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Sleepless Detective

Abraham spalding's page

RPG Superstar 2015 Star Voter. Pathfinder Society Member. 10,881 posts (15,692 including aliases). 1 review. No lists. 1 wishlist. 13 aliases.


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Quote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.

I see no reason these two feats would not stack. Divine Protection's special clause doesn't even kick in since steadfast personality doesn't apply to all save throws, only will.

Of course your wisdom modifier still applies too so this could be a way to have a low wisdom high will character (stubborn as a mule and only half as wise!)

I would suggest the best argument against it working is would be the "Same effect different strengths" clause of stacking effects (same effect in that it is charisma to a save throw, different strengths in that it's only one save throw type instead of all save throws).

But that is a really big stretch since one actually has a bonus type and the other is untyped.


No, the ninja may only take mauve archetypes.


What Xethik said, Ranged study is for investigators, not slayers. Notice how the feat requirements studied combat not studied target.


linkified.

So basically the silver standard.

Assuming you do the same across the board with everything I think it'll work fine.


Google documents and share the link.


There was a feat that allows your spiritual weapon to make iterative attacks and what not. A different direction for this would be a caster that is a "blade master" that uses those spiritual weapons instead of a weapon actually in hand.

The feat is available early on and so is the spell. Everything could be "online" at level 3, and it only improves from there.

EDIT:

Spiritual Guardian, requires being a shaman. So I imagine not quite what you wanted sorry.


Torger Miltenberger wrote:
Renegadeshepherd wrote:

This isn't hard at all. In fact there so many ways to make this work well I wouldn't label it a bad idea. I personally will need something to narrow this down. Divine? Arcane? Prepared? Spontaneous?

My go to would be a battle mystery oracle or a crusader cleric as they are better at being martial than most arcane but arcane does work.

Arcane, 9th level spells, can go either way on prepared or spontaneous.

Would prefer to stick to the Sorc/Wizard spell list but am honestly not sure why, if there's something crazy for witch I'd be interested.

- Torger

I would offer witch on the following build:

Bloodrager 1
Witch (scarred witch doctor) 4
Evangelist 5 (push witch with it)
Eldritch Knight 10

You will have BAB +16, and con based casting. You will get ninth level spells (but only just barely). You saves are good, your skills are fine. You don't need much in any of the mental stats, so max your Con, and take as much strength as you can get.

Curse your enemies and then hit them with a big sword.


Quote:
Fluctuation of gold value only started after that event, so it have less than 50 years of practice nowdays.

This right here is the main thing I was taking exception with as it wasn't true, and implies that historically it has kept the same value.

In fact the price of gold in comparison to other measures of wealth (bonds, and the like) during the past 200 years would have been a very poor investment.

Mostly I just want to point out that the "gold bugs" so to speak are giving gold much more worth than it honestly deserves/historically has had.

As to the thread I posted and the peon bit -- I apologize, that wasn't directed at you, just a general information bit to help with the thread in overall with food for thought.


McDeadeye Jones wrote:
and what of constructs ? since they state that any effect in which they get a saving throw they are immune to, except for certain spells and effects.

Constructs don't say that:

Quote:

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Golems which are the closest don't say that either. Their magic immunity only costs as SR of Infinity. That means any spell that doesn't allow SR is not stopped by their magic immunity:

Quote:
A(n) <type> golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.


Galnörag wrote:
Can you hex a chest with misfortune so that is has to roll twice when you trip the poison dart trap?

Is a chest a creature? If so then yes.

I offer the game boy that survived a bombing as an example of a lucky item.


Detoxifier wrote:
Abraham spalding wrote:

Adjusts the onion on his belt

Back in my day we called those gems. And we liked them. We loved them.

Get off my lawn!

I've tried doing that before too, but I find a lot of players have trouble grasping the concept so I just started using standardized coins at higher values.

Another option I have seen used in game is non metal currencies. One of the games I play in uses plaster currency with the denominations imprinted into the face of the currency. The central bank of the kingdom holds all the gold and platinum in its vaults, or at least that is what we are told.

This opens the game up for some interesting uses of counterfeiting

Awesome, I've done gems, artwork, and even scrolls as wealth before.

Shrink item was actually a commodity driver too -- being able to give someone a cloth that you can throw down and turns into a pile of bullion is really handy.


Detoxifier wrote:

You may be better served by simply adding a new coinage, such as Nickel between Copper and Silver, bumping silver, gold, and platinum up an extra unit of 10.

