pathfinder 1e – When do you decide variable material components for Restoration in a ring of spell storing?

The Ring of Spell Storing allows you to store any spell by casting it into the ring as the spell would normally be cast, presumably expending any material components required at this time as general rules.

A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5.

It is also clear that no material components are expended when casting spells from the ring.

The user need not provide any material components or focus to cast the spell…

However, some spells such as Restoration require a variable material component cost depending on decisions made when the spell is cast.

Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)

This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp.

What price diamond dust is used to store and cast Restoration in the ring and when is it expended?
Can you choose to expend the 1000gp diamond dust and then not dispel a permanent negative level?

pathfinder 1e – Are there any size increases that don’t reduce Dexterity?

I have a character who is interested in increasing their size, but relies on Dexterity and so does not want to take penalties to that in the process. Are there any options for doing so? Shapechanging is generally out, because I need to keep the attributes of my own form.

The character in question has 10 levels of the ninja class from Complete Adventurer, using the water ninja variant class features from Dragon vol. 354. Since 10 levels are dedicated to this class, this limits other options. Righteous might is the one option I’m aware of with no Dexterity penalty, but a 10th-level ninja/9th-level cleric seems like a painful combination to me, and 19th level is a long way to wait for just one size increase.

The other option is mountain rage, which also has no penalty. However, since you have to be a goliath to get it, and they do have a penalty to Dexterity, that doesn’t help very much. Arguably, ferocity could counteract that, and there is technically the option of the stoneblessed prestige class from Races of Stone to count as a goliath, but stoneblessed is three levels of nearly-nothing for the privilege, and while ferocity might be good if I’m investing in it I’d want to keep all of that bonus.

Finally, since for a moment I thought it might, let me note that half-minotaur doesn’t work here: while it doesn’t apply a Dexterity penalty in its Abilities rules, the Size and Type rules tell you to “See Table 4–2: Changes to Statistics by Size in the Monster Manual for changes to the base creature when it gains a size category. The changes in this template are in addition to the changes outlined there.” Table 4–2 would be this one, and it does apply a Dexterity penalty for almost-all size increases (unless I’m already Huge, which is not a size I expect to reach ever, and certainly not at 1st level). Most player-available size changes don’t use those rules (those were initially just for size changes when advancing monsters), which gives us some hope, but half-minotaur specifically invokes them.

Effects that grant Strength bonuses are acceptable, but most Strength bonuses are costly, so expensive options whose value is supposed to come from a Strength bonus are not great. What I’d really, really like to see is some option that allows me to swap the Strength bonus to Dexterity, or barring that, something that just says “You don’t take Dexterity penalties for increasing your size,” which would enable me to seek any size bonus I want here.

Any 3.5e content (including 3.5e-legal 3.0e content) that is published by Wizards of the Coast or in Dragon or Dungeon magazine, as well as Pathfinder content produced by Paizo, is acceptable, with the exceptions of epic and/or mythic material, and anything with a level adjustment greater than +1 (and even a +1 is something I’d really like to avoid). Please note sources, and also note if there is a conflict between 3.5e and Pathfinder on a given option—for instance, Pathfinder-style shapechanging might work, but that conflicts with 3.5e. We’re generally favoring 3.5e here, but a case can be made for specific Pathfinder items ported.

pathfinder 1e – Full attacking with natural while grappling or being grappled

My GM said that a creature with several appenges can full attack with all of their natural attacks towards me?

I know that the grapple rules specify “Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you”
I’m reading the a light weapon meaning it’s a single light weapon and not all, such as a dagger, is this incorrect?

p.s. Are hands and appendeges in any way connected or are the grappling rules completely broken while you’re using anything other than hands, say tentacles etc

My GM is a stickler for rules, so any answers with sources is greatly appreciated.

pathfinder 1e – Melee cover vs Cover – Can you always use Stealth?

I am using this image from another post, which is why it has lines drawn on it that are useful for only a small aspect of this question:

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According to the stealth rules, you need cover in order to make a stealth attempt. According to the Combat rules, PFSRD – Combat (see the cover example #2 in the link), both A and B have melee cover with respect to each other, but not ranged cover (assuming neither is using a weapon with the reach property that can also attack an adjacent square, such as a spiked chain). So, ranged attacks do not grant cover bonuses, but melee attacks do? Could the melee cover be considered cover for the purposes of allowing a stealth roll? I was thinking of it like, A presses his back against the wall, turns the corner and shoots an arrow directly into B’s face, granting sneak attack damage if the stealth roll is successful.

Initially, I thought this made sense. However, the fact that A’s cover depends entirely on B’s weapon choice seems peculiar. If B is holding a spiked chain, A no longer has cover with respect to B. If that were true, it is almost like B’s spiked chain increases B’s perceptive abilities. Alternatively, maybe stealth was never possible in this scenario at all.

pathfinder 2e – Clarification on Healing with Curse of Living Death – Bones Mystery

The Minor Curse description for the Oracle’s Bones Mystery states:

(…) Non-magical effects that would restore your Hit Points only grant you half as many HP as normal.

