Azothath's page

***** Pathfinder Society GM. 4,570 posts (5,149 including aliases). 1 review. No lists. No wishlists. 51 Organized Play characters. 8 aliases.


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Best Wild Shape (no templates etc) thread, 2017
Best Wild Shape Druid 6 thread, 2013
Polymorphamory Guide, last edit 2017(?)


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Magic Items > Rings >
Ring of Unlimited Wishes
Aura strong universal; CL 9th; Slot ring; Price 10800 gp; Weight
DESCRIPTION
This highly polished chrome ring is set with three bright red gem stones. When the ring is worn and the first wish is made the wearer attempts a Will 19 save. If successful the wearer feels a flash of impending doom and the first gem goes dark, but if failed the wearer succumbs to the curse and further saves are not needed and again, the first gem goes dark. The curse causes the wearer to occasionally make verbal wishes during times of stress (attacks, fighting defensively or full defense, or in rounds saves are attempted), standard action (or longer) skill checks, standard action (or longer) spell casting or spell-like ability use, and concentration checks. The wearer is forced to make verbal wish (even in silence) and a check at the start of his strenuous activity for the round using a 1d4 and if a 4 is rolled the user suffers a -2 to attacks, or -2 AC for fighting defensively or full defense, or -4 crcm to skill checks, spells with verbal components take the next increment of action to complete [a move actn becomes a std actn, a std->full, a full->full+(move or standard, etc], and concentration checks take a -5 crcm penalty. With each round of penalty a gem darkens until all three gems go dark. The GM then rolls 3d8 to see how many rounds later all three gems turn bright again and the wearer may again gain penalties.
While cursed the wearer believes the wishes are somehow perversely granted such that they go unnoticed or that he just can't prove it. His sublime faith in the power of the ring is unshakable no matter what he may say or wish and he will not willingly part with the ring as he cherishes its value. The power of the curse is such that, at times, it seems as though the wish is actually granted through some convoluted manner. This strong belief grants the wearer a +1 profane bonus to saves versus [charm, compulsion, mind affecting] spells or magical effects.
The wearer is free to make wishes at any time although gems will not darken and penalties are not gained.
The curse cannot be dispelled although it can be suppressed for 1d4 rounds using a targeted Dispel Magic (DC20) but the ring cannot be removed. The ring and curse can be removed with a break enchantment (DC20), limited wish, miracle, remove curse (DC20), or wish spell. The hand can be excised with the ring and the user's hand regrown with a promptly applied regeneration spell although most wearers do not willingly undergo this procedure.
The ring has a Hrd:15 HP:5 and can use mending:T0 3/d to repair itself 3r after sustaining damage.
CONSTRUCTION REQUIREMENTS
Feats Forge Ring; Spells bestow curse, magic aura, mending; Cost 5400 gp.


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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


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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.


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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.


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First


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"All the world's a stage, and all the men and women merely players. They have their exits and their entrances; And one man in his time plays many parts.", As You Like It, W. Shakespeare.


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GMs can do what they want, it is their implementation of the Game.
That said, nobody has to play or continue to do something they think isn't worth their time. People earn their reputation.

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.


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Nimor Starseeker wrote:
claudekennilol wrote:
What is the DC to leap across a ten foot wide pit? ...

The DC is 15, because ...

*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.”


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before things get too personal - this is a GAME with an alignment scheme that the GM adjudicates. What one person or group thinks is evil another may not.


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a grappling druid with a Rod of Splendor walks into a bar of Succubi and offers one his family jewels...no - he's not bragging.
If she takes him up on his offer the jewels disappear.
If she doesn't then the there will be a tussle for his rod.


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you could try Accessories forum
I did see some references there

Rise of the Runelords set: 64 minis, + 1 mini in promo set. Aug 22, 2012.

similar Reaper's Runelords
and there's Amazon, eBay, your local Game Store...