I usually go the opposite direction and add a few types of exotic new metals or coins onto the end of platinum that only the very wealthy trade in.

Adjusts the onion on his belt

Back in my day we called those gems. And we liked them. We loved them.

Get off my lawn!


Um... no value is always a measure of one good against another. Since all values are relative to what they are measured against all values are in flux. It's absolutely false to claim the value of gold has not fluctuated, since the amount it took to buy any given good has changed with time both before and after the USA left the gold standard.

The only way you can say the price of gold has never changed is if you say the price of gold is the only constant value in the world.

Which quite frankly is... nuts to say the least (and also wrong).


Guide is up now


I have a thread (here) where I break out the economics of the pathfinder system. I find it actually holds up rather well, especially when you consider that the "dirt eating peon with nothing" archetype wasn't nearly as common as is often suggested.


xt160527 wrote:
Goth Guru wrote:
Bardarok wrote:
xt160527 wrote:
Bardarok wrote:
Rather than change everything you could make it so that gold coins are not really gold, just like nickles are not really nickel. I personally say that both gp and sp are half copper and they are small, like a dime but thinner. It still doesn't make it close to real world metal values but it makes me feel better with minimal work.
The problem is that dipped coins only appeared around 18th to 19th century and even so in smaller quantities. We are talking about an 13th to 15th century that is the classical medieval world

I was thinking more alloyed than dipped. Roman coins had increasingly less and less gold/silver content as the empire progressed. Or course that also may have contributed to their collapse so maybe not the best example.

The Roman Empire was becoming increasingly dependent on slavery, which is much more evil.

Actually their fall was due to multiple issues, and slavery was not one of then.

However that is a talk for another thread

Honestly Golarion is looking at being technologically right in middle/end of the 15th century at the earliest. We have firearms making their robust appearance (as opposed to the simple firepots and what not) and the printing press is just starting to get going. In addition we have what very much appears to be the Age of Discovery going full tilt.

I think at most we could say that Golarion is very much exiting the Medieval period as people want to know it.

And gold is vastly overrated as a form of currency. It's value is as subject of fluctuation as any other good.


Well, pilgrimages were a rather common thing, and generally treated like a huge holiday with sleeping in inns and what not regularly.

Private quarters were the expensive part.

But yes I agree that adventurers are going to be on the top end of the money scale generally.

Something else to consider is the fact that adventurers' wealth is tied up in their equipment. While the average NPC doesn't have as much equipment they often have other tangible assets that PCs generally don't have as much of, kingdoms, houses and what not...


CraziFuzzy wrote:
There is a 'cost of living' section in the Gamermastering section of the rules. An 2 baths a week is WAY overestimating the cleanliness of the middle ages.

To say they were not concerned with cleanliness would be an error.

Rather it would be more appropriate to say that private bathing was a thing of luxury.


Hookers and blow


Spirit of the Corps could be useful too -- party dependent of course, but a barbarian's rage bonuses are morale bonus for example.

iirc correctly there are also some teamwork feats that allow sharing rage bonuses/ increasing bonuses if more than one person is raging which could be helpful too in some parties.

Tribe Mentality is team rerolls chose the better which is also nice.

Star Voter 2015

Late to the party I know, but part of what I like about this one is the fact there is a "hope" for these undead, which is really rare.

This is one of the few undead where the purpose can be fulfilled. You don't just have to destroy it to release it, it's not some "dread fell purpose" or some rubbish that is never explained by the author -- you have something you can actually do for these guys.

Granted there is the "It's only fluff" argument but I think it's worth much more than that.


thorin001 wrote:
For general, non-targeted destruction of your spellbook, like say dunking, what makes you think that your GM will not also ruin your scrolls?

Good Taste, Intelligence on the GM's behalf and a better understanding of what parchment and vellum is than most?

Also the fact it's not listed under the section "Water Dangers"

Also the fact that raw metal rusts amazingly faster with dunking than most people realize.

Granted most weapons are oiled and treated to help resist such, but that tends to wear quickly in combat and has to be quickly reapplied.

I also assume we are now worrying about bow strings, other wooden and leather objects as well with the same level of misunderstanding of how such things work?

I am reminded of a game where a GM thought that because a female character had sex she would be pregnant immediately since she did nothing to *not* be pregnant and that morning sickness and such would start the very next day.

I was like, "Dude, WTF? Do you know nothing about human reproduction?"

Turns out he didn't.


Grimmjow wrote:
Abraham spalding wrote:

Hm... I like. I was looking at battle herald and just realized the part I didn't like about:

It requires challenge instead of tactician which in my opinion would have been a much tighter and better match for the prestige class.

