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Lord of Conflict wrote: A Horror Movie series that makes use of that kind of idea is called the Wishmaster. Something else that could help you out is Book 6 of Legacy of Fire: the Final Wish, which has a chapter on Wish-crafting watch some Hallmark movies... of course you could just read some classics about wishes like The Monkey's Paw or Castle Roogna
Shawn Valleau wrote: Really late to the party, but can anyone tell me why there isn't a list sorted by level. For which Class? There are lists by Classes sorted by level and optionally school -> see Archive of Nethys for PF1.The clear problem is that some spells have differing spell levels depending upon the class that accesses them. Paizo never set a Spell Level to "(3-4)" to represent that range and used a long list of classes with respective spell levels. Once you download a spell database you can set your own sort criteria.
Azothath wrote: Hao Jin Tapestry tying access to a physical object is probably the best way to constrain access. This allows you to put the access point in your handy haversack (making it inaccessible), in another secure location or in a secure object(golem, clockwork levithian, ...)/creature(pharaonic guardian, gigas clam, etc). Next is to place a guardian on the object AT the access point on the prime (or where ever). Putting guards IN the realm can be done but you have to have a teleport trap effect to funnel everyone going in/out to a specific geographical/architectural location/place in the demiplane. Honestly it is probably more trouble at that point as you want to use the demiplane for your own escape/location obfuscation so having several spots in the plane IS better. Still, there are spells and methods that once casters have access to the plane and time (via spell research) they can figure out workarounds.
GMs can do what they want, it is their implementation of the Game.
Reskew_Trebla wrote: ... As a hard core 'not close to RAW' player I'd expect you to experience more troubles than most. You'll have to find a GM who will work with your ideas.
Nimor Starseeker wrote:
*BZZZZ!!!* sorry - as you failed the DC check you have fallen into the Pithy of FAQ Despair due to lack of reading. it was even in the post previous to yours, really... “Those that fail to learn from history are doomed to repeat it.”
you could try Accessories forum
Rise of the Runelords set: 64 minis, + 1 mini in promo set. Aug 22, 2012. similar Reaper's Runelords
Reddit has r/PrintedMinis/
Valandil Ancalime wrote:
Was it a mouse-take?
PF1 Rules search order
Professor Sunshine wrote:
that rule references the Humanoid type as there is nothing to suggest otherwise. If they had used "human" it could be the subtype or shape (and why I used the parenthetical). I think you are just over-reading the text.There are "key words" or phrases with a defined meaning in PF1, and humanoid is one. Nymph CG Medium fey CR:7
Given that definition and logic, you should set a Know:Nature DC to determine that as the Player must succeed on that knowledge check to 'know' that information. Don't just give it out for free as their assumptions could have a big RP impact. IMO 15-20 is reasonable.
Alligators are dark colored with a broad, rounded snout and are usually found in fresh water. Crocodiles are grayish-green and prefer coastal, brackish and salt-water habitats (thus have a higher active salt glands) and are more aggressive.
I'm kinda waiting to see how 2 or 3(CR 3-4) or 5(CR 4-5) barkgators do against a standard 4 man first or second level party. It'll be a snap!
Gear & Mounts
Good clerics putting down undead and the living not liking undead things is pretty much standard in the Game. When your own party cleric channels/casts to destroy undead your horse/mount with only a few HD will be First on the List. X^0
I managed to summon sumthing callin itself aza-toot using ChatGeneralSummonsBot... hard to tell with all that 12 tone flute music... he had some smooth dance moves though...