Reddit has r/PrintedMinis/
I don't think we want to suggest printing rip-offs of products be they miniatures or pdfs.


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Valandil Ancalime wrote:
Dumbwizard wrote:
I'm in a difficult situation as I mistakenly used Polymorph Any Object on my fighter companion, causing them to transform into a mouse permanently. We must find a way to reverse this, as we need our fighter. Can anyone assist me in finding a solution? Your help would be greatly appreciated.
I'm curious, why did you turn your fighter into a mouse in the first place?

Was it a mouse-take?


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PF1 Rules search order
1) AoN search
2) FAQs (click Help on website main page) or use customize google search enter "site:https://paizo.com/paizo/faq "{phrase}.
3) PFS FAQs are netted by 2 above. Campaign Clarifications is best downloaded and searched.
4) d20PFSRD (sometimes the text is edited)


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Professor Sunshine wrote:

... the particular ability in question.

libraryofmetzofitz --> How to become a Kinetic Lich {ed}
...

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
plus Fungal template so now CG Medium plant CR:8
Create Spawn clearly kills the host "Once a creature fully transforms into a fungal spawn, the corpse from which it grew is destroyed." and now is of Plant type.

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.


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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.
Small to medium sized alligators are known to climb(well - clamber over, lol) trees, ladders, stairs, and fences. Trees tend to be rarer in salt water habitats (mangroves etc).
Barkgators are essentially an arboreal alligator species.

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!


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Gear & Mounts
Animate Dead:N(3-4) spells.
you can do it - but I would not invest too much into it. You want to look at Juju Zombie template to avoid the slowness.
A lot of animals relate size to HD and likely it'll get too big to be a mount rather fast (you will need a bigger/special saddle & may need a feat to ride a oversized mount). Secondly a war trained heavy(advanced) horse is only $300.

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
Appearance of Life:I3 will be a helpful spell.


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I'd just wait until it's monshoon season... {pun ad homonym}


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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...


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Worm That Walks vermin(augmented human) CR 14

Worm that Infests CR 15 (as Worm that Walks above)
Template: may only be applied to a spellcaster of 11th or higher level who gains +2 CR. This is a strong template and PC level gear adds +1 CR.

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.
A Worm Acolyte of Friendly attitude willingly submits to the Inhabit Body ability of the Worm that Infests whom afflicted it. The process of Inhabit Body only takes 1 full round (rather than multiple rounds). The Worm Acolyte considers this boon as "living on through it's master".
If not Inhabited, upon death the Worm Acolyte falls into a heap of disorganized worms which form into (Worm Acolyte HD/4, minimum 1) Rot Grub swarm(s) in 1d2 rounds which may envelope but does not attack the Worm that Infests.
It is likely that a Worm Acolyte whos master is slain quickly develops into a Worm that Walks.

=== by Azothath ===


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DAOFS wrote:

Can a discorporated worm that walks cast spells? it says it loses all special attacks and special abilities, but doesn't really mention spells... feels like it could. I've seen the "worms can't talk" argument, but if they can't, how was he talking before?

Thanks in advance.

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.


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either either or the other...


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Commentary
Int:7 is really high! I'd ask how that happened but that's another can of worms
Awaken FAQ - CRB 2010 {the feat cost of being intelligent}
Monkey See, Monkey Do - blog post 2011
(PFS) Animals and Their Tricks - blog post 2013
(PFS) Animal Int, Feats, MI Body Slots etc FAQs 2017-2018

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.


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DungeonmasterCal wrote:
TriOmegaZero wrote:
You're a better man than I, it only took me a decade or so to burn out.
I have to admit that sometimes I feel like they think I'm a trained monkey that they show up to watch throw dice and hoot at them.

harangue-o-tang.


