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Paralysis may or may not allow it as well. Not sure about that one. It should.
Spell Combat - any reason NOT to use it with a Magus? Seems it would only trigger if you cast something, but you can switch it on and off.
A witch's Slumber hex has no upper limit. There are a few other abilities that make enemies unconscious, but not many as far as I know.
It's a standard action too, then there's remembering to use it. Probably other characters take out the enemy before then.
It's a full-round action. The DC is an Owlcat invention rather than tabletop (don't know their exact formula). As mentioned, the target must be helpless (unconscious or paralyzed usually).
Spell combat:
If you have it selected while using a one-handed weapon, you'll use it one-handed rather than 2-handed. Depending on your strength score, this might cost you a point or two of damage per hit (or more if you use power attack). Also, using spell combat imposes a -2 penalty on your attack rolls. In theory, you shouldn't take that penalty if you don't also cast a spell, but I don't know how well that is implemented (especially in real-time).
I did think about that. Something to consider if out of spells to cast. Thanks
Does it affect anything if you fail then pass?
No. Its the same as if you passed the check the first time. The only downside is if you try and fail the check by 5 points or more, in which case the lock jambs and can not be picked (or in the case of a trap, sets it off).
There doesn't seem to be any lore for enemies when you inspect.
Looks like I'll have to look them up on a wiki
Yes, I have noticed that it seems like you get full information on opponents no matter what you lore skill. Which is strange because it wasn't like that in Kingmaker. I definitely remember opponents that had question marks on some of their stat blocks.
Well you automatically get all the stats- prob because some of those difficulty checks were so high, and, true to PnP you could have the luxury of a monster compendium.
I'm talking about the actual lore when you inspect though, the description of the enemy, the reading part.
Water Elemental
No. While you can later return to the mongrel village at a point in Act 3, you can't return to the Shield Maze. The water elemental is meant to be a tough fight. Unless you have the tutorial turned off, the tutorial warns you that some encounters will be a lot tougher than the other things you are fighting in the area. There are encounters like this throughout the game.
Well yeah I got that from Kingmaker too, Swamp Witch hut comes to mind. Almost like they are showing new players to later return to some areas, but you can't return to shield maze.
Seems most people were asking when I looked online about the sword, hidden with a puzzle.