch, Ice Tomb Hex: What is the range of this hex? Can it affect objects? Does the target need to drink? Can it affect a cold-immune creature? If the target succeeds at its save, is it still imprisoned? How long does it last?

    Like most major hexes, the range is 60 feet.

    In the second printing of Ultimate Magic, the text says, "A storm of ice and freezing wind envelops the creature...," so it only affects creatures, not objects.

    The target doesn't need to eat, breathe, or drink.

    The general assumption for effects is if the creature negates the damage from the effect, the creature isn't subject to additional effects from that attack (such as DR negating the damage from a poisoned weapon, which means the creature isn't subject to the poison). Therefore, a cold-immune creature takes no damage from the hex and can't be imprisoned by it.

    A target that succeeds at its save takes half damage and is not imprisoned.

    Under temperate conditions, the ice lasts 1 minute per witch level. In tropical environments it might only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.

    Future printings of Ultimate Magic will incorporate these clarifications.

    Insanity (Witch Patron)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Witch: What spell does the insanity patron (page 83) grant at level 6?

    The spell at level 6 should be distracting cacophony.
    Update: Page 83, insanity witch patron, change "madn hallucination" to "distracting cacophony."

    Light (Witch Patron)

    Source Ultimate Magic
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Witch: What spell does the light patron (page 83) grant at level 18?

    The spell at level 18 should be fiery body.
    Update: Page 83, light witch patron, change the level 18 "sunburst" to "fiery body."

    Totem Warrior (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/03

    Barbarian--Totem Warrior: Does this APG archetype allow you to take more than one type of totem rage powers?

    No, the line in Ultimate Combat is in error; a barbarian cannot select from more than one group of totem rage powers.
    This error will be corrected in the next printing of Ultimate Combat.
    This answer originally appeared in the 9/11/12 Paizo blog.

    Ragechemist (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Alchemist: Is the Strength bonus for the rage mutagen ability of the ragechemist archetype (page 25) in addition to the normal bonus for a Strength mutagen?

    No, the +6 replaces the normal +4 Strength bonus of the alchemist’s Strength mutagen. This will be updated in a future printing of Ultimate Combat as follows:
    Page 25—In the Ragechemist archetype, in the Rage Mutagen class feature, change the first sentence to read as follows:
    "At 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen’s bonus to Strength increases by +2 and penalizes the alchemist’s Intelligence score."

    Kensai (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2017/01/04

    Magus, Kensai: Many of the kensai’s abilities refer to “his chosen weapon.” Is that the “single martial or exotic melee weapon of his choice” from the Weapon and Armor Proficiency ability? If it isn’t, how do I decide what his chosen weapon actually is?

    The chosen weapon does indeed refer to the single martial or exotic melee weapon he chose.

    Myrmidarch (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/05

    Magus, Myrmidarch: Do my weapon training and armor training abilities stack if I multiclass into fighter?

    Yes.
    Armor training requires more explanation as to how they stack:
    Fighter armor training 1 (gained at 3rd level) also gives a fighter the ability to move at normal speed in medium armor. A myrmidarch gains armor training 1 at 8th level, and also gains this ability to overcome the speed reduction of medium armor.
    Fighter armor training 2 (gained at 7th level) also gives a fighter the ability to move at normal speed in heavy armor. A myrmidarch gains armor training 2 at 14th level, and also gains this ability to overcome the speed reduction of heavy armor.
    A multiclassed character with armor training 1 from fighter (3rd level) and armor training 1 from myrmidarch (8th level) gains the ability to overcome the speed reduction of heavy armor (as it is the equivalent of armor training 2, which grants that ability).

    Martial Artist (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/08

    Monk, Martial Artist: How can I use abundant step if this archetype replaces my ki pool?

    The archetype should have replaced all ki-based abilities, but abundant step was left in by accident. The archetype should also replace abundant step with a monk bonus feat.
    This will be changed in the next printing of Ultimate Combat.

    Sohei (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Monk, Sohei: Can a sohei use flurry of blows while wearing light armor?

    Yes (but not medium or heavy armor). However, a sohei does not gain his monk AC bonus class feature when wearing armor.
    The next printing of Ultimate Combat will be changed to reflect this ruling.

    Tetori (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2011/01/10

    Monk, Tetori: This archetype has three bonus feats that do not exist: Crushing Embrace, Twin Lock, anh Backbreaker. What feats should replace those missing feats?

    Update: Page 16, change "2nd level--Crushing Embrace" to "2nd level--Stunning Pin"; change "10th level--Twin Lock" to "10th-level--Pinning Knockout"; and change "18th level--Backbreaker" to "18th level--Neckbreaker."

    Wild Stalker (Archetype)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/08

    Ranger, Wild Stalker: How can I have the rage powers ability and the wild talents ability if they both replace favored enemy?

    The rage powers ability and the wild talents ability should be considered one single ability granted by the archetype and replacing the 2nd, 3rd, 4th, and 5th favored enemies. At ranger level 5, 10, 15, and 20, you can select either a rage power or the skill bonus described in the wild talents ability.
    This will be corrected in the next printing of Ultimate Combat.

    Dragon Totem Resilience (Su) (Barbarian Rage Power)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Dragon Totem Resilience: Dragon totem resilience says that I get energy resistance equal to twice my barbarian DR, but then it says “This DR increases by 2 for each dragon totem rage power she possesses”. From the context, it seems like it meant that the energy resistance increases. Which one is right?

    It should say that the energy resistance increases by 2 for each dragon totem rage power. This will be reflected in the next errata

    Monk (Class)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2011/01/10

    Monk Weapons: If a weapon is specified as a monk weapon, does that mean that monks are automatically proficient with that weapon?

    No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.

    Boar Style (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2014/01/11

    Boar Style: Boar Style seems to deal 2d6 bleed damage, which by the normal rules of bleed damage would apply each round, but then Boar Shred, which requires Boar Style and a much higher level, deals 1d6 bleed damage and specifies that it happens on each round. Did Boar Style mean something else?

    Yes, Boar Style means to say that it deals 2d6 additional damage once when you hit a foe twice, similar to the rend ability, and then Boar Shred actually does 1d6 ongoing bleed damage. This will be reflected in future errata.

    Dragon Ferocity (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2014/01/10

    Dragon Ferocity and Tiger Claws: These feats both tell me to add 1/2 my Strength bonus to damage. How does that affect my damage? Does that reduce down to 1/2?

    No, Dragon Ferocity should read "While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of twice your Strength bonus on the first attack and 1-1/2 your Strength bonus on the other attacks" and Tiger Claws should read "If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus, normally to a total of 1-1/2 your Strength bonus." These changes will be reflected in future errata.

    Tiger Claws (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2014/01/10

    Dragon Ferocity and Tiger Claws: These feats both tell me to add 1/2 my Strength bonus to damage. How does that affect my damage? Does that reduce down to 1/2?

    No, Dragon Ferocity should read "While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of twice your Strength bonus on the first attack and 1-1/2 your Strength bonus on the other attacks" and Tiger Claws should read "If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus, normally to a total of 1-1/2 your Strength bonus." These changes will be reflected in future errata.

    Channeled Revival (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/07

    Channeled Revival: What is the range of this ability?

    It uses the range of your channel energy ability.

    Channeling Scourge (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2011/01/10

    Channeling Scourge: This feat has Inquisitor channel energy class feature as a prerequisite, but I see no inquisitor archetype that grants the channel energy class feature. How can an inquisitor take this feat?

    The feat is for inquisitors that multiclass with a class that does have that class feature.
    Update: Page 92, In the first column, in the Channeling Scourge feat, change the Prerequisite entry "Inquisitor channel energy class feature" to "channel energy class feature, inquisitor level 1st."

    Feral Combat Training (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Feral Combat Training: What does “with” in the Special line for this feat mean for monks making a flurry of blows?

    Normally a monk who has natural attacks (such as a lizardfolk monk with claw attacks) cannot use those natural attacks as part of a flurry of blows (Core Rulebook 57). Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on.
    The feat does not allow you to make your normal flurry of blows attack sequence plus one or more natural attacks with the natural weapon. In other words, if you can flurry for four attacks per round, with this feat you still only make four attacks per round... but any number of those attacks may be with the selected natural weapon.

    Prone Shooter (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2012/01/11

    Prone Shooter: What does this feat do? It says that you do not take a penalty for shooting while prone, but there is no such penalty.

    You are of course correct here. As currently written, the feat does not function as intended. To fix this issue, make the following changes.
    Remove the Weapon Focus feat prerequisite from the feat. The benefit paragraph of the feat should be changed to read as follows:
    Benefit: If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to -2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.
    Finally, delete the special paragraph from the feat.

    Rapid Reload (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Advanced Firearms and Rapid Reload: How does Rapid Reload work with advanced firearms? It seems like I can reload an early firearm with alchemical cartridges and Rapid Reload faster than an advanced firearm. Are advanced firearms meant to receive an additional reload reduction for using metal cartridges? Are they meant to work differently with Rapid Reload than early firearms?

    Advanced firearms do not receive an additional reload reduction for using metal cartridges; their reload speed is the one listed in the chart, and they must use metal cartridges, which don’t affect the reload. On page 136 under loading a firearm, it mentions that Rapid Reload reduces the time to load a firearm in the section for rules that apply to both early and advanced firearms; however, the Rapid Reload feat doesn’t break out advanced firearms separately from other firearms. It should reduce their reload speed from a move action to a free action.

    Sure Grasp (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2011/01/10

    Snap Shot: Can a character with Snap Shot (page 119) and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action?

    Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat.

    Vicious Stomp (Feat)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/03

    Vicious Stomp: How does this interact with Greater Trip? Do you get two AOOs or just one?

    Using these feats together provokes two AOOs, because the two AOO-triggering acts are similar, but different.
    Greater Trip gives you an AOO when you trip a foe. Vicious Stomp gives you an AOO occurs when a foe falls prone.
    This answer originally appeared in the 9/11/12 Paizo blog.

    Scorpion whip (Weapon)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2015/01/05

    Scorpion Whips: How do scorpion whips work? There are several published sources of scorpion whips, and they seem inconsistent.