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Boneboy711 wrote:
Mark Hoover 330 wrote:

I'd have to disagree w/Claxon and agree instead with Mysterious Stranger. While I get Claxon's point, the second sentence does seem to expand on the first as far as breathing in irritants, it specifically uses broad language saying "suffers no ill effects" in reference to natural, airborne contaminants. Under the Environment sections Mist or Fog reduces the distance of Perception checks; that's an ill effect due to contamination of the air by mist. My own ruling in my game would be that under the effect of an Ashen Path spell you ignore the penalty to Perception.

Your GM has already ruled however so that is how things will need to run from here on out in your game.

He could change his ruling depending on what the section talks about. It is why I made the thread. To see if there was something in the rules about it or if someone can make a compelling argument.

I would ask if the section says that mist and fog are ill effects or something along those lines. It seems like you are declaring it an ill effect from irritation or contamination due to lack of vision through the fog. Like I asked before, if you are out of the fog and can see 5ft in and not beyond that how are you suffering from a irritant or contamination?

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.
Add Communal Ashen Path:D3 with 60ft and Energy Resistance [fire]5.


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bard...


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Senko wrote:

I'm just debating if you had a stack of wands how would you store them if you weren't intending to use them any time soon?...

For reference its a castle with a wand of cure light wounds, 2 wands of magic missile and a wand of mage armour that they are putting in the armory for their guards use. Just debating how the wands would get stored in there.

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.
Each wand should be physically marked, 'property of {}'.
Second, explain the 'plan' to the caretakers and have them agree to it. A 'castle' stylized spring loaded wrist sheath would be nice.
Lastly, inspect them to track usage every month.


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In the Game it is treated with a wide brush, there are only 9 declared alignments.
I think you have to remember that the moral(G-N-E) spectrum is cultural and individual. Ethics(L-N-C) also to a degree as many people live in a country with a legal system and that sets their expectations. Philosophy and personal religious beliefs also enters into it.
So it's all rather fuzzy(probabilistic).
I think it's best left in the hands of the GM and Group at hand whenever you start to delve into the specifics or examples. I think it's a great table discussion when you're not actually gaming - like an after game BS session. As a group you kinda work it out.


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CaptainRelyk wrote:
Azothath wrote:

I like Alignment restrictions. It gives the player and GM another front for discussion that's not directly tied to combat.

...

Changing Alignments - CRB
Changing Alignments - Ult Cmpgn

...

I think you just don't like it and are biased as your reasons were not factual.


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a-mean-o acid, an Extraordinary ability of a creature with a biting wit used to balance a base humor, the Book of Mild Dorkness...


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an interesting read on PF2 & reviewers/community

M.J.Sayre twitter thread:
░▒▓╬ halt all ye spammers an scrapers! ╬▓▒░  twitter thread
{posted above too}

PF2 IS a good game especially after the updates (circa late 2022/early 2023).
I prefer to play PF1.
It's just a matter of taste and it's a Game.
I'm really glad several designers worked on PF2 and made the model rather consistent and tight (comparatively speaking). DnD 3.0/3.5 etc has always been arranged about historical precedence of what worked and a judgement about the power of the ability AND THAT meant you needed a level of expertise otherwise you were bound to write gobbledygook. {okay - I know that will elicit laughter and groans, LoL}
The learning curve on DnD (excepting DnD4, 5 and PF2) have been steep. 5 really did try to simplify the game as did PF2.
I think it's natural to transition from DnD4<->PF2. Next is transition from DnD5->PF2. Hardest is PF1->PF2 or DnD3.5->PF2 along with Hero, CoC, Stormbringer, etc.

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).
I also think it is underestimated how much the "Level of Expertise" drove the change to PF2. You have to pay more for work that needs expertise. Rules and interactions can become thorny once there's a lot of canon laying about as fans can be reviewers and critics. It's known that there was talk circa 2014 about a new edition. I think historically it's been shown a game has about a 10 year run. So 2030-2032.
Personally I think the biggest mistake was not to start with Starfinder and then transition Pathfinder. It's a better fit stylistically and a smaller customer base so less risk. However gamers are a temperamental bunch as it's a snack food choice.


