Can you make melee attacks magical to overcome resistance?

I’m attempting to make a Shapechanger character that focuses on transforming into a Phoenix, but the fact that it’s melee attacks are non-magical is concerning for higher CR rated opponents. Is there some sort of spell that makes melee attacks (besides Shillelagh, which isn’t what I’m going for) into a magically based attack, similar to a monster with that feat already?

Are there any magical items that would have an adverse effect if you had a negative Con?

I was just reviewing my Q&A about the effect of a negative Constitution modifier, and that is limited to the effects on the PC stats and abilities (specifically HP, fatigue, etc).

I remembered that Barbarians also use Con for the their Unarmored Defense ability, and (while it is a UA, so probably not as important, but still note-worthy in this regard) The Giant Soul Sorcerous Origin relies on Con as well.

Are there any Magic Items that would be affected by a negative Constitution Modifier?

How can a player character make a working magical prosthesis?

For the purpose of this question, a PC spellcaster wants to make say, a prosthetic hand (for himself or someone else).

What would be required to ensure the prosthesis would both respond to the recipient’s thoughts and move the way an original extremity would, without the recipient worrying that eventually the magic of the prosthesis would eventually fade and it would become inert and immobile? What would be the best way to approach this?

I’m looking for how a wizard would craft the prosthesis if he or someone else would need it and for some reason regenerating the limb was not an option.

Monstrous Mount – Animal or Magical Beast?

I am playing a Goblin Hunter. When I reach 5th level, I am considering taking the Monstrous Mount feat to gain a Worg as my animal companion. The feat says that I follow all rules for an animal companion, except where it states that it is different. I assume this means that unlike normal Worgs (which are magical beasts), a worg gained through this feat would be an Animal.

I am confused by this because the Animal type says that no creature with an Intelligence score over 2 can be an animal. Is this a case where the specific rule trumps the general rule? Or would the Worg companion be a Magical Beast? If it is a Magical Beast, is that the only feature it retains from its monstrous stat block? For instance, most Worgs have racial modifiers to Perception, Stealth, and Survival. Would my Animal Companion Worg be absent those (basically a special worg that answers the hunter’s call to become an animal companion, so it is not like others of its kind)?

There are other features of Magical Beast that could be problematic if it retained them, such as a Good BAB progression and a d10 HD instead of d8.

Is there a way to cause an arbitrary magical beast to gain character levels in a chosen class?

I was looking at this answer from our fine cheese collection, and it occurred to me that it would be quite a lot more practical if we could arrange for the assistance of a gorilla and war mammoth with barbarian levels (especially as that would allow the gorilla to take levels in Ride). Awakening them is easily enough done, at which point they’re in the same intelligence range as anyone else (and if they’re too dumb, you can awaken another one) but I’ve not found a way to actually apply class levels to them once that was done. The Leadership feat offers a mechanic for hanging on to them, but doesn’t seem to do anything for their further development. The Monstrous Companion feat actually does offer a way to inject class levels into an existing magical beast, but only of a specific list of magical beasts on offer.

So… is there something that I’m missing? Is there a way to turn a War Mammoth (awakened or otherwise) into a barbarian? I suppose I’d also accept a method for indefinitely turning a barbarian into a war mammoth, as long as the barbarian continued to enjoy the benefits of his class features. That one seems somewhat less likely, however.

The objective here is that the stack could be fielded by an appropriately designed party of characters, after enough levels had passed to gain appropriate resources, without having to pause to transform before battle every time. Whether the mammoth starts out as a PC or not is considered unimportant for the purposes of the question. likewise, if you can manage to cause a war mammoth (and gorilla) with appropriate class levels to come into being, it is assumed that you can come up with a way to convince them to hang around and rage-stack with you.

Can a character take 10 or 20 on a Spellcraft check to identify magical items?

This came up in this question: What's an efficient way to handle magical item identification?. Many people suggested taking 10 on Spellcraft checks to identify magical items. I certainly see the appeal—but is it possible in all cases?

I thought that taking 10 or 20 was only possible if many attempts could be made and failure was not harmful (or if it was, the character accepted the harm). Since some magical items could be cursed or booby-trapped, it seems that trying to identify the item could be enough to trigger its harmful effects. By trying to identify such items, a character may be in "immediate danger" without knowing it. Does this mean that one cannot take 10 or 20?

For convenience, here’s what Paizo says about it (link):

Taking 10 and Taking 20

A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.

Taking 10:

When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.

Taking 20:

When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

How can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?

The party I am DM’ing is going for an adventure to the Elemental Plane of Fire. I want to design a magical weapon that can grant an advantage against fire-based creatures. I see that Fire Elementals have Water Susceptibility (Cold Damage) but I have already house-ruled that elemental planes can not include magical effects of elements from other elemental planes, but just the spells that have elements of the current plane can be cast (as the plane purely consists of element of itself). For example, in the Elemental Plane of Air, not only Earth-based spells but all the spells are impeded, except air-based ones.

After I realized that I can’t use a magical weapon that has cold damage due to my house-rule, I wanted to give the weapon a "heavy smoke" effect to choke the fire, as I thought that fire can not live without oxygen. But this option conflicts with my house-rule, also I saw that the fire-based creatures any other fire source in the Elemental Plane of Fire don’t need air to live.

Now I have no idea how can I design a magical weapon that gives an advantage against fire-based creatures without cold damage and choking the fire via leaving without oxygen is not an option. I can not cancel my house-ruling because of the sake of my setting. I am open to any house ruling ideas beside the official ruling.

TLDR: as in title, how can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?

If the question shows up to be opinion-based, please accept my apologies.

Can you identify telepathically received messages sent through spells like Sending as magical via Detect Magic?

An enemy casts Sending to communicate with a player from far away. In this example, the player character doesn’t know anything about the Sending spell and he might think he is just hearing voices or going crazy.

Another player casts Detect Magic to scan the area. Can this player detect the presence of the telepathic message inside the first players head via Detect Magic as an evocation spell.