    Change the last sentence in the Ultimate Combat scorpion whip's description to say "If you are proficient with both scorpion whips and whips, you can use a scorpion whip in either the normal way, as a typical light performance weapon, or as a whip. When you use a scorpion whip as a whip, it is otherwise equivalent to a whip, but it deals lethal damage and can harm creatures regardless of their armor bonus." This change will be reflected in future errata.
    What this means is that the scorpion whip is normally a light performance weapon with no other special weapon features, but that someone with both proficiencies can also use it as a whip, in which case it acts precisely like a whip in all ways (one-handed weapon, attack out to 15 feet, provoke an attack of opportunity, can use the Whip Mastery feats, etc) except that it deals lethal damage and can harm creatures regardless of their armor bonus.

    Double-barreled pistol (Weapon)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Double-barreled Muskets and other Double-Barreled Weapons: In the third printing of Ultimate Combat, double-barreled musket’s wording received an erratum to clarify, but not double-barreled pistol or shotgun, which have similar wording. Should they also use the double-barreled musket’s erratum?

    Yes, all three should use the new wording from double-barreled musket.

    Double-barreled musket (Weapon)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/07

    Double-Barreled Musket: Is the range increment for a double-barreled musket 10 feet? A single-barreled musket's range increment is 40 feet.

    "10 feet" is an error, and will be fixed in the next printing of Ultimate Combat. The correct range increment is "40 feet."

    Double-barreled shotgun (Weapon)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Double-barreled Muskets and other Double-Barreled Weapons: In the third printing of Ultimate Combat, double-barreled musket’s wording received an erratum to clarify, but not double-barreled pistol or shotgun, which have similar wording. Should they also use the double-barreled musket’s erratum?

    Yes, all three should use the new wording from double-barreled musket.

    Dead Shot (Ex) (Gunslinger Deed)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2016/01/01

    Dead Shot: When it says you make the number of attack rolls based on your base attack bonus, would that also include extra attacks from things like haste or Rapid Shot?

    No, dead shot only includes attacks from base attack bonus (so two attack rolls at 7th, three at 11th, four at 16th). Dead shot is meant more of a backup option for particular situations (such as shooting against something with high hardness or avoiding misfires).

    How to Play (Rule)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2011/01/10

    Inquisitor: Ultimate Magic states that any domain-using class can take inquisitions while Ultimate Combat states that only inquisitors can take inquisitions. Which source is correct?

    Ultimate Magic is correct.
    Update: Page 52, in the first column, in the Inquisitions section, in the second paragraph, replace the first two sentences with the following: "Inquisitions are like domains. Other classes that use domains can take inquisitions but inquisitions are typically weaker than the domains those classes can already choose because they do not grant domain spell slots or domain spells."

    Firearm Rules (Rule)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Inappropriately Sized Firearms: Does this rule (page 136) allow a Medium or smaller creature to use larger firearms of any size?

    The text of the rule is, "The size of a firearm never affects how many hands you need to use to shoot it." The intent of that rule was to prevent a Medium character from using a Small rifle as a one-handed pistol; it wasn’t intended to let a Medium character use a Large, Huge, Gargantuan, or Colossal two-handed firearm as a two-handed weapon. Just like with non-firearms, a creature cannot wield a weapon that’s far too big or small for it. Specifically in the case of firearms, a Medium character can’t use a two-handed firearm sized for a Large or larger creature, and a Small character can’t use a two-handed firearm sized for a Medium or larger creature.

    Firearm Rules (Rule)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2013/01/04

    Firearms: If I roll a misfire when attempting to confirm a critical hit, what happens?

    You cannot misfire on a critical hit confirmation roll. If you roll a misfire when attempting to confirm a critical hit, just treat it as a normal result of the die (which might confirm the crit or fail to do so).

    Mithral (Special Material)

    Source Ultimate Combat
    Paizo Link
    Rule Link
    Date Published 2011/01/10

    Weapons: There are melee weapons in Ultimate Combat (pages 131 to 132) with a weight of "—". If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?

    Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

    Limp Lash (Spell)

    Source Goblins of Golarion
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    How does the spell limp lash work?

    Limp lash suffers a bit from using game terms as general descriptive text. Here are some clarifications.

    1. You strike the target with the whip, he start taking ability penalties, is he paralyzed or hindered in any other way?
    He is not paralyzed until the ability penalty reduces the victim's effective Strength, Dexterity, or Constitution to 1 (the minimum to which this spell can adjust a score). Once one of these 3 scores is reduced to 1, the victim becomes paralyzed—he is not paralyzed before this point.

    2. The whip has a maximum range of 20 ft. If the target is not paralyzed or otherwise prevented from moving, what happens when he moves out of the 20 ft range? The spell dissipates or ?
    If the target moves out of range, the spell ends. (This is similar to what happens if you let go of the whip.) This does mean it's relatively easy for a victim to escape from the spell—that is by design, since otherwise the fact that there's no save to resist the penalties is pretty powerful.

    3. Can you take any actions while holding the whip?
    You can take any action you want, but if any action requires you to release your hold on the whip, the limp lash spell immediately ends.

    4. What happens if some effect attempts to displace the whip (e.g. wall of stone between you and the target), or some effect moves the target away (e.g. bull rush)?
    The spell effect ends if something moves the target out of range or completely breaks the line of effect between you and the target.

    Ranger (Class)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2011/01/07

    Vampire: Does a ranger with favored enemy: humanoid (human) get his favored enemy bonus against a human-turned-vampire?

    No. According to the vampire template, a human-turned-vampire doesn't keep the (human) subtype, so the ranger's bonus doesn't apply—the vampire isn't quite human enough anymore. In general, favored enemy: humanoid isn't effective against a creature that is a type other than humanoid (such as a vampire, which is type: undead).

    Archon (Monster Family)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2010/01/08

    Archon: Is an archon's greater teleport ability spell-like or supernatural? Individual archons list it as spell-like, but the archon subtype entry lists it as supernatural.

    The ability is spell-like.

    Change Shape (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2010/01/09

    Change Shape: Does a creature with this ability use the duration of the change shape spell, and have to keep renewing as it expires?

    As originally written, with how the Pathfinder rules for change shape work, a creature with the ability must keep renewing it every few minutes, as it is based on a spell with a duration. This negatively affects creatures such as doppelgangers, which live for extended periods in an alternate form, and having to reactivate this ability would ruin the ruse, especially as it couldn't do so while it slept.
    The way this ability works is being updated as of Bestiary 2. For now, unless a creature's description says otherwise, treat any creature with change shape as if it had the ability to remain in its alternate form indefinitely, without needing to reactivate the ability. (SKR 9/23/10)

    Constrict (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2010/01/11

    Constrict: When a creature with the constrict universal monster rule (Bestiary, page 298) grapples a foe, when does it deal constrict damage?

    A creature with constrict deals this additional damage every time it makes a successful grapple check against a foe. This includes the first check to establish the grapple (such as when using the grab universal monster rule).

    Damage Reduction (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/03

    How does DR interact with magical effects that deal bludgeoning, piercing, or slashing damage?

    Although the Bestiary definition of Damage Reduction (page 299) says "The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities," that's actually just referring to damage that isn't specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn't protect against "typeless damage" from magical attacks.
    However, if a magical attack specifically mentions that it deals bludgeoning, piercing, or slashing damage, DR affects that damage normally, as if it were from a physical weapon. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.)
    For example, the ice storm spell deals 3d6 points of bludgeoning damage and 2d6 points of cold damage. If you cast ice storm at a group of zombies, the zombie's DR 5/slashing protects them against 5 points of the spell's bludgeoning damage. Their DR doesn't help them against the spell's cold damage because DR doesn't apply to energy attacks.

    Grab (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2011/01/03

    Grab: The grab rules for the Bestiary say the ability only works on creatures smaller than the monster, but the grab rules for Bestiary 2 say the ability works on creatures of up to the monster's own size. Which is correct?

    Bestiary 2 is the new, updated version: grab works on creatures up to the size of the monster with the grab ability. The next time we do a reprint of the original Bestiary, we'll update all references to grab and similar abilities to reflect this change.

    Incorporeal (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2014/01/10

    Incorporeal Creatures and "Counts as Magic": Say I have an attack that counts as magical for the purpose of bypassing damage reduction, such as from the monk's ki pool (magic). Does that mean I can't harm an incorporeal creature at all, since the attack doesn't count as magical for that purpose?

    Such attacks should also be able to harm incorporeal creatures as if the attack was magic. This will be reflected in future errata.

    Natural Attacks (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    Claws and Talons: If I gain claw attacks, can I put those claw attacks on my feet?

    If you are a bipedal creature (roughly humanoid-shaped, with two arms and two legs), your claws must go on your hands; you can not assign them to any other limb or body part.
    If you are a quadruped (or have more than four legs), you can have claws on your feet. If you have claws on all of your feet, normally you can't use all of those claw attacks on your turn unless you have a special ability such as pounce or rake.
    Talons are much like claws, but go on a creature's feet, usually a bipedal creature (especially a flying bipedal creature such as a giant eagle or harpy). An ability that grants you claw attacks cannot be used as if they were talon attacks (in other words, you can't "re-skin" the ability's game mechanics so you can use it on a different limb).

    Negative Energy Affinity (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Negative Energy Affinity: How is this ability (Bestiary 2, page 299) supposed to work?

    The intent of this ability is that the creature is healed by negative energy (like an undead) and harmed by positive energy (like an undead); this is automatic and has nothing to do with the intent of the target or the energy-wielder. However, as written, the ability is a bit confusing because of the phrase “reacts to,” which doesn’t have a clear definition. This ability will be changed in the next printing of Bestiary 2.
    Update: Page 299—In the description of the Negative Energy Affinity ability, replace the current entry with the following:
    Negative Energy Affinity (Ex) The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. Format: negative energy affinity; Location: Defensive Abilities.

    Pounce (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2012/01/02

    Pounce: If have this ability (page 302), can I make iterative attacks with weapons as part of my full attack?

    Any melee attack sequence you can perform as a full attack is allowed as part of the charge-pounce-full attack. For example, a barbarian with the greater beast totem rage power gains the pounce universal monster ability and could make iterative attacks with manufactured melee weapons as part of her charge-pounce-full attack.

    Pounce (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/07

    Pounce and Slow: If a creature with pounce is under a slow effect, and it charges, does it still get its full attack from pounce?