Worm That Walks vermin(augmented human) CR 14 Worm that Infests CR 15 (as Worm that Walks above)
Speed: 30 ft, Burrow:5 ft Str 12(10), Dex 20(18), Con 20(18), Int 26(20), Wis 12, Cha 10 (belt of Str +2, Dex +2, Con +2)(headband of Int +6; Know(History, Local, Nobility) ) Abandon Flesh (Su) Abandon(leave) an inhabited medium or large sized body as a swift action, crawling hideously out of its host and leaving behind an empty sack of skin and bits of gristle. The creature absorbs much of the inhabited body's flesh to heal itself, regaining (2d6 +2*(inhabited creature's HD)) hit points. The husk left after Abandon Flesh cannot be inhabited again nor is the body considered whole for Raise Dead. Flesh Armor (Su) while inhabiting a medium or large sized creature gain; +3 or +6 (respectively) armor bonus, the natural armor of the inhabited creature, any energy resistance of the inhabited creature (the values do not stack so only the greater of each ability applies). For example; while inhabiting a common fire giant CR:10 it would gain +6{large} armor, +8 natural armor, and immune:fire. The Worm that Walks has +6 armor so it does not gain any additional armor value to AC. Inhabit Body (Su) can crawl into the body of any helpless or dead medium or large humanoid or monstrous humanoid, consuming and replacing the bulk of the internal organs as it does so (pinning a victim and then inflicting 2d6 damage & 1d3 Cha damage per round until the victim dies or reaches 0 Cha whereupon it is considered dead). This process takes about 4 rounds during which it is grappling and pinning the target (half speed, lose Dex to AC). Once the process is complete the Worm that Inhabits occupies the inhabited (dead) creature which seems to be the normal living creature it was in life sounding the same as before. The Worm that Inhabits gains a +10 racial bonus on Disguise checks to appear as the normal humanoid/monstrous humanoid while wearing a dead body in this manner, but does not gain any of the knowledge or abilities that the inhabited creature had in life (other than outlined in Flesh Armor). The alignment of the Worm that Inhabits is detectable as usual. The Worm that Inhabits loses its burrow speed while inhabiting a body. It gains proficiency with armor, shields, and weapons the inhabited body owned & used (only the outer layer of donned armor (with enhancement bonuses) counts as the creature's current armor value thus a Worm that Inhabits generally eschews common armor). Usually a Worm that Inhabits studies and learns the victim's history and mannerisms before inhabiting and killing the victim. Create Acolyte (Su) with a successful touch or slam attack the Worm that Inhabits can attempt to attach and infiltrate a victim with one of its worms. It can also attempt to feed a victim a worm but this is usually more complicated. The victim must succeed on a Rflx DC 26 or watch as a worm burrows into its skin (ignoring natural armor or DR) much like a Rot Grub then any living creature takes 1d2 points of Con damage. A (living or dead) creature is then considered infested, a worm has the familiar House Centipede statistics with Speed:10, Climb:10, Burrow:5(flesh, dirt), Poison Fort:16, DR:4/magic, Fast Healing:1/r for up to 10r/day. Constructs, aberrations, and outsiders cannot be infested. Any energy-based attack (including damage from negative energy or a kinetic blast) that deals 15 points of damage (or brings it from it's maximum to -6 hit points) to the victim automatically destroys all of the worms infesting it ending the worm infestation. Any effect that removes disease instantly ends the worm infestation. Immunity to disease offers no defense. The save DC is Constitution-based. If a living creature dies while worm infested it rises within 1d4 hours as a Worm Acolyte (CR:creature's CR +1). A Worm that Infests knows where any worm infested victim is and may target it with a spell if it is in range. It may use Message cantrip (to 230ft) as a free action once per round to whisper to a worm infested creature within range. A worm infested target suffers a -4 profane penalty to any saves against spells & spell-effects created by the Worm that Infests. Abjurations such as Protection from Evil and Circle of Protection provide no defense for a worm infested creature against spells & spell-effects created by the Worm that Infests. A Worm that Infests must still overcome the SR of a worm infested creature. A Worm that Infests can have up to 1 worm infestation per HD active at any one time, those that exceed this maximum (chosen by the Worm that Infests) are freed of their worm infestation and feel a lifting of foreboding and dread as it ends. Worm Acolyte CR (creature's CR +1) Creature retains its appearance, class abilities, skills, knowledge, magic items and equipment but becomes a vermin (augmented human/monstrous humanoid) as worms infest its body. Other creature types cannot become a Worm Acolyte but the worm (while it lives) simply provides its location and reduces the protections of the creature to it's progenitor. A Worm Acolyte is considered worm infested and initially of Helpful attitude towards its progenitor (the attitude can change with time). It gains Worm that Walks Type, Senses, Hit Dice(replacing it's own), Defensive Abilities, Flesh Armor (Su), and Die Hard feat. It may attack with its weapons as usual. Does not gain other abilities from Work that Walks.
=== by Azothath ===
DAOFS wrote:
no In a monster entry Special Attacks will list Sp/SLAs and Spells Known... just like a creature that shape changed or polymorphed into a swarm could not cast spells without some very specific wording in the description.