I think I might do a rebuild or at minimum homebrew edition of that one.

I think that is because Cavalier was the only class besides Samurai that had Challenge and they where the first with Tactician so they just kind of presumed if you had Challenge meh you probably had Tactician too.

Possibly, I'm just saying now I realize the part that always bugged me, and what I intend to do to fix it. :D


Hm... I like. I was looking at battle herald and just realized the part I didn't like about:

It requires challenge instead of tactician which in my opinion would have been a much tighter and better match for the prestige class.

I think I might do a rebuild or at minimum homebrew edition of that one.


3 people marked this as a favorite.

Not show up for a game without telling me they were going for pizza instead.


Also Concentration checks.


Above negative con. That means it could bring you back to life because a positive number is above -0 or as we know it as 0.


Gwen Smith wrote:
Zhangar wrote:
Gwen Smith wrote:
Abraham spalding wrote:
Oh yeah, I would also argue that being returned to life doesn't stop the spawn from happening. That happens regardless of anything else. In fact multiple deaths should cause multiple shadows.
Wait...are you saying that if someone cast a Raise Dead or used Ultimate Mercy during those 4 rounds, the character would still become a shadow? Or a shadow would spawn, just not necessarily the character becoming a shadow?

Huh. I wouldn't go with that interpretation at all.

BUT: If a person is killed by their own shadow right after a battle res, do we declare that the GM has won?

I was asking based on the comment "being returned to life doesn't stop the spawn from happening".

So if I drop Sanctify Corpse on someone killed by a shadow, drag their body back to town and get a Raise Dead cast on them, would they still spawn when Sanctify Corpse expires?

If so, what CR is a shadow, again?

Sanctify Corpse specifically delays the spawn from coming out. It doesn't stop them.

I would suggest it would be better to take care of the coming shadow rather than ignore it's coming.

Of course I could be wrong. It's happened before.


Diego Rossi wrote:
Abraham spalding wrote:

Fair enough on the confusion. I didn't mean the end of the actual round, but that is what I said.

The more important part is when it ends -- which is to say the next round.

So if you died and got unlucky and it's 1 round until the shadow springs up the shadow still won't appear this round.

It would appear exactly after 1 round from the moment the character died.

The problem is that you missed what I was commenting too:

Shar Tahl wrote:


Round 1 - shadow drops character to 0 strength and they die per the shadow ability. 1d4 round timer starts on the shadows initiative with round 2 and goes through round round 5 potentially.

The 1d4 timer start immediately, not on round 2.

Oh yeah, I would also argue that being returned to life doesn't stop the spawn from happening. That happens regardless of anything else. In fact multiple deaths should cause multiple shadows.


Fair enough on the confusion. I didn't mean the end of the actual round, but that is what I said.

The more important part is when it ends -- which is to say the next round.

So if you died and got unlucky and it's 1 round until the shadow springs up the shadow still won't appear this round.


It doesn't. You only get the abilities the merge ability says you get.

The part about polymorph was specific to the bit about doppelganger which -- quite frankly I'm not even sure why you would think that would do anything for you.

But hey it's easy to miss stuff with as much information as is in the books.


Raise dead doesn't work that way LazarX.

I think he meant a scroll of Raise Dead not BoL.


bugleyman wrote:
Abraham spalding wrote:


No problem:

Quote:
When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
Source

This is absolute the RAW. However, I would submit that would mean that if you acted right after a foe, but on the same initiative count, then any one-round affect you apply would never do anything.

R1 init 16: Bad guy goes.
R1 init 16: You daze bad guy. He fails his save.

R2 init 15: Daze ends (15 is the last whole number before 16).
R2 init 16: Bad guy goes. What daze?

Obviously that isn't RAI, so I think that particular bit of text is problematic. YMMV. :)

I would argue it is RAW and RAI -- it prevents monk stun lock for example.


That's... not how this works.

That's not how any of this works.

Did you not read what the entry states? It literally tells you everything you gain and nothing more.

You don't get any ability increases from the merge.

In fact it looks like you don't know anything about how polymorph spells work in pathfinder.


Diego Rossi wrote:
Abraham spalding wrote:


Duration is counted from the end of a round until right before the initiative of the same person on the next round. It's in either the combat or magic section I forget which.

Citation please, as I haven't ever seen it run that way for spells or timed effects. The only exception I know are the effects that stop regeneration.