    According to the rules as written, pounce would allow the creature its full attack, despite the slow effect.
    (This happens because there is no "partial charge" action in the Pathfinder RPG.)

    Pounce (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    Pounce and Haste: If a creature with pounce is under a haste effect, and it charges, does it get the extra attack from haste?

    Yes.
    Edit 9/9/13: This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that pounce did not allow the extra attack from haste because pounce wasn't using the full attack action.

    Spells (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/06

    Spells: Can a monster with spellcasting ability use spell trigger and spell completion items?

    Yes, a spellcasting creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class’s spellcasting (such as incense of meditation or a pearl of power).

    Swallow Whole (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/03

    Swallow Whole: Once you've dealt enough damage to a monster's insides, what kind of action is it to escape?

    A swallowed character must use a standard action, move action, or 5-foot-step to escape. This applies whether the acting character is the one who cut his way free or another swallowed character making use the exit carved by another character.

    Trample (Universal Monster Rule)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2016/01/03

    Trample: The Trample Universal Monster Rule indicates that the monster is moving around as part of the trample, but it never says how far it can move. How far can a trampling creature move?

    A trampling creature can move up to twice its land speed as part of the trample.

    Vampire (Monster)

    Source Pathfinder RPG Bestiary
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    Vampire: Does casting disintegrate on a vampire permanently kill it?

    No. This is a matter of "which special exception has priority?" As the vampire monster entry states how a vampire can be permanently killed (and disintegrate is not one of those ways), and disintegrate doesn't state "this can permanently kill a creature that can only be killed under special circumstances," the rules in the vampire monster entry have priority. Reducing a vampire's hp to 0 with disintegrate just forces a vampire into mist form, at which point it retreats to its coffin.

    Ferocious Summons (Feat)

    Source Advanced Race Guide
    Paizo Link
    Rule Link
    Date Published 2013/01/05

    Half-Orc, Ferocious Summons: How does this ability work if a summoned creature disappears when it reaches 0 hp?

    The summoned creature does not disappear at 0 hp, instead it disappears when killed (when its current hp get to a negative amount equal to its Constitution score).

    Celestial Servant (Feat)

    Source Advanced Race Guide
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    Celestial Servant: Does this change my companion creature's HD, saves, skill ranks for changing its creature type?

    No. All it does is change the creature's type to "magical beast" (which makes it immune to abilities from other creatures which only affect animals) and give it the abilities of the celestial creature simple template (which does not change anything other than what is exactly specified in the template).

    Half-Orc (Race)

    Source Advanced Race Guide
    Paizo Link
    Rule Link
    Date Published 2013/01/11

    Half-Orc, Acute Darkvision: Can I select this racial trait if I have a racial trait that replaces darkvision?

    No. You need to have darkvision as a racial trait in order to select acute darkvision as a racial trait.

    Halfling (Race)

    Source Advanced Race Guide
    Paizo Link
    Rule Link
    Date Published 2013/01/07

    Halfling, Warslinger: What kind of slings does the this reload ability work with?

    The warslinger ability says, "Halflings with this racial trait can reload a sling as a free action." It doesn't say "any type of sling" or "all slings," just "a sling." The ability only affects standard slings, not halfling sling staffs or any other kind of sling.

    How to Play (Rule)

    Source Advanced Race Guide
    Paizo Link
    Rule Link
    Date Published 2013/01/06

    Human: Where is the pure strain spell for the imperious bloodline sorcerer?

    The pure strain spell was cut in development but its name in the bonus spells list wasn't changed. Replace pure strain with repulsion.
    This has been noted for a future reprint of the [i]Advanced Race Guide[/i].

    Paragon Surge (Spell)

    Source Advanced Race Guide
    Paizo Link
    Rule Link
    Date Published 2014/01/07

    Half-Elf, paragon surge: Can I cast paragon surge multiple times in a day to gain different benefits?

    No. The first time each day that you cast paragon surge, you must select a feat and make all the associated choices that come with it. Once that choice is made, it is set for the day and additional castings must make the exact same decisions.

    Klar (Armor)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2016/01/07

    Klars: A traditional klar “counts as a light wooden shield with shield spikes”, and a metal klar “counts as a light steel shield with shield spikes”. What exactly does this mean? Particularly, a klar is a one-handed weapon that deals damage like a heavy spiked shield, and it deals slashing damage instead of piercing damage, so where do the differences end?

    A klar counts as a light shield for the purpose of using it as a shield (for instance, it grants a +1 shield bonus to AC, has a –1 armor check penalty, and has a 5% arcane spell failure chance). For the purpose of using it as a weapon, it is a one-handed weapon that deals 1d6 slashing damage, but it is otherwise similar to using a spiked shield (for instance, the damage doesn’t stack with the bashing ability, you lose the shield bonus to AC when attacking with the klar unless you have Improved Shield Bash, and so on). As a side note, anywhere that lists klars as counting as shields with “armor spikes” is a typo that will be handled in the next errata.

    Weapon cord (Equipment)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Weapon Cord: What kind of action is it to recover a weapon attached to your wrist with a weapon cord?

    As originally published, this was a swift action. The design team has changed this to a move action. This will be updated in the next printing of Ultimate Equipment.

    Throwing shield (Weapon)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Throwing Shield: The throwing shield says that it has special straps “that allow you to unclasp and throw it as a free action.” It seems likely that “unclasp and throw” means “unclasp in order to throw” but it could also mean “unclasp and additionally throw” which could give a character any number of extra attacks. Which interpretation is correct?

    Throwing shield’s wording means you can unclasp as a free action in order to throw it; throwing it would requires its own action. The wording will be updated to disambiguate in the next errata.

    Ring of Continuation (Magic Ring)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2013/01/03

    Ring of Continuation: Can you use this to cast time stop with a duration of 24 hours?

    This item has had some unintended consequences and needs a fix. Change the second sentence of the description to read as follows:
    "Whenever the wearer of the ring casts a spell with a range of personal and a duration of 10 minutes per level or greater, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first)."
    This answer originally appeared in the 9/11/12 Paizo blog.

    Courageous (Magic Weapon)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2015/01/06

    Courageous Weapon Property: Is the courageous weapon property meant to help only on saves against fear? The text seems to give unfettered increases to all morale bonuses, which is way out of line for a +1 equivalent weapon ability.

    A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

    Impact (Magic Weapon)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2013/01/08

    Weapon Special Ability, Impact: Does this stack with the lead blades spell?

    No. The weapon special ability and the spell are similar effects; note that impact lists lead blades as a construction requirement.

    Sleeves of Many Garments (Wonderous Magic Item)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2014/01/11

    Sleeves of Many Garments: Are the effects of sleeves of many garments illusion or transmutation?

    The effects are illusion (glamer) like the glamered weapon and armor properties. This means they can’t be disbelieved like a figment could, but they do not actually physically change the clothes. The transformation changes only the appearance, including the feel, smell, and other sensory aspects.

    How to Play (Rule)

    Source Ultimate Equipment
    Paizo Link
    Rule Link
    Date Published 2015/01/10

    Table 7-13: What happens if I roll 66-84?

    Use the following weapons on a roll of 66-84:

    66 sai
    67 sap
    68 scimitar
    69 scythe
    70-73 shortbow
    74-75 shortspear
    76-80 shortsword
    81 shuriken
    82 sickle
    83–84 sling

    Sword Saint (Archetype)

    Source Dragon Empires Primer
    Paizo Link
    Rule Link
    Date Published 2016/01/11

    Sword Saint Samurai: The sword saint samurai’s brutal slash ability replaces an ability that doesn’t exist. What should it alter and replace?

    The sword saint samurai’s brutal slash should replace the second sentence of weapon expertise with “At 3rd level, the samurai selects either the katana or the wakizashi.” This alters weapon expertise. Brutal slash also replaces mounted archer.

    White-Haired Witch (Archetype)

    Source Dragon Empires Primer
    Paizo Link
    Rule Link
    Date Published 2017/01/01

    White-Haired Witch: The white-haired witch archetype says that it uses Intelligence instead of Strength for damage rolls, but does it still use Strength for attack rolls or does it use Intelligence for attack rolls like the hair hex? Can a tengu, nagaji, or other hairless character take the archetype?

    A white-haired witch still uses her Strength modifier to determine her attack bonus with her hair. Witches of races that do not normally have hair can become white-haired witches, in which case, they supernaturally grow hair.

    Freebooter (Archetype)

    Source Pirates of the Inner Sea
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Pirates of the Inner Sea, Freebooter: A freebooter ranger has quarry but not favored enemy. How does a freebooter use quarry?

    A freebooter’s quarry must be the target of the freebooter’s freebooter’s bane ability, rather than a favored enemy.

    Paladin (Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    As a paladin or cavalier, which mounts can I select?

    Your mount must be at least one size category larger than you. If you're a Medium PC, your mount must be Large. If you're a Small PC, your mount must be at least Medium. You may only select a mount from the listed mounts on page 63 of the Pathfinder Roleplaying Game Core Rulebook unless another source grants access to additional creature choices. As a cavalier, you may select a mount from those listed on page 33 of the Advanced Player's Guide. No additional mounts are available in the Pathfinder Society Roleplaying Guild except when granted from another legal source.

    Ranger (Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Which animal companions are available for rangers?

    As a ranger, if you choose an animal companion for your hunter's bond, you may only select one of the animals listed on page 66 of the Pathfinder Roleplaying Game Core Rulebook. No additional animal companions are available for rangers in the Pathfinder Society Roleplaying Guild except when granted from another legal source.

    Wizard (Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I upgrade an arcane bonded item?

    A character with the arcane bond class feature may create a bond with any item he owns, either magical or mundane, as long as the item falls within the categories permitted by the arcane bond ability (the cost for bonding with a new item still applies). If a caster later wishes to upgrade an existing bonded item, he may do so for the cost (not price) of the final item as listed in the item's statblock.
    For items which can be enhanced incrementally (such as weapons or a ring of protection), the caster must meet all prerequisites for the item as outlined in the item crafting rules. For example, a caster can enchant a nonmagical bonded dagger to a +1 dagger for 1,000 gp instead of the normal 2,000 gp, but he must be at least 5th level (a prerequisite for the Craft Magic Arms and Armor feat). To upgrade the item further to a +2 dagger, the caster must have a caster level of 6 or higher (three times the item's enhancement bonus).
    A bonded item that is enhanced must still conform to all the campaign rules for access to and upgrading of magical items. Use the final and total price of the item (not the cost) on the Fame chart to determine whether a caster can apply such an enhancement to a bonded item.