I’m confused about whether resting counts as a non-magical effect, as the word effect usually refers to actions, items or spells. If it does count, then does this mean that every single day the Oracle uses a focus spell they get reduced healing from rest (since you only lose the effects of the curse after resting and making daily prep.)? Or am I missing something? This seems a pretty big deal in the long run.

Moreover, the entry on Resting states:

(…) The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP). (…)

The fact that other factors can already halve you HP regen makes this even more complicated. What if the two things are happening at the same time, do you only regain one quarter of the usual HP?

pathfinder 1e – Magus Spellstrike through an arm mounted “grappling hook”

Both ranged spell combat and ranged spellstrike specify that the eldritch archer must use a “ranged weapon.”

Meanwhile, the grapnel arm is modified unarmed strike (a weapon), and “functions as though it had the grapple weapon special feature” (and weapon special features are usually only available to weapons). It uses a ranged touch attack to determine whether or not it succeeds. On the basis that it is a modification to a weapon, and has a weapon special property, I think there’s a fair case to be made for the grapnel arm to count as a weapon, and since it uses a ranged attack, it would be a ranged weapon.

Thus, my conclusion is that the most reasonable interpretation here is that yes, you can use ranged spell combat and ranged spellstrike with the grapnel arm.

However, the rules don’t come and say that. They don’t specify whether or not the grapnel arm is actually a weapon; it might just “act like” it was in certain respects—and thus not act like one in other respects, e.g. ranged spell combat or ranged spellstrike. This is also a reasonable interpretation.

But for my money, the ranged spell combat and ranged spellstrike combined with the grapnel arm is cool, and I do not believe there is any compelling reason to nix the combination. Neither the constructed pugilist nor the eldritch archer is exactly what you’d call a “high power” class, so there certainly aren’t any balance concerns here.

pathfinder 1e – Do Arcanists count as spontaneous casters for magic item usage requirements?

As you may know, Arcanists have a spellcasting method that is very similar to a spontaneous caster’s in some areas. However, they are not considered as such. That being said, there is a line in the class description stating the following: “Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.”.

I wish to know whether by RAI, an arcanist can use item affecting spells known, such as a Page of Spell Knowledge, that state “being a spontaneous caster” as a requirement. It would make sense that such items, created before the introduction of the Arcanist, were written with the assumption “spells known = spontaneous caster”, and thus their ability to be used by an Arcanist would depend on the specific choice of words rather than a precise intent. For instance, in the Ring of Spell Knowledge description is written:”useful only to spontaneous arcane spellcasters”, which is not a requirement, thus it can be used by Arcanists. However the Page of Spell Knowledge have the wording:”If the bearer is a spontaneous spellcaster”, which makes it unusable. Given the similarity between the effects I find this strange.

This point seems to be further supported by the Expanded Arcana and Expanded Preparation, since the latter is a near-perfect copy of the former, worded for Arcanists. This could indicate that the authors intended Expanded Arcana to be available to Arcanists, but unfortunately it was disallowed by RAW.

Given these points, I’d be inclined to conclude Arcanists can indeed use such item by RAI, but I would like to have the judgements of more experienced Pathfinder players and DMs.

pathfinder 1e – What are the advantages of using the Intimidate skill over using the Diplomacy skill for the same purpose?

It depends on how much time you have to spend. Diplomacy typically represents a reasonable amount of back and forth negotiation that could span several minutes whilst Intimidation can be as quick as a single threat and a show of steel.

When using Diplomacy, you also typically take their opinion into account for the DC. They may be friends, enemies, random bystanders, sycophants or someone you accidentally insulted. After all, it’s much easier to convince your old drinking buddy to let you into a restricted area than it would be to convince the xenophobe who thinks adventurers are little better than hobos.

Conversely, Intimidation doesn’t care how much the person likes you, it depends on whether they believe you can make good on your threat. Of course, if you regularly intimidate your friends, they may not be your friends for much longer.

This we come to our final difference. Consequences. Intimidation is typically quicker and easier for your average burly Warrior to get what he wants, but it can leave a mess. Diplomacy takes longer and make cost concessions, but is less likely to bite you in the long run.

pathfinder 1e – What is the correct way to play Degenerate ogre’s pummel?

There is a monster called Degenerate Ogre which has the pummel ability. however the ability has this odd bit (emphasis mine):

“If a degenerate ogre succeeds on both slam attacks against a single foe it may immediately pummel…”

however, degenerate ogre doesn’t have two slam attacks, but a single slam and a single bite attack. Should the ability work on slam+bite, should I replace the bite with another slam, or just simply add a second slam attack without removing the bite?

pathfinder 1e – Does an Aegis’ Climb astral suit customization function like Spider Climb?

Not really

Aegis Climb does not reference Spider Climb and therefore does not ‘function like’ it.

But mostly yes

Spider Climb does very little that a Climb Speed does not.

  • +8 to Climb checks (both)
  • Can Take 10 on Climb checks (both)
  • Retain Dex to AC while Climbing (both)
  • Cannot use the Run Action (both)
  • Requires the use of both hands (both)
  • Can Climb across surfaces such as ceilings without handholds (Spider Climb)

Essentially, Aegis still need something to grab on to, but the option allows them to move more quickly and without sacrificing Dex to AC (protecting them from rogue ambushes and the like).