Commentary
as you can see, developer chat is it is still an animal, albeit a smart one (this is all about creature type and such). This comes with the good and bad of having intelligence and learning stuff; like when toddlers learn they can say "NO", when chimps get angry and act out, when moneys at temples learn how to steal from tourists, etc etc... Handle Animal becomes more like negotiation. Another amusing trait is that socialized animals tend to think of humans as their own kind. So a dog thinks its master is a lead dog and problems occur as humans may not communicate well to the dog and the dog may take a dominant role. Animals are not too sophisticated in their behavior. How much/far you take this is up to your sense of roleplaying and game balance in the game. Free Will - it's really a roleplay issue as only mounts act on the same initiative as their rider, EVERYBODY else acts independently. AFAIK every creature acts as it thinks best (even if they have Int:— ). Generally if an Animal Companions acts before the master it will wait(delay) until their master gives a command. Sometimes animals get excited and will act without thinking.
Boneboy711 wrote:
the common issue(problem) is you've latched onto some flavor text and are working that phrase. You are trying to create a mechanic based on fluff. You have to back up/widen your point of view to a bit wider scope in judging a spell description. You also have to compare it to other spells.The basic problem is this spell comes from a PPC book and it's not reviewed by the core line at Paizo (to reduce costs) so they are creative but notoriously have some wording problems. As I pointed out; Fire-Ash-Smoke are in the same descriptor theme, Water-Fog-Mist are in the same descriptor theme. See Revelations and Feats. So this spell broaches that thematic barrier and that's an issue. The spell is communal which is typically 1 spell level higher than the base spell and that's a BIG issue. Water Breathing:T3 is a 3.5 import so (like many OGL things) it escaped that nerfing/rule. The spell does multiple things and generally Paizo tried to be specific with spells and keep them to 1-2 effects. Personally I'm not a fan of that design choice but I understand the desire for generic simplicity. As this is the Rules forum some posters are just going to give you an opinion based on RAW along with how the spell works and not wander into Advice. As the thread history builds comments and advice will appear. My Advice is for your Home GM to edit the spell. Change it to D2. Allow the user to see 30ft through mundane or magical obscurement or concealment created by Ash, Smoke, Cinders, gain Energy Resistance [fire]3, a +4 enhc bonus for saves versus inhaled afflictions, environmental effects, and effects that produce[blinded, exhaustion, fatigued, nauseated, sickened, staggered] condition from ash, smoke, cinders, dehydration, and fire mundane or magical effects and spells with the word Ash or Smoke in their title. No benefit for Mist, Fog, Cloud or spells with a water descriptor or effect.
Senko wrote:
4 wands... The wands won't do anybody any good in the armory much less a bunch of first level warriors.So be sensible. Give each wand to someone that can use it to defend the castle, that's 4 users. Likely court functionaries or trusted NPCs or apprentices with spell lists that suporrt usage without UMD.
In the Game it is treated with a wide brush, there are only 9 declared alignments.
an interesting read on PF2 & reviewers/community
M.J.Sayre twitter thread: {posted above too}
░▒▓╬ halt all ye spammers an scrapers! ╬▓▒░ twitter thread PF2 IS a good game especially after the updates (circa late 2022/early 2023).
Business wise as PF2 is NOT a failure you don't want to dump those years spent in development (& costs) to produce a shiny new product. Asking when is just naive (no biggie).
use Mad Magazine for character inspiration... or the little marginals like a grippli in a t-shirt that sez, "I'm a Prince - Kiss Me!"
The Sidekicks Initiative at Goodreads
With butterflies I'm more the Akiko Yosano with "Thou Shall Not Die" of Bungo Stray Dogs or Monarch from The Venture Bros., and there's always this guy who once had superman's powers and like a cockroach that knows he's in a comic has escaped every pointy-toed reboot...
Lord Fyre wrote:
hey I'm being nice and don't want to throw any stones, bricks, or cement trucks. Lord Fyre wrote:
true, but it also speaks to system expertise. I also understand that some builds are clearly questionable and incorporating some flair does make it harder to understand. I've had some professional experience with that topic. It's a issue of wanting it ALL; great dramatic writing, realistic plot development, memorable NPCs, and well designed builds. Generally that costs more and takes more time & effort. Ooops! Did I answer my own question?! I'm gonna go with Margaret Atwood's advice.