    Wizard (Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I form an arcane bond with a special item presented on a Chronicle sheet, such as an intelligent item?

    A character with the arcane bond class feature may create a bond with an intelligent item. She cannot craft intelligent items, so she must pay the item's full purchase price.
    Some items on Chronicle sheets are presented at discounted prices. The caster may either purchase these items for the listed discount and form an arcane bond with them, or she may craft them at the item's standard crafting cost (not applying the discount).

    Alchemist (Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How do alchemists and investigators craft in the Pathfinder Society Roleplaying Guild?

    Alchemists and investigators can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91-93 of the Pathfinder Roleplaying Game Core Rulebook as well as in the alchemist's Alchemy ability description. Any item created must be properly noted on that scenario's Chronicle sheet. Alchemists and investigators are assumed to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists and investigators may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they've created (so long as the class ability being used allows them to do so). Alchemists and investigators may use Craft (alchemy) to craft items that they gain access to on Chronicle sheets as long as the Chronicle sheet does not limit to the number of times they may purchase those items.

    Cavalier (Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    As a paladin or cavalier, which mounts can I select?

    Your mount must be at least one size category larger than you. If you're a Medium PC, your mount must be Large. If you're a Small PC, your mount must be at least Medium. You may only select a mount from the listed mounts on page 63 of the Pathfinder Roleplaying Game Core Rulebook unless another source grants access to additional creature choices. As a cavalier, you may select a mount from those listed on page 33 of the Advanced Player's Guide. No additional mounts are available in the Pathfinder Society Roleplaying Guild except when granted from another legal source.

    Racial Heritage (Feat)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Some character options, such as the Racial Heritage feat from the Pathfinder Roleplaying Game: Advanced Player's Guide, allow characters to count as members of a different race. Can I use these options to count as a member of any race, or only races that are on the list of "always available" races in the Roleplaying Guild Guide?

    Typically, you may only use these options to count as a member of a race in the "always available" list. However, if you have a boon that allows you to play as a member of another race, you may apply that boon to a character to unlock the ability to take that race's features with options like the Racial Heritage feat. For example, you could apply a ratfolk boon to a human character to allow that character to select ratfolk-restricted racial options with the Racial Heritage feat, as long as they do not depend up ratfolk-specific physical features. Refer to this FAQ regarding Additional Resources for more information.

    Weapon blanch (ghost salt) (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Do the effects of poisons and weapon blanches carry over between adventures?

    Yes. These items persist until expended. Note that the item has already been applied on the adventure's Chronicle sheet.

    Harrow deck (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Some Harrow-themed rules options require me to own a Harrow Deck. How do these options work in online play?

    You must still own a Harrow Deck to use these options. However, you can use dice instead of cards to determine your results, making them easier to share with your GM. Every time you would flip a card, instead roll 1d10 to determine its alignment (1 = LG, 2 = LN, 3 = LE, 4 = NG, 5 = N, 6 = NE, 7 = CG, 8 = CN, 9 = CE) and 1d6 to determine the cards associated ability score (1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).

    Weapon cord (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Do weapon cords prevent reloading?

    No.

    Barding (Large creature) (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2018/01/03

    My animal companion grew in size, and now it no longer fits into the armor I bought for it. Do I have to sell off its armor and buy it a new set?

    No. You can have armor refit to your larger companion by paying the difference in price. If there is no price difference (such as when a Small creature grows to Medium), you can have the armor refit between adventures at no cost.

    Saddle (pack) (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2018/01/03

    In organized play, what is the difference between a saddle and an exotic saddle? Do magical exotic saddles cost extra?

    For organized play purposes, creatures listed in the equipment section of the Pathfinder RPG Core Rulebook (dogs, mules, donkeys, ponies, and horses) can wear standard saddles. All other creatures use exotic saddles. Magical saddles have the same price whether they are standard saddles or exotic saddles.

    Spellcasting (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    When I purchase spellcasting services to remove a condition and the spell fails to remove the condition, do I receive additional castings of the spell for free until it works?

    No.

    Spellcasting (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I purchase spellcasting services at higher than the minimum caster level?

    You may purchase spellcasting services at higher than minimum caster level if the spell appears on the prestige award list in the Pathfinder Society Roleplaying Guild Guide. Spellcasting services for all other spells can only be purchased at minimum caster level. Spells purchased with Prestige Points are always at minimum caster level.

    Weapon blanch (adamantine) (Equipment)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Do the effects of poisons and weapon blanches carry over between adventures?

    Yes. These items persist until expended. Note that the item has already been applied on the adventure's Chronicle sheet.

    Fitting (Magic Ring)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2018/01/03

    How does the fitting armor enhancement work in Pathfinder Society?

    Fitting armor may change its combination of shape and size to any combination of equal or lesser value. For example, fitting armor bought for a Huge biped (x4 cost) could also fit a biped or quadruped of any smaller size, whereas fitting armor for a Huge quadruped (x8 cost) could fit a Gargantuan humanoid (x8 cost) or any Huge or smaller creature. Note that when shrunk to size Tiny or smaller, the armor bonus that fitting armor grants is halved, as usual for armor of this size.

    Ring of Counterspells (Magic Ring)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?

    Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.
    PCs may temporarily fill each other's spell-storing items, but such spells do not carry into the next adventure.

    type I (Magic Ring)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can a ring of spell knowledge grant the user access to divine spells, such as those found on the witch's patron list?

    No. While there is usually no distinction between arcane, divine, and psychic spells in Organized Play, a ring of spell knowledge only grants access to spells that appear on an arcane spellcaster's spell list. When determining a spell's level, use the rules from the Roleplaying Guild Guide for determining a spell's level for wand, scroll, and potion purchases, ignoring divine and psychic spellcasters.

    Ring of Spell Storing (Magic Ring)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?

    Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.
    PCs may temporarily fill each other's spell-storing items, but such spells do not carry into the next adventure.

    Spell Storing (Magic Weapon)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?

    Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.
    PCs may temporarily fill each other's spell-storing items, but such spells do not carry into the next adventure.

    +1 Manual of Bodily Health (Wonderous Magic Item)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

    If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet.

    +1 Manual of Gainful Exercise (Wonderous Magic Item)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

    If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet.

    +1 Manual of Quickness of Action (Wonderous Magic Item)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

    If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet.

    +1 Tome of Clear Thought (Wonderous Magic Item)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

    If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet.

    +1 Tome of Leadership and Influence (Wonderous Magic Item)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

    If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet.

    +1 Tome of Understanding (Wonderous Magic Item)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

    If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet.

    Deaf (Oracle Curse)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    What does a deaf oracle (or other deaf PC) need to do in order to read lips?

    In the Pathfinder Society Roleplaying Guild, any PC who spends a rank in Linguistics may learn to read lips in all languages she knows instead of learning a new language. She cannot use lip reading to decipher words in languages she does not know. When reading the lips of a speaking creature within 10 feet in normal lightning conditions, the reader does not need to make any skill checks. In more difficult situations, the lip reader must make Perception checks, with a DC determined by the GM.

    Dragon Disciple (Prestige Class)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can a crossblooded sorcerer from Pathfinder Roleplaying Game: Ultimate Magic take the dragon disciple prestige class?

    Yes, as long as one of the bloodlines she selects is the draconic bloodline. Similiarly, a dragon disciple can later take levels in crossblooded sorcerer, so long as she selects draconic as one of her bloodlines.

    Coins (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2018/01/03

    Does my character's money encumber her? What about the treasure found during the course of an adventure?

    In organized play, we assume that characters carry their wealth in the form of gems, letters of credit, or other forms that are essentially weightless.
    While the weight of treasure items may be relevant during the course of an adventure—for example, a party of low-strength characters may not be able to easily haul their findings between encounters—characters are generally assumed to be able to take all items they found back to the Pathfinder Society at the end of the adventure. Unless stated in the scenario, item weight has no bearing on the rewards that players receive on their Chronicle sheets.

    Loss of Hit Points (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I use the massive damage optional rule from the Core Rulebook in the Pathfinder Society Roleplaying Guild?

    No, this rule is not legal for play.

    Adding Spells to a Wizard's Spellbook (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can my prepared spellcaster learn spells from another PC? What about gaining spells via scrolls found during an adventure?

    Players are welcome to exchange spells with each other during an adventure. They must still follow all the normal rules as put forth in the Pathfinder Roleplaying Game Core Rulebook and their class descriptions (for instance, an alchemist can scribe from a wizard, but not vice-versa) and they must not bog the session down.
    Similarly, scrolls found during an adventure can be used to add spells to spellbooks and similar class features (such as a witch's familiar), using the normal rules for doing so. Scrolls used in this way during an adventure do not need to be purchased, but are still consumed as normal.
    With either method, the GM should sign off on the spells gained (after witnessing successful skill checks) on affected players' Chronicle sheets. All other methods of gaining new spells (such as by gaining a level or purchasing access to an NPC's spellbook) function as described in the Core Rulebook and relevant class descriptions. Between adventures, PCs can always find an NPC to teach them any spells that are legal for their character to learn.

    Adding Spells to a Wizard's Spellbook (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How much does it cost for my prepared spellcaster to learn a spell from an NPC?

    NPCs charge a fee for learning spells from them. This fee is always equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook on page 219 of the Pathfinder Roleplaying Game Core Rulebook).

    Adding Spells to a Wizard's Spellbook (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    I'm not a wizard, but one of my character options references using a spellbook. Can I acquire my own spellbook?

    Yes. If any of your character's abilities reference using a spellbook, you may purchase a spellbook and scribe spells in to it as per the standard rules in the Magic chapter of the Pathfinder Roleplaying Game Core Rulebook for adding new spells to a spellbook. For example, an oracle with the Lore mystery and the arcane archivist revelation could purchase and fill her own spellbooks (Advanced Player's Guide 49).

    Selling a Spellbook (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I sell a spellbook back for half price?

    You may sell a spellbook back for half of the total value of the spells you scribed and paid for, not counting any spells you gained for free through boons, gaining a level, or any other means of gaining a spell for free.

