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Mark Seifter wrote:
That'd be great. If anything, could I get a weigh-in on #1 in my OP?
Since my last thread for this was so long ago (And because I was a dip and put 'Unleashed' instead of Unchained in the title), I'm making a new thread for this. Over on Mark Seifter's Facebook page, a vote decided that for every 5 likes on his page, he would convert a poison that hadn't yet been so to the Unchained rules. I'm mostly doing this to compile them into an easy to read and find thread.
Disclaimer: In no way is any of this officially endorsed by Paizo or rules legal for Pathfinder, this is just something one of their rules designers likes to do in his spare time as a thank you to the fans.
Arsenic (100 likes)
Azure lily pollen (105 likes)
Belladona (110 likes)
Black adder venom (115 likes)
Bloodroot (120 likes)
Burnt othur fumes (125 likes)
Dark reaver powder (130 likes)
Dragon bile (135 likes)
Drow poison (140 likes)
*The first Unconscious state lasts only for 1 minute, and then the victim returns to Healthy automatically.
Giant wasp poison (145 likes)
Greenblood oil (150 likes)
Hemlock (155 likes)
King's sleep (160 likes)
Lich dust (165 likes)
Malyass root paste (170 likes)
Medium spider venom (175 likes)
Nightmare vapor (180 likes)
Nitharit (185 likes)
Oil of taggit (190 likes)
*The Unconscious state lasts for only 1d3 hours, and then the victim returns to Healthy automatically. It is not an end state.
Purple worm poison (195 likes)
Sassone leaf residue (200 likes)
Shadow essence (205 likes) (Newest 8/16/2016)
They will not stack. Activating either is a swift action, and elemental assault only lasts for a single round.
You would have to spend the point as a swift action to activate your pseudo-bloodrage, and then activate the elemental strike ability on the second turn. Sadly since the eldritch scion's eldritch pool does not say you can continue to burn points to keep the pseudo-bloodrage up, it's basically a waste.
HALLOWED NECROMANCER, pg. 74
- Arcane school and spells are altered so that you cannot create/animate undead, but nowhere in the text does it say that you are either punished for casting those spells or have those spells removed.
- The line starting with "If the spell has an attack roll" has an extra "as" after the comma.
1 sounds like an oversight. I'd probably use the atonement rules for this. As for 2, it would only be useful if the target has an ability to negate all damage on a successful save. There may also be some special rider effect on some spells that don't work if the target saves.
On #2, I suppose that might work if you spont-cast a cure and add a metamagic feat that bestows a rider effect.
As a side note, as a GM and player, I'd personally prefer the other option on #1: Just remove any spell that deals with animating or creating undead.
New archetype from Horror Adventures. I realize not everyone will have this book since it's only been out for three days, but I have some nagging questions that it would be nice to get answered.
1. Does the hallowed necromancer have spell restrictions?
A hallowed necromancer's arcane school option reads as follows:
Arcane School wrote:
Supposedly the archetype alters your spells by saying that you vow to never create undead, but nowhere does it actually say that you either get punished for making/raising undead (Much like how the undead master archetype requires you to be evil), or that the archetype removes animate dead, create undead, and other spells on the wizard list that can potentially bring about undead. Was there not enough word space to spell out that you don't get those spells or get punished for using them?
2. How does Positive Touch work?
Positive Touch (Su) wrote:
... A number of times per day equal to 3 + his Intelligence modifier, when he spontaneously casts a cure spell, he can either turn the effect into a ray and increase the range to close or choose to remove the Will save but deal half the normal amount of damage.
So, wait, either I increase the range on my normally touch-based cure spells... Or I can remove the Will save and deal half damage...? Considering that the H.N. only gets standard cure spells and no other kind of positive energy spell, what's the point of removing the save and dealing half damage if the spell will deal half damage anyway on a successful save?
Three total and two wouldn't apply to your friend. Disposable Weapon, which allows you to break a fragile weapon to confirm a crit, and Splintering Weapon, which lets you break a fragile weapon made of a primitive material to inflict bleed. The other one is Fortified Armor Training, which lets you negate a crit by breaking your armor or shield.
There's also Quillbreaker Defense, which lets you reduce the damage you take on an attack by 5 if you break your armor spikes, or 10 if the spikes are masterwork.
To be fair about the whole bane and wielded weapons bit, the esoteric magus archetype specifies that they can use arcane pool to enchant their unarmed strikes as if they were manufactured weapons. Using that line of logic, a standard magus would not be able to do that as it does not say they can (They can, however, wear a gauntlet and use arcane pool on that.) Instead, standard magus' arcane pool says, "Any weapon he is holding".
This example can be applied to the inquisitor as well.
Core Rulebook: Sixth printing
PF Setting stuff:
Adventurer's Armory: Second printing
Marco Massoudi wrote:
If anything, a Second Darkness or Legacy of Fire compilation would be more likely than the others if only to finally update the other two APs that are still under 3.5 rules. Naturally, it's all up to how well this sells and how much old stock of the original modules they have.
A spell(0-1st) that cures/removes the effects of alcohol and drugs and another spell(2nd-4th) that cures addiction.
Many modules and adventure paths treat remove disease as your go-to spell for curing addiction. Removing the effects of alcohol and drugs is trickier, because drugs and alcohol are, by the rules, considered poisons and thus subject to neutralize poison.
Basically self-only or touch spells. Nearly all of the other ones require line of sight to a target or area. I would guess you could technically throw out burst spells, but being blind you'd have absolutely no idea how far to fire it to get exact results.
Sassone leaf residue (200 likes)
Well, one of the gillmens' racial features has them being more resistant against enchantment spells except from aboleth sources. And as far as I can tell, the only feat in PF that lets you breathe underwater is the Aquatic Adaption feat from Monster Codex, and that requires you have the hold breath racial ability.
This is actually a really good question... My interpretation would be the second example, since the entry on negative levels says that you count "as one level lower for level-dependent variables", and HP loss from Con damage is based on your character level.
There's also this, from the Constitution section of Ability Damage: "Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed."
So, your buddy is actually taking either 4 points off of his HP, or 36.
Eric Hinkle wrote:
It'd have to be an NPC, because likely at the level you get death clutch they'd be able to make the inevitable Fortitude save. ;)
Technically, the Twilight Sage's Necromantic Focus ability "modifies" spells by saying that you have to prepare at least one necromancy spell per spell level every day. Unlettered Arcanist specifically modifies the arcanist spell list to cast from the witch list, and specifies that it does modify the spellcasting class feature.
Since Twilight Sage's feature doesn't explicitly say that it modifies your spellcasting class feature by RAW I guess you'd be okay, but it's best to ask the ones in charge.