No problem:

Quote:
When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Source


Yeah honestly it's not odd for me to grab it twice at high level.

The Spell binder archetype is a good one to look at as well, as it get spontaneous casting of a small selection of spells.

Grabbing the quick study discovery can be really useful too as your head full of spells suddenly becomes a little faster to access.


Diego Rossi wrote:
Shar Tahl wrote:

Round 1 - shadow drops character to 0 strength and they die per the shadow ability. 1d4 round timer starts on the shadows initiative with round 2 and goes through round round 5 potentially.

The only hope of the character is a restoration spell cast for the 3 round casting time, with 25% chance of it not going off in time. The wording on the targeting of BoL and Rest are the same, "target creature", while raise dead does specify "target dead creature", so being dead does not necessarily exclude from restoration.

Ruling in question that are relevant here.

***Is shadow damage tracked beyond 0. so say someone was at 1 strength and they get hit for 7 damage. Does it stop at 0 or does it need to be healed up to 1 from -6.

***Can a potion of lesser restoration be allied to a dead person. RAW, it specifically gives rules for pouring down throat of an unconscious person.

***Does restoration work on dead bodies

Why tracking rounds should start on round 2?

The character drop dead, the 1d4 die is rolled immediately and you start the count.
When the initiative cont at which the character dropped dead come 1 round has elapsed and the second has started.

@Fergie: about your 3.5 comment, what is more accumulation that the damage reducing the actual score? That it what it did in the 3 and 3.5 version of D&D.

Duration is counted from the end of a round until right before the initiative of the same person on the next round. It's in either the combat or magic section I forget which.


My "quick list"

Dispel magic
Greater Dispel magic
Teleport
Knock
Summon monster 6
Summon monster 9
fly
Polymorph any Object
Greater Teleport
Shades
Echolocation
Emergency Force Shelter
Arcane Sight
Detect Scrying
Break Enchantment
Remove Curse

Generally I look for spells that I would want if I was in a situation where I would not have my book. Typically those cases are when stuff has gone really wrong. So I look to regrouping spells, stuff that can help me get out or stuff that can cover multiple situations.

Basically:
Dispels and Breaks
Summons
Shadows and Shades
Teleportation and movement
Extra senses

Expensive spells are generally out because of the fact you probably won't have what you need to cast them at the time.

When I am running a wizard where this is a concern I also consider eschew materials and still and silent spell. These mean that even if you are say encased in full plate with a tower shield you can still cast with a gag in place.

Rods are nice but lets face it in these situations you likely won't have your items on you.

Also Familiar spell can be a nice contingency as you can preload your familiar with a set of "come and save me" spells and have him go out and get some help to save your butt. The nice thing is you can continue to reprepare those spells without your familiar near by as nothing about the metamagic feat says your familiar needs to be there for him to receive the spells.


Cylyria wrote:

Another question related to this. Would/can a corpse still have a strength damage? Wisdom damage? I mean, it's a corpse. I know that poison lingers after death, but if someone was killed by say an energy drain, would the corpse have negative levels?

Yes. yes. and Yes. The only reason damage would be reduced is if the spell says it would be. Breath of life doesn't restore the damage taken, it only restores life in the case that it brings the hp total high enough and the death wasn't caused by a death effect.

Quote:
I can see the argument that if some is revived by BoL they weren't dead, only mostly dead, ala Princess Bride. The whole thing just seems odd to me.


However nothing about being a priest actually requires the ability to do magic.

There is no "wedding" spell, No "baptism" spell, et al.

The basic requirements are readily handled by skill checks.

Honestly it wasn't the priests people went to for healing generally.

Is there a class that is favored by the gods and granted magical power? Yes.

Is that class required to spread the word about a given god, and guide others in the faith? No.

Nothing about cleric other than the fact you get banhammered by your deity suggests they would be any better at leading the flock than any other class.

Cleric demonstrate the power of a specific god sure, but demonstrating power isn't the same as leading, or winning hearts and minds.


Otherwhere wrote:

To those who argue that BoL CAN bring you back to life after sustaining Attribute Damage: are you saying that the damage disappears once one dies? (Because a corpse has no attributes?)

No that's why you die immediately again.

Quote:


I'm of the mind that the damage still lingers, just as wounds do, even once you are dead.

Yeah that's what I said when I on every post, and why it's so tricky.

Quote:


I WOULD allow BoL to revive a person damaged of STR by Shadows, however, but they are unconscious and paralyzed until they gain at least 1 pt of STR. The STR damage remains, even after they "die". If they were BoL'd, the "dead" part is "healed" but the STR damage remains, so they are no longer transforming into a Shadow but remain helpless.