    Armor for Unusual Creatures (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2018/01/03

    Can I buy armor and weapons of size Tiny and smaller?

    Yes. In organized play, such armor and weapons have the same price as Small armor and weapons of their type, including the cost for special materials.

    Magic Items (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    If a magic item creates something like an additional item or currency, can I keep it?

    Yes.

    Scrolls (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    According to the Pathfinder Society Roleplaying Guild Guide, there is no distinction between arcane, divine, and psychic scrolls. Is there an arcane spell failure chance for using scrolls?

    No. In the Roleplaying Guild, scrolls never impose an arcane spell failure chance.

    Scrolls (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Casting a spell from a scroll using the Use Magic Device skill requires "a minimum score (10 +spell level) in the appropriate ability." How do I determine the appropriate ability score?

    The Roleplaying Guild Guide describes how to determine which class's spell list to use when pricing a scroll. In the organized play campaign, we assume that a character of that class created the scroll. The appropriate ability for the scroll is the typical spellcasting ability score of that class. If more than one class could have created the scroll following the rules in the Guide, you may choose the class. For example, endure elements is a 1st-level spell on the cleric, druid, and sorcerer/wizard lists. You may choose to purchase a scroll crafted by a cleric or druid to use Wisdom, a scroll crafted by a sorcerer to use Charisma, or a scroll crafted by a wizard to use Intelligence.

    Scrolls (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I purchase scrolls with multiple spells on them?

    Yes. You may purchase a single scroll with up to 6 spells on it. Because a scroll is one foot long for each spell it contains, scrolls past this length become unwieldy. You may use Prestige Points to purchase a scroll with multiple spells on it as long as all it contains multiple copies of a single spell. For example, you could purchase a scroll with 5 copies of scorching ray for 2 Prestige Points instead of spending 750 gp to buy it.

    Staves (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Do items like staves carry charges over between adventures?

    Yes. Note that if you have the ability to charge a staff with your own spellcasting, the indeterminate number of days between adventures generally means that you begin each adventure with the staff fully charged.

    Intelligent Items (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    What are the rules regarding intelligent items in the Roleplaying Guild?

    A PC may own and use more than one intelligent magic item at a time.
    A PC can use the Use Magic Device skill to emulate another alignment to avoid incurring a negative level when using an intelligent magic item. A PC must attempt this check at the beginning of the adventure. Whether the PC succeeds or fails, the result applies for the duration of the entire adventure. Furthermore, any intelligent items of that alignment function normally for that PC, barring the PC performing some action that grossly violates the item's alignment or goals.
    When wielding an intelligent item with an item with an incompatible alignment—natural or emulated—the item and the PC have a personality conflict (Pathfinder Roleplaying Game Core Rulebook 535). If the PC succeeds at the Will save, the item functions normally for 24 hours. If the PC fails, the item compels him or her to store it away for 24 hours.
    Intelligent items found in Tier 1-5 adventures (and similar adventures like Tier 1-2 and Tier 1 quest series) typically waive the negative level a PC would otherwise earn upon picking up an incompatible item. Not only does this prevent a 1st-level PC from dying for touching an intelligent item, but it also allows the PCs to enjoy the item during the adventure and make the choice of whether to purchase it (along with its alignment consequences) later.

    Adding New Abilities (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    What are the rules for upgrading weapons, armor, and wondrous items?

    You may upgrade one weapon, armor, or wondrous item to another as long as the new item occupies the same slot, is made of the same material, has the same general shape, and has all of the abilities of the original item. For example, you can upgrade a +1 longsword into a +1 frost longsword or a cloak of resistance +1 into a cloak of resistance +2. You may also upgrade a magic weapon or armor into one of the named weapons or armors, such as upgrading a +1 banded mail into a banded mail of luck. As another example, you can upgrade a belt of incredible dexterity +2 into a belt of the weasel from Pathfinder RPG Ultimate Equipment , which grants a +2 enhancement bonus to Dexterity as well as other benefits.
    To upgrade a magic item, pay the difference in price between the new item and the original item.

    Poison (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Do the effects of poisons and weapon blanches carry over between adventures?

    Yes. These items persist until expended. Note that the item has already been applied on the adventure's Chronicle sheet.

    Archetypes (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I combine the wildblooded and crossblooded sorcerer archetypes?

    No. For more information on stacking archetypes, refer to this Advanced Player's Guide FAQ entry. https://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9thg

    Replace Your Animal Companion (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How is the replacement of a dead familar, animal companion, or other companion creature handled?

    If you lose a companion during the course of an adventure, note the loss on your Chronicle sheet. To replace the companion, pay any required costs. Your new companion will be ready for play at the beginning of the next adventure. Newly summoned animal companions begin play knowing a number of tricks equal to the bonus tricks gained based on druid level. All other tricks require the use of Handle Animal to train the new animal companion, as per the previous FAQ entry.

    Replace Your Familiar (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How is the replacement of a dead familar, animal companion, or other companion creature handled?

    If you lose a companion during the course of an adventure, note the loss on your Chronicle sheet. To replace the companion, pay any required costs. Your new companion will be ready for play at the beginning of the next adventure. Newly summoned animal companions begin play knowing a number of tricks equal to the bonus tricks gained based on druid level. All other tricks require the use of Handle Animal to train the new animal companion, as per the previous FAQ entry.

    Fame 20 (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How does "Master of Trade" prestige award from Pathfinder Campaign Setting: Pathfinder Society Field Guide actually work?

    The wording of the vanity indicates that the discount only applies towards purchases, which would not include upgrading items. As an example, if you buy a +2 mithral breastplate in a single purchase you get the disount on the full cost of the item. If you buy a non-magical mithral breastplate with the discount, you must pay the full 1000 gp difference to upgrade it to a +1 mithral breastplate.

    Retraining (Rule)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I retrain an animal companion, mount, familar, eidolon, or other companion creature?

    You may retrain the feats and skill points of your companion creatures using the retraining rules from Pathfinder Roleplaying Game: Ultimate Campaign, paying the same cost in gold and Prestige Points as you would if you were retraining those abilities for your character. You may retrain an animal companion or mount's tricks using Handle Animal, as if you were teaching the creature a new trick.

    Handle Animal (Skill)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Do purchased animals come fully trained or do I have to train them myself?

    The entry for Handle Animal on pages 97-98 of the Pathfinder Roleplaying Game Core Rulebook details which animals come trained—namely, some riding horses and riding dogs have training, but they only come trained to bear a rider into combat. All other animals are subject to Handle Animal to learn additional tricks. See the "Mounts and Related Gear" table on page 159 of the Pathfinder RPG Core Rulebook for additional details.

    Handle Animal (Skill)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How can I teach tricks to an animal using Handle Animal?

    You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97-98 of the Pathfinder Roleplaying Game Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained on the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.

    Handle Animal (Skill)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    Can I create new tricks and teach them to my animal companion?

    No. New tricks require the GM to create new mechanics on the fly, so they are not appropriate for the Pathfinder Society Roleplaying Guild. If a trick appears in the rules somewhere, even if it is not listed under the Handle Animal skill on page 97 of the Pathfinder Roleplaying Game Core Rulebook, you can teach it to an animal. For example, the air walk spell specifies that you can teach an animal companion a trick to use the spell's granted ability to walk on air.

    Handle Animal (Skill)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2018/01/03

    If I want my animal, plant, or vermin companion to drink a potion, do I need to succeed at a Handle Animal check to push it?

    No. If you are holding a potion and are adjacent to your companion, your companion can drink the potion as a standard action on its turn. Animal companions with the biped (hands) shape can draw potions on their own.

    Deathwatch (Spell)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    How much benefit does the deathwatch spell give you?

    Deathwatch only analyzes creatures that you're aware of. You have to be able to see the creature to instantly know whether it is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). The spell doesn't give you any information at all about creatures that you do not notice.

    Masterwork Transformation (Spell)

    Source PFS Guide to Organized Play 6.0
    Paizo Link
    Rule Link
    Date Published 2017/01/03

    The Pathfinder Society Roleplaying Guild Guide says that I can only transfer the effects of one copy of the masterwork transformation spell from one adventure to another. What happens if I enchant an item under the effects of masterwork transformation?

    The enchanted item no longer counts as being under the effects of masterwork transformation, so it does not count against the limit of one copy of the spell.

    Retraining (Rule)

    Source Ultimate Campaign
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Retraining: Can I retrain a feat to replace it with a feat I didn't qualify for at the level I originally gained that feat?

    Yes. As long as the new feat is a valid feat for your current character, you can retrain the old feat and replace it with the new feat.
    For example, if you are a 3rd-level rogue who took Improved Initiative at 1st level, you can retrain that feat and replace it with Weapon Focus. Even though Weapon Focus has a prerequisite of "base attack bonus +1" (which means you couldn't take it as a 1st-level rogue), it is a valid feat for your current level (3rd), and is therefore a valid choice for retraining.
    (Note: Likewise, the fighter class ability to retrain fighter bonus feats does not require you to meet all of the new feat's prerequisites at the level you originally gained the feat.)

    Retraining (Rule)

    Source Ultimate Campaign
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Retraining: Can I retrain out of my base classes and use my prestige class levels to meet the requirements for that prestige class?

    No.
    The retraining rules say, "If retraining a class level means you no longer qualify for a feat, prestige class, or other ability you have, you can't use that feat, prestige class, or ability until you meet the qualifications again." Therefore, if you retrain out of the base class and that causes you to no longer meet the requirements of the prestige class, you no longer have access to the class features from that prestige class, and therefore can't use that prestige class to meet the requirements of anything (including itself).
    Update 10/16/13: In any case, you cannot use rule elements from a prestige class to meet the requirements of that prestige class.
    Update 10/16/13: New ruling: You cannot use retraining to replace a base class level with a prestige class level.

    Damage Reduction (Universal Monster Rule)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    DR/Epic: How do the new rules for overcoming DR/epic (page 7) interact with weapon special abilities that have variable enhancement bonuses, such as bane and furious?