I've run RotRL along with the Scenarios. Honestly the spellcaster's need work(spells, equipment, magic items) as they are simplistic. Part of it is the spell lists have expanded since conception. NPC strategies are also rather simplistic as they punish subordinates and wait around to be attacked rather than have a plan in case of adventurers. just drop the old bag with PF2 cheeze bait rather than put your hand in it
Cooperative Crafting feat note that all creatures involved have to have the feat. Craft skill: Accelerated Crafting You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check. sometimes multiplying can get funny in PF1 especially when it involves cash/cost, increasing bonuses, CR, multiple powers in a single magic item, etc. From the way that Coop Crafting is worded it only addresses 1+1 helper. With that in mind it is a GM decision. I'd assume the worst that it is a flat *2 rate with 1 to 100 helpers as it's undefined rather than assuming it is iterative. Sometimes you'll see logarithmic adding or conversion to +2^(n-1) adding rather than multiplying. The reasoning behind such schemes is it is viewed as a power(vector) rather than a simple number or scaler.
on the last point only one creature is going to make the skill check. In old terms he is the 'primary' and everyone else is assisting. There's no additional "aid another" as that's clearly rolled into the feat as is. There is Crafter's Fortune:T1 along with masterwork tools and magic items with luck bonuses and that will all apply only to the primary crafter. All the time spent crafting needs to be covered by any spell duration. complaints on Cooperative Crafting 2011
Boomerang Nebula wrote:
sure, in RAW the mythos ghoul is not a PC Race thus a monster and an NPC. A Home GM can let a player be undead but there's no ECL in PF1 like there was in DnD3.5 along with the Emancipated Spawn Monster Prestige class. For a standard Ghoul in 3.5 you are looking at 5 levels to ECL then 3 into Emancipated Spawn, then the Character gains back 5(at 100% ECL) Class levels and may continue. It IS up to the GM to determine how many levels are regained via EmncpSpawn Rediscovery(Ex) and it should be 75-100% of the ECL. See my earlier 2018 post 2023 post. When we did it the ECL of 5 seemed excessive for Ghoul CR1 and we went with an ECL of 3 + EmncpSpawn 3. PF1 Leng Ghouls come in at CR 10! I'd cut them down (eliminating abilities, HD, etc) to a "Mythos Ghoul" CR2 and go with ECL 4 with 1 level lost to a monster HD from the recoverable Class levels via EmncpSpawn.I'll add that ECLs were contentious and not the best but it was a shot in the dark. You can see I ballparked it at CR+2.
outshyn wrote:
Exactly where that line in the sand of "suicidal" is left to the GM. You could allow unintelligent creatures to gnaw themselves into destruction (which seems unreasonable) or just take 1 round of damage. As they are doing it to themselves the caster and his allies are not the source of the attack per se so they shouldn't trigger the prohibition at the end of the spell. going into further detail Does the creature have a bite attack? Does it actually do damage with a bite? Skeletons could gnaw themselves for years and not do any damage. So that gauges the "threat". It is clearly a case of "harming oneself" even if the attack is ineffective but only the intelligent know that. The unintelligent only know it AFTER they do it and then only for that round or the next... The prohibition appears at the end. I'd say giving the command is not an "act" in and of itself and "threatens" is another key word that leans toward martial action. You also have breaking of Invisibility as a guideline.
So they do the spell and give the command.
IF the creature can actually harm itself and when it does so the spell ends (as taking damage is clearly threatening BUT it took 1 attack of damage). IF it can't inflict damage upon itself AND it is unintelligent it bites itself for the spell duration. Those skeletons that jumped off a cliff and took massive damage would stop afterwards but they're destroyed (which is where that Reposition text comes in handy as it allows that initial jump as "suicidal" or intrinsically dangerous). If it's intelligent then the spell fails when the command is given as the creature is smart enough to know it's threatening and self-harmful.
having played the 'megadungeon' ToEE version I can see why you'd want to (it's expansive) but thematically it is a turkey AND it's a big dungeon crawl that gets boring rather quickly. theme = next fight on the wheel! As an olde thyme player & GM I don't care for Mr. G's storytelling. It is basically random and makes less sense than an actuarial table. Rod of Wonder & Ring of Gygax sum it up nicely. PFS did have a year of scenarios devoted to elemental planes, travel, and deposing the evil elemental lords. There's also the 'old tapestry' years. Read through those. You'll learn How Gin is aged.
they have been discussed for years. As they are Force effects they can be handy and tough to harm BUT they are generally high level with less damage than other spells. So essentially there are more effective spells to choose from.
pad300 wrote:
3 of EACH spell listed per day. I could dredge up a designer comment but it is also in the basics. Nothing is said as it is 3 per day for one effect or multiple effects, considered obvious. Otherwise it would say, "3 uses per day among;" or something similar. Another option is to list each under 1/d or 2/d or list the uses after each ability. At times people overthink the obvious as the writers try to keep it simple.For wording examples see various uses per day options in deific obedience. Note each has "{ability} use/d," and the last an "or" creating a list of mutually exclusive options.
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