Using the BoL in the Shadow instance is very tricky since you only have 1 rnd in which to make the attempt. Miss that window and they're toast!

I think most people agree on the CON issue. It's the (fairly common) Shadow question that is in debate since STR damage would not normally kill you.

Meh, it depends on if the rider is on the strength damage itself, or on the shadow's strength damage attack.


1 person marked this as a favorite.

The raise dead spell specifically states it raises stats to 1 if they are less indicating the ability damage sticks.


Just a Guess,

As it is the rules board do you have a reason it doesn't work?

It's nice people have said that it doesn't work but I have yet to see anyone give a reason why the breath of life wouldn't do what it says and then have you immediately die again.


Benchak the Nightstalker wrote:
Abraham spalding wrote:
Cuuniyevo wrote:
In theory, someone else in the party could ready an action to restore your Con as soon as you were brought back. Bonus points if both healers liberally quote ER (or other, less dated, references) during the process.

Takes three rounds to cast restoration, which is going to make it really hard, considering you only have 1 round to make it work.

Might work a little better with a potion of restoration or lesser restoration, but even then it's going to be a pain in the butt since feeding someone a potion is a full round action.

So basically -- in theory yes, in action no.

Heal removes ability damage, and only takes a standard.

Which would be a better option to be sure.

Again I think since it's not a death effect, and the spell explicitly returns you to life it will do so -- then you die.

As to if someone else can get something right before you die again, that part is completely up to the GM.

But again, I could easily see an argument that each "redeath" would spawn another shadow too.

Honestly though at the point you are spending that many resources on it, in all likelihood the shadow that killed your buddy will likely kill you too while you try to work this little miracle.


The problem is the spell says it will return you to life barring a death effect. You will return to life, as the strength damage is not a death effect (neither is the con damage) -- however you are going to immediately flop over dead again.

The spell works -- it's just not going to accomplish anything really useful.

Side thought:

The shadow's create spawn ability doesn't say it only works one time per person, only that it works when you are killed.

As such you die, get brought back, die again == two shadows in 1d4 rounds.

Though it does raise another question:

Raise dead won't work after you have been turned into an undead. However if it goes off before you become undead shouldn't it then? Since the strength damage part isn't a death effect.

The biggest reason raise dead is nice is it has the explicit part about raising stats to 1 or better.


Scythia wrote:
Abraham spalding wrote:
Cuuniyevo wrote:
In theory, someone else in the party could ready an action to restore your Con as soon as you were brought back. Bonus points if both healers liberally quote ER (or other, less dated, references) during the process.

Takes three rounds to cast restoration, which is going to make it really hard, considering you only have 1 round to make it work.

Might work a little better with a potion of restoration or lesser restoration, but even then it's going to be a pain in the butt since feeding someone a potion is a full round action.

So basically -- in theory yes, in action no.

Maybe ready an action to cast Bull's Strength on them? That'll give you more than enough time for a Restoration.

Depends on what bonuses they had to start with and how far down they went.

If they already have an enhancement bonus to strength and have taken a lot of strength damage (or if they had been in a rage, et al), you might not have enough bonus to make up for the damage they took.


Cuuniyevo wrote:
In theory, someone else in the party could ready an action to restore your Con as soon as you were brought back. Bonus points if both healers liberally quote ER (or other, less dated, references) during the process.

Takes three rounds to cast restoration, which is going to make it really hard, considering you only have 1 round to make it work.

Might work a little better with a potion of restoration or lesser restoration, but even then it's going to be a pain in the butt since feeding someone a potion is a full round action.

So basically -- in theory yes, in action no.


Yup, it works. You immediately come back to life and stabilize.

Then you immediately die from lack of con, again. You have done nothing to negate what has caused the death.

If it is from a monster then you look at the monster's special abilities.

Say the shadow which says you die if your strength damage equals or exceeds your strength score. In which case you immediately die again unless somehow your strength improved between you dying the the spell being cast on you.

So basically it's like using the paddles on someone without a head. Yeah the heart might beat again, but that's really not going to help.


chaoseffect wrote:
_Ozy_ wrote:

Uh, what? Spell DCs are 10 + spell level + charisma modifier.

There is no 1/2 caster level spell DCs.

Yeah, the 1/2 level DC thing is for supernatural abilities, not spells.

Well *generally* any ability that isn't a spell really.


Fair enough I had forgotten the wording on the str bow.

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