    Essentially, there are now two ways to overcome DR/epic with magic weapons.
    The first way is presented in the Universal Monster Rules in the Bestiary: You can use a weapon that has an actual enhancement bonus of +6 or higher. Currently the Pathfinder RPG has no weapons with a permanent +6 or higher enhancement bonus (though you can temporarily achieve a +6 or higher enhancement bonus with certain magical or class abilities).
    The second way is presented in Mythic Adventures: You can use a weapon that has a total "plus-equivalent" of +6 or higher. For example, a +1 vorpal longsword and a +2 flaming frost shock keen longsword both are +6-equivalent magic weapons.
    A weapon with a conditional or variable enhancement bonus, such as bane or furious, gets the best of both options. As a baseline, it include the plus-equivalences for its enhancement bonuses and special abilities; when the conditional or variable enhancement bonuses activate, it adds those to its total as well.
    For example, a +3 undead-bane longsword is a +4-equivalent weapon, which on its own is not enough to overcome DR/epic. When used against an undead creature, its enhancement bonus increases by an additional +2, making it effectively a +6-equivalent weapon (+3 baseline enhancement bonus, +1-equivalent from bane, +2 conditional enhancement bonus against undead from bane) and therefore able to overcome that undead creature's DR/epic. (Another way of looking at it is when bane is active, you add its conditional +2 enhancement bonus to the weapon's normal +4-equivalent bonus, temporarily giving you a +6-equivalent weapon).

    Vampire (Mythic Monster)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Mythic Vampire, Overcome Weakness: How is this ability better than a standard vampire's weaknesses?

    The mythic vampire should only be sickened in direct sunlight, not nauseated.
    Also, unlike a standard vampire, a mythic vampire should not be utterly destroyed on the second round of exposure to direct sunlight (it will take 10 points of damage each round, lose its fast healing, and be sickened, but can otherwise take actions and survive as long as it still has hit points).
    This will be corrected in the next printing of Mythic Adventures.

    Archmage (Mythic Path)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Why do the "inspired spell" and "wild arcana" path abilities have slightly different rules text?

    These two abilities should function the same and (other than they affect divine or arcane spells) have identical rules text. They also need some clarification about what spells you can cast with either of these path abilities.
    The proposed text for these two abilities (pending an official errata of the Mythic Adventures book) is:
    Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.
    Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Hierophant (Mythic Path)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Why do the "inspired spell" and "wild arcana" path abilities have slightly different rules text?

    These two abilities should function the same and (other than they affect divine or arcane spells) have identical rules text. They also need some clarification about what spells you can cast with either of these path abilities.
    The proposed text for these two abilities (pending an official errata of the Mythic Adventures book) is:
    Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.
    Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Mythic Rules (Rule)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    How do the mythic rules work?

    Your mythic character selects a mythic path, which grants a few general abilities. For example, you gain the ability to draw on your mythic power a few times per day, altering a d20 roll after you've rolled it. Mythic characters are also more durable, gaining additional hit points.
    You begin as a 1st-tier mythic character. You don't gain mythic tiers by accumulating experience points. Instead, you have to accomplish a campaign-specific goals (as decided by the GM) to advance to the next tier. Using this system, your mythic tier is not tied to your character level. You still gain XP as normal, and still gain levels as normal, but occasionally you might increase your mythic tier as well, adding a few new mythic abilities and powers to your character.
    There are 10 mythic tiers. By the time you've reached the 10th tier, your character is nearly unstoppable, almost the power of a demigod (in fact, one mythic ability you can choose is the power to grant spells to your followers).
    It is important to note that while mythic rules add to the game, they do not necessarily make the game more complex. A new mythic abilty might allow you to automatically succeed a roll, or ignore an attack of opportunity, or bypass some other rule that slows down gameplay. Mythic isn't about adding more math to your character, it's about allowing your character to do amazing, heroic things that aren't normally possible with the normal rules.

    What is Mythic? (Rule)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    What is mythic?

    The mythic rules offer a new way to play Pathfinder. It uses all the rules that you are familiar with, but it adds a new layer to the game. Mythic adventurers are elevated above their non-mythic counterparts, gaining powers and abilities beyond their reach that allow them to take on tougher foes and more daunting challenges. A mythic character takes on the agents of deities, rushes headlong into the abyss, and strives to build a legend, all while facing off against a wide variety of foes, from common monsters to other mythic characters. If Elric, Fafhrd, Gray Mouser, Hercules, or King Arthur were created in Pathfinder, they would be mythic characters.

    What is Mythic? (Rule)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    Is mythic a replacement for epic rules?

    No. "Epic" rules generally mean "rules for characters above level 20." Unlike epic rules, you can use the mythic rules with 1st-level characters just as easily as you can with 20th-level characters. You can even use the mythic rules to continue to grow in power once your PCs reach 20th level, taking on some of the toughest adversaries in the game, from ancient dragons to demon lords. Meanwhile, a low-level mythic character might take on monsters that you are already familiar with, at a level where non-mythic characters would face certain doom.

    Mythic Monsters (Rule)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2013/01/09

    Are there mythic monsters?

    Yes. Mythic Adventures includes 40 familiar monsters (barghests, demons, dragons, giants, owlbears, and so on) upgraded with mythic abilities so they can challenge mythic PCs. The book also includes several new mythic templates for quickly adding mythic abilities to a monster, rules for customizing new mythic monster, and new universal monster rules for mythic creatures.
    Bestiary 4 (available late 2013) includes additional mythic monsters.

    Form of the Dragon I (Spell)

    Source Mythic Adventures
    Paizo Link
    Rule Link
    Date Published 2017/01/05

    Mythic Form of the Dragon: Mythic form of the dragon says that it increases my breath weapon damage to 10d6, but 10d6 isn’t actually an increase for form of the dragon II or III. Does that mean the mythic version reduces my damage?

    No, instead mythic form of the dragon should increase your breath weapon damage by 2d8. This will be reflected in the next errata.

    Cleric (Class)

    Source Inner Sea Gods
    Paizo Link
    Rule Link
    Date Published 2013/01/10

    Favored Weapon (Unarmed Strike): If my deity's favored weapon is Unarmed Strike, do I gain Improved Unarmed Strike as a bonus feat?

    Yes, if your class grants you proficiency in your deity's favored weapon as a class ability.

    Potion Glutton (Feat)

    Source Inner Sea Gods
    Paizo Link
    Rule Link
    Date Published 2017/01/01

    Potion Glutton: The “Normal” line says that drinking potions is normally a move action. Isn’t it normally a standard action? And if so, the feat text seems to be based on the move action assumption, so what should I do?

    Normally, drinking potions is a standard action, not a move action. To bring it in line with that, change the text of potion glutton to the following: “Benefit: You can drink potions, elixirs, or other potables (but not extracts) as a move action without provoking an attack of opportunity.
    Normal: Drinking potions is a standard action that provokes an attack of opportunity.”

    Unsworn Shaman (Archetype)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2017/01/04

    Unsworn Shaman: The unsworn shaman’s minor spirit ability tells you exactly when you gain hexes, but it doesn’t technically say you don’t gain the other hexes from the class progression. Pre-errata, it replaced the hex class feature entirely, which unambiguously removed them. How many hexes does the unsworn shaman receive?

    Unsworn shaman still only receives the hexes from minor spirit and does not gain hexes at any other levels. The change from ‘replaces’ to ‘alters’ fixes a problem where the unsworn shaman used to have hexes while simultaneously removing the hex class feature, but the way the minor spirit ability alters the hex class feature is that it changes when you gain hexes to the listed levels.

    Barbarian (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Rage: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

    No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

    Oracle (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2017/01/08

    Spirit Guide Oracle: What happens if a spirit guide oracle gains the arcane enlightenment hex, which adds spells “to the list of shaman spells she can prepare?”

    An oracle doesn’t prepare spells, so that particular hex isn’t useful for her.

    Bloodrager (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Rage: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

    No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

    Bloodrager (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/07

    Dragon Disciple and Bloodrager: The dragon disciple’s blood of dragons ability increases draconic sorcerer bloodline powers. What about draconic bloodragers?

    Yes, dragon disciple's blood of dragons ability should also increase draconic bloodragers’ bloodline powers.

    Bloodrager (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2016/01/08

    Bloodrager Bloodlines: Can a bloodrager use abilities that require sorcerer levels and relate to sorcerer bloodlines like robe of arcane heritage?

    No. Some hybrid classes, like the brawler, have a class feature allowing them to use items related to their parent class, but the bloodrager doesn’t.

    Investigator (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/07

    Investigators and Spell Trigger: Investigators’ alchemy class feature is missing a sentence that appears in the alchemist allowing him to use spell trigger items. Does that mean the investigator can’t use spell trigger items?

    Investigators cannot use spell trigger items. The omitted sentence was intentional.

    Skald (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2014/01/10

    Can the skald use Perform (wind) as a versatile performance? Should it be a class skill?

    Yes, the skald should have Perform (wind) as a class skill, and they should be able to use it as a versatile performance for Diplomacy and Handle Animal. This will be reflected in future errata.

    Skald (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Rage: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

    No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

    Skald (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2016/01/03

    Skald: The skald class says “If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage,” what exactly does it mean by “another source”?

    Another source means any source other than the rage powers gained at 3rd level and every 3 levels thereafter. A few examples of other sources are rage powers gained from multiclassing in barbarian, rage powers gained from Extra Rage Power, and rage powers gained from a magic item.

    Slayer (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2014/01/10

    The slayer’s favored target advancement doesn’t mention that the skill bonuses increase from +1 at levels 5, 10, 15, and 20. Should they increase?

    Yes, they should increase along with slayer ability DCs, attack, and damage. This will be reflected in future errata.

    Barbarian (Unchained) (Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Rage: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

    No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

    Pack Flanking (Feat)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/11

    Pack Flanking: Is Pack Flanking a combat feat?

    Yes, Pack Flanking should be a combat feat. This change will be reflected in the next errata.

    Pummeling Style (Feat)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2014/01/10

    Does Pummeling Style work with all weapons?

    No, Pummeling Style is intended to work with only unarmed strikes. Add the line. “You can only use Pummeling Style with unarmed strikes”. This will be reflected in future errata.

    Slashing Grace (Feat)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/07

    Slashing Grace: In the 2nd printing errata, what exactly does it mean that “You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied?” Can I use a shield? What about a buckler? Can I use flurry of blows? Brawler’s flurry? Two-weapon fighting? Spell combat? Attack with natural weapons? What if I throw the weapon? What about swordmaster’s flair?

    Slashing Grace does not allow most shields, but bucklers work because they don’t occupy the hand. Flurry of blows, brawler’s flurry, two-weapon fighting, and spell combat all don’t work with Slashing Grace. Attacking with natural weapons beyond the weapon you chose for Slashing Grace also does not work. Slashing Grace only works with melee attacks, not thrown attacks with a melee weapon. Swordmaster’s flair should have a sentence added to it that says “Carrying a swordmaster’s flair counts as having that hand free for the purpose of abilities that require a free hand, though you still can’t hold another object in that hand.”

    Steadfast Personality (Feat)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/07

    Steadfast Personality: In the current version (2nd printing errata), the table and the text are inconsistent. Does the feat apply on all Will saves, or on Will saves against mind-affecting effects?

    The table is correct. It only applies against mind-affecting effects.

    Dragon Disciple (Prestige Class)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/07

    Dragon Disciple and Bloodrager: The dragon disciple’s blood of dragons ability increases draconic sorcerer bloodline powers. What about draconic bloodragers?

    Yes, dragon disciple's blood of dragons ability should also increase draconic bloodragers’ bloodline powers.

    Rage (Spell)

    Source Advanced Class Guide
    Paizo Link
    Rule Link
    Date Published 2015/01/04

    Rage: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

    No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.

    Rogue (Unchained) (Class)

    Source Pathfinder #95: Anvil of Fire
    Paizo Link
    Rule Link
    Date Published 2015/01/05

    Unchained Rogue Finesse Training: When I'm replacing Strength for Dexterity, what happens with a one-handed weapon? What about an off-hand weapon?

    With a two-handed weapon, you add 1-1/2 times your Dexterity bonus on damage rolls, and with an off-hand weapon, you add half your Dexterity bonus on damage rolls. As per the ability's text, if an effect would prevent you from adding your Strength modifier on damage rolls, you don't add your Dexterity modifier. However, any other effects that would increase the multiplier to your Strength bonus on damage rolls (such as the two-handed fighter archetype's overhand chop) do not affect your Dexterity bonus on damage rolls.

    Battle Host (Archetype)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Battle Host: What exactly does it mean that the battle host’s implement is immune to the broken condition? Can it never be destroyed? Can you use it over and over again with abilities that break your weapon for a benefit?

    In this particular instance, what it does is slightly different than the usual meaning of “immune.” It means that the implement suffers no penalties, even if it becomes broken. It can still gain the broken condition, and, it still counts as having the broken condition for the purpose of effects that escalate if you have the broken condition (such as effects that give the broken condition, or destroy the target if it already has the broken condition). As usual, you can’t use an effect that breaks a weapon if it already has the broken condition. An explanation will be included in the next errata.

    Untamed Rager (Archetype)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Sensate Fighter: The Sensate Fighter doesn’t mention trading out Weapon Training 1, but it gains an extremely similar ability at 5th level, the same level as Weapon Training 1. Should it also trade out Weapon Training 1?

    Yes. This will be reflected in the next errata.

    Psychic (Bloodline)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/07

    Psychic Bloodline Sorcerer: Psychic bloodline’s bloodline arcana changes the psychic bloodline’s spells from arcane spells to psychic spells. Clearly this means that a psychic bloodline sorcerer qualifies for abilities that require the “ability to cast psychic spells” and not abilities that require “the ability to cast arcane spells”, but what about abilities that require an “arcane spellcasting class” like the half-elf’s arcane training, where you might be selecting the class before you even took levels in sorcerer and chose the psychic bloodline? Does this apply generally to abilities that change my spellcasting between arcane, divine, and psychic?

    This particular combination leads to a complex interaction; at the time of the half elf ability, the term “arcane spellcasting class” was unambiguous because archetypes were new and we were still years away from any archetypes or bloodlines that changed which type of spells a character casts. Essentially, a half-elf with the arcane training ability that chooses sorcerer is choosing “the arcane spellcasting class sorcerer”. If she then takes levels in psychic bloodline sorcerer, she isn’t taking levels in her favored class. The ability would still have a small effect, though, in that since she had no levels in her favored class, she would still count as a 1st-level “arcane spellcasting sorcerer” and be able to activate arcane scrolls accordingly (whereas normally she would need Use Magic Device to use arcane or divine scrolls even if they were on her spell list).

    This is the first time to our knowledge of this principle being necessary, but it would apply in other situations that switch your type of magic and even beyond that, such as if an alternate racial trait restricted your favored class bonus to “a single class that grants proficiency in heavy armor” and you picked fighter but then took levels in fighter with an archetype that traded out proficiency in heavy armor, your chosen archetype of fighter would not be your favored class.

    Also, you could use this principle in reverse. If the half-elf ability requested you to choose a psychic spellcasting class instead of arcane, you could pick sorcerer expecting to take the psychic bloodline, but the racial trait in that case wouldn’t do anything until you had actually taken levels in sorcerer with the psychic bloodline, since sorcerer isn’t normally psychic without the psychic bloodline.

    Kineticist (Class)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Kineticist Favored Class Bonuses and Elemental Overflow: The elf favored class bonus mentions it applies when elemental overflow applies, but the dwarf and half-orc do not. Should they also apply only when elemental overflow applies?

    Yes, they should both apply only when elemental overflow applies, like the elf favored class bonus. This will be reflected in the next errata.

    Kineticist (Class)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Kineticist Gather Power: I know that gather power can only be used on blast wild talents, but which of the things that add to blast wild talents can I reduce with gather power? Infusions are clear in their description, but the others are not.

    You can reduce infusions, metakinesis, and even the 1 extra burn for using a blast you don’t possess with omnikinesis. All of these add to the blast’s cost. You still can’t reduce utility talents, including the extra burn cost for swapping out a utility talent with omnikinesis, unless you use internal buffer instead.

    Medium (Class)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Medium Favored Locations: The medium class says that spirits can be channeled from any appropriate location, not just from the list of favored locations, but is that true, or can I only channel from one of the favored locations?

    As the class says, you can channel from any appropriate location, and the favored locations are just a place to start. There might be times where you don’t have access to all six legends, but a medium, either PC or NPC, should generally be able to access a legend if they can come up with a good conceptual tie between the legend and a location he can find or even set up himself. For instance, a medium could go hunt a deer and then use that location to channel a champion spirit of a legendary hunter.

    Spiritualist (Class)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Phantoms and Armor: In two different places in the spiritualist class, the rules are in conflict. In one place it says phantoms can wear armor, and in the other it says they can’t. Which is correct?

    Phantoms can’t wear armor; that sentence was meant to say they can wear other magic items. This will be reflected in the next errata.

    Expanded Phrenic Pool (Feat)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Emotional Conduit and Dedication: The third level spell is listed as cure light wounds. Should it be cure serious wounds?

    Yes, it should be cure serious wounds. This will be reflected in the next errata.

    Torrent (Kineticist Talent)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Kineticist Torrent Infusion: This infusion seems to be missing lightning blast as an associated blast. Is that intentional?

    Lightning blast should be included. This will be reflected in the next errata.

    Telekinetic Invisibility (Kineticist Talent)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Kineticist Telekinetic Invisibility: A lot of things in the talent’s description seem to imply that I can only use this talent on myself, but then again, it also says it’s like invisibility, which isn’t personal only. Which is correct?

    You can only use it on yourself.

    Components (Rule)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Emotion Components: Does the shaken condition from effects like Intimidate count as “an effect with the fear descriptor” for the purpose of blocking spells with emotion components?

    Yes, they do. It should say “fear effect,” and for most descriptors, these wordings are sometimes used interchangeably. For instance, an ability that protects you from effects with the charm descriptor would generally protect you from a harpy’s song (which is a charm effect).

    Bestow Curse (Spell)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Spiritualists and bestow curse: The spiritualist receives bestow curse as both 3rd and 4th level spells. Which is correct?

    It should be a 3rd level spell. This will be reflected in the next errata.

    Overwhelming Presence (Spell)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Psychics and overwhelming presence: Rapport psychics receive overwhelming presence as a 9th level discipline spell, but it appears as a 4th level spell on the psychic spell list. Should it be a 9th level spell for psychics?

    Yes, it should be a 9th level spell. This will be reflected in the next errata.

    Emotive Block (Spell)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Emotive Block: Should emotive block have the emotion descriptor? The spell says it does, but then it’s a non-harmless emotion effect, so it blocks all spellcasting.

    It should not have the emotion descriptor. This will be reflected in the next errata.

    Mental Block (Spell)

    Source Occult Adventures
    Paizo Link
    Rule Link
    Date Published 2015/01/08

    Mental Block: Does the word “activated” in the spell’s description scope only over feats, or does it also apply to extraordinary, supernatural, and spell-like abilities too?

    It should apply to all of them. It only stops them from using active abilities, and it doesn’t stop passive abilities at all. This will be reflected in the next errata.

    Vigilant Defender (Archetype)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Vigilant Defender: What’s the range of shared judgment?

    The range is 60 feet. This will be reflected in the next errata.

    Eyebiter (Archetype)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Eyebiter Mesmerist: What is the eyeball familiar’s Wisdom and Charisma?

    Both are 10.

    Phantom Thief (Archetype)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Phantom Thief: Does the phantom thief’s rogue level count as her vigilante level for the purpose of qualifying for social talents?

    Yes.

    Warlock (Archetype)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Warlock Mystic Bolts: This ability says that it lets me count it as a light weapon, but is it manufactured? Do the bolts add my Strength bonus on damage rolls?

    Warlock mystic bolts aren’t manufactured weapons; they’re magical effects (similar to scorching rays or the flames from produce flame), and you don’t add your Strength bonus on damage rolls.

    Tyrant (Archetype)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Tyrant Antipaladin: Should the tyrant have anarchic weapons as an option for it’s fiendish boon? What about dispel law, protection from law, communal protection from law, and magic circle against law?

    No, the tyrant should be able to have axiomatic weapons for its fiendish boon, and the spells should all be against chaos, rather than law. This will be reflected in the next errata.

    Secret Broker (Archetype)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Secret Broker: How does the secret broker use outside contact without magic circles?

    The secret broker can still use outside contact, though she leverages the outsider’s secrets rather than create a circle. It still takes 1 minute to call it (the same length of time it normally takes to draw the circle) and costs 2 points of mental focus, even though she isn’t using magic circles. This will be reflected in the next errata.

    Vigilante (Class)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Vigilante: Should the vigilante have Knowledge (nobility) as a class skill?

    Yes, it should. This will be reflected in the next errata.

    Criminal Reputation (Feat)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Criminal Reputation: Should this feat have another benefit than Persuasive for criminals?

    Yes, characters with Criminal Reputation gain the +2 bonus (or +4 if they have 10 or more ranks) on any influence check against criminals, even if the skill isn’t Diplomacy or Intimidate. They also need 1 fewer influence per rank to reach a new influence threshold with a criminal organization (either positive or negative).

    Feign Curse (Feat)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Feign Curse: Should this feat affect creatures with 2 or lower Intelligence?

    No, such creatures should be unaffected. This will be reflected in the next errata.

    Dart of Recovery (Magic Weapon)

    Source Ultimate Intrigue
    Paizo Link
    Rule Link
    Date Published 2016/01/04

    Dart of Recovery: In the item text, it indicates that 206 gp is the price for one, but in the table, there’s a (50). Is it the price for one or for fifty?

    The text is correct, the (50) shouldn’t be present in the table. This will be reflected in the next errata.

    Blood Alchemist (Archetype)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Blood Alchemist: When does a blood alchemist’s blood pool refresh? How big are the alchemical circles? Is the trade-off for blood knowledge missing?

    A blood alchemist’s blood pool refreshes whenever he refreshes his extract slots. Circles last until their form is physically broken or the blood alchemist refreshes his blood pool. The circles are 10-foot radius, just like the occultist’s magic circles. Blood knowledge doesn’t have another trade-off; alchemical circles advances at 8th, 12th, and 16th levels, but not at 4th because that’s when you get blood knowledge.

    Mooncursed (Archetype)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Mooncursed Barbarian: If my chosen animal is Large, am I out of luck until 11th level?

    No, the ability says that you turn into a Medium version of your chosen animal. So for a tiger, you’d turn into a size Medium tiger, and you’d have all the abilities of a tiger from beast shape I.

    Living Grimoire (Archetype)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Living Grimoire: The archetype trades away judgment but not slayer; is that intentional? Also, can I take feats like Weapon Focus with my tome?

    Blessed script should also trade away slayer. You can take feats like Weapon Focus with your tome; treat it as if it was a simple weapon (not an improvised weapon) for all necessary purposes.

    Haunt Collector (Archetype)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Haunt Collector: Extricate haunt doesn’t say when I gain the ability. What does that mean?

    You can use extricate haunt as soon as you have a haunted implement, so 2nd level at the earliest.

    Hallowed Necromancer (Archetype)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Hallowed Necromancer: Why does the hallowed necromancer say to “remove the Will save but deal half damage” when that would be worse than nothing?

    It’s a misinterpretation of the ambiguous phrase “remove the Will save for half damage”. You should remove the Will save and deal full damage.

    Eyebiter (Archetype)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Eyebiter Mesmerist: What is the eyeball familiar’s Wisdom and Charisma?

    Both are 10.

    Hunt of the Ankou (Curse)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Death Curses: What are the “doom of the hunted” curses on the table?

    They’re the old names for the hunt of the ankou and bogeyman curses.

    Brutal Coup de Grace (Feat)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Brutal Coup de Grace: How long do the creatures who fail their saves become shaken?

    They become shaken for 1 minute.

    Enemy Cult (Feat)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Enemy Cult: Up until the completion effect, the feat works against your choice of alignment, but the completion benefit specifies evil. Which should it be?

    The completion benefit works against the specified alignment, not just evil.

    Fleshwarper (Feat)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Fleshwarping: True fleshwarping lists two creation times. Which is correct?

    1 day per HD is correct.

    Moral Insanity (Madness)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Madnesses: The table lists psychopathy, which is not one of the madnesses. What should it be?

    It should be moral insanity.

    Channel-Thieving Belt, Greater (Wonderous Magic Item)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Channel-Thieving Belt: The greater belt says it works like the regular belt but then it mentions damaged “healed or dealt” whereas the regular belt only heals when a channel of the type that could heal you deals damage instead. How do I adjudicate the “healed” part?

    It’s an error, it should just say “1/2 the amount of damage dealt.”

    Massacre (Spell)

    Source Horror Adventures
    Paizo Link
    Rule Link
    Date Published 2016/01/10

    Massacre: In two places, massacre says it’s a 60-foot line, but in another, it says it’s a 30-foot line. Which is correct?

    It’s a 60-foot line of death.

    Oozemorph (Archetype)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/02

    Oozemorph Shifter: How does the oozemorph’s fluidic body work? Can the oozemorph actually move at all in ooze form? Why does a supernatural ability still have an effect in an antimagic field?

    Fluidic Body is essentially two effects in one. The first, which is a permanent part of your character once you become an oozemorph, is that your base form is now an ooze shape. Even if you lose fluidic body for some reason (antimagic field, violating your code of conduct, etc) your base form is still the amorphous oozelike form. The other half of the ability is a supernatural polymorph effect to transform into humanoid (and later bestial) forms.

    Despite having an oozelike shape, an oozemorph’s base form is not an ooze, though it does also count as an ooze for the purposes of effects targeting creatures by type. The oozelike form doesn’t gain any abilities of the ooze creature type except as stated by the archetype itself. This form retains the base senses and land speed of the oozemorph’s original race, as well as racial abilities like dwarfs’ greed or gnomes’ obsession that don’t depend on shape, but it loses abilities dependent on form, including form-based speeds like strix’s flight (and most other racial speeds beyond land speed), racial natural attacks like catfolks’ claws, and other abilities like tieflings’ prehensile tail. However, if the oozemorph possesses a racial ability denied her in her oozelike form and transforms into a member of her own race with fluidic body, she gains the full benefits of that racial ability for that duration, even if it isn’t usually granted when using alter self (or the appropriate spell for a non-humanoid oozemorph). An oozemorph's compression, damage reduction, and morphic weaponry function in its oozelike form and any form it takes via fluidic body, though not in forms it takes via other polymorph effects.

    These clarifications will be reflected in the next errata.

    Oozemorph (Archetype)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/02

    Oozemorph and Items: I know I don’t have any item slots as an ooze, but what about items that take 24 hours to attune? Can I just never use those items?

    An oozemorph can carry items floating in its mass that are considered to be attuned. When it turns into a humanoid form via fluidic body, it can equip any number of those items (even armor, which usually takes time to don), leaving the rest on the ground in its space. If it turns into a animal via fluidic form, the items meld into the new form and grant some passive benefits, as normal for polymorph effects.

    Skirmisher (Archetype)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/02

    Skirmisher Fighter: The skirmisher replaces weapon and armor proficiencies with a new set of armor proficiencies. Does that mean it isn’t proficient in any weapons?

    No, it should only replace armor proficiencies. This will be reflected in the next errata.

    Shifter (Class)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/01

    Shifter Wild Shape: If my 4th level shifter shifts back to human form, can I really not shift into animal form at all for the rest ot the day?

    You should be able to shift back and forth more easily. Remove "once per day" from the first sentence. Remove the 4th sentence from the shifter’s wild shape. Replace the second-to-last paragraph with “A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.” This change will be reflected in the next errata.

    Shifter (Class)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/01

    Shifter Claws: Shifter claws can bypass a wide variety of damage resistances, even epic, but not magic. Is that intentional?

    No, at 3rd level, the shifter’s claws should also count as magic.

    Shifter (Class)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/02

    Shifter Major Forms: The shifter major forms are supposed to tell me everything I need aside from the size adjustments, but a few things seem to be missing, such as the owl’s fly speed and some of the natural attacks. Does this mean I actually get more unlisted abilities, are they meant to be missing, or something else? What is my speed if there is no listed speed?

    You still only get the listed abilities plus size-dependent effects (size bonuses and penalties and any natural armor). If the creature has no listed base land speed, use 30 feet as the base land speed. Here are the missing abilities: Bat gains a bite attack (1d8 damage). Bear gains two claw attacks (1d6 damage), a bite attack (1d8 damage), grab with its claws, and a 40 feet base speed. Bull gains a 40 foot base speed. Deinonychus’s bite deals 1d6 damage, its talons deal 1d8 damage, and its foreclaws deal 1d4 damage. Frog’s bite attack deals 1d6 damage. Monkey gains two claw attacks (1d6 damage) and a bite attack (1d6 damage). Mouse gains a bite attack (1d4 damage). Owl gains two talon attacks (1d6 damage) instead of claw attacks and a fly speed of 60 feet (average). Snake gains a bite attack (2d6 damage). Stag gains a gore (1d6 damage) and two hooves (1d4 damage). Tiger gains two claws (2d4 damage) and a bite (2d6 damage). Wolf gains a bite (1d8 damage). Wolverine gains two claws (1d8 damage) and a bite (1d6 damage). This will be reflected in the next errata.

    Shifter (Class)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/02

    Shifter Wild Shape: With the new version of wild shape, the shifter doesn’t get anything at level 6 and 18. Should it gain something at those levels?

    Yes. At level 18, the shifter now gains both A Thousands Faces and Timeless Body, as the druid abilities of the same name. At level 20, add the following to the end of final aspect "and the shifter can use her major and minor forms at will." At level 6, the shifter gains the following new ability:
    Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
    This will be reflected in the next errata.

    Animal Ferocity (Feat)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2018/01/02

    Animal Ferocity: The ferocity prerequisite of animal ferocity seems to do what the feat does and more? How should it work?

    Animal Ferocity lets you take a full attack while disabled, but all attacks are at a –5. You can’t take any other full-round actions aside from full attack (for instance you can’t charge or cast a spontaneous metamagic spell). This will be reflected in the next errata.

    Shifter's Edge (Feat)

    Source Ultimate Wilderness
    Paizo Link
    Rule Link
    Date Published 2017/01/11

    Shifter's Edge: Should Shifter's Edge be adding that much damage to all attacks?

    No, Shifter's Edge's benefit should be the following "Whenever you use Weapon Finesse to make a melee attack with your claws or a natural attack augmented by your claws, and you use your Dexterity bonus on attack rolls and your Strength modifier on damage rolls, you also add half your shifter level to the damage."