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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!"


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Why running a car on hamsters in a exercise wheel is a bad idea...


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cool... we'll have to try a Speak with Dead to see how well it worked out...


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Our heroes, "there he is!"
Main antagonist, "ahhh, the heroes" <EXITS THROUGH DOOR>
...FINIS...


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The Sidekicks Initiative at Goodreads
I can't really find a plot synopsis or character outline for what you're requesting.
Controlling mindless vermin in the game can be difficult. Now if you had a Familiar that could speak to it's own type......
I'll comment that Silent Image can fill squares. Summon Swarm:C2.
perhaps a twist on Swarm Monger Druid archetype but I'd recast it as a Home Game Archetype from an Illusionist wizard with a Fey theme and butterflies. see also First World Caller Wizard archetype. Origami Swarm magic item $300.

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...


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Lord Fyre wrote:
Azothath wrote:
While the PF1 APs are good,
… usually …

hey I'm being nice and don't want to throw any stones, bricks, or cement trucks.

Lord Fyre wrote:
Azothath wrote:
I think in general the NPCs need some tweaking as the writers tended to be overly simple as I believe it was unwritten policy and it avoids thorny corner cases.
Not a bad thing. Remember, the writers do not actually know your player group.

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.


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I have had some dire experiences over the years that I won't air here as it won't change the past (it's gone) and there's nothing to gain. I'll grant you that misery loves company and if it's just a minor social issue talking with real live friendly fleshies over a beer can help.


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has it been 42yrs already?


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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


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Cooperative Crafting feat note that all creatures involved have to have the feat.

crafting feat search on AoN

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.
Likely the +2 crcm bonus will accrue as circumstance bonuses 'stack'.

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
===old stuff===
FR3.5:Master Arcane Artist note Efficient Item creation, Magical Artisan isn't listed. Circle Magic is also interesting.
3.5 Item Creation feats
===advice===
if you are looking for a path to power, this ain't it.


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Boomerang Nebula wrote:
Azothath wrote:


Pickman became a mythos ghoul by CHOICE and gained access to the Dreamlands. In PF1 terms he became an NPC.
I was not aware that was a rule in PF1. Which book is it in? Without knowing the rule I would have allowed the player to continue to play as a Mythos ghoul if I were GM. I don’t see any good reason to insist they become an NPC.

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.


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outshyn wrote:

The spell in question:

Command Undead:N2 spell.

A player has control of the undead, it is mindless, so the rules say it will even obey suicidal commands. HOWEVER, it also says this: "Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell."

So is saying "Bite yourself" an act that threatens the commanded undead, in which case the spell is broken? Or is the rule about it mindlessly doing suicidal actions in effect? Which wins? It seems a bit like a race condition where each rule supercedes the other, repeatedly, forever. But what do you all think?

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.
I'm also going to reference CM Reposition to help define what is threatening (last line of first paragraph).
There is also Command:E1 but Paizo didn't see the need to give Command Undead a list of official "commands".

So they do the spell and give the command.
I don't see where anybody did a skill check to predict what the spell will do - so they are stuck with whatever happens.

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.


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you can solo any written adventure.
The real question is, "will it be fun?"
I think the vast majority would say 'no'.


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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.


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A spell isn't required... just bring up Paladins and Alignment variations/infractions... sit back and watch the magic happen!


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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.
When it comes to high level creatures that are maulers with moderate SR it is an effective tool to delay their attacks and keep them in a serial attack formation than ganging up on one of the party (Battlefield/Tactical Control). Creative shaping with Wall of Force can be as effective AND it ignores SR. Creatures with teleportation can bypass the wall BUT the hand follows.
Personally I'd change out the BBEG memorized spells for less thematic but more effective spells especially if facing competent magic item rich opponents...
IF your are stuck with using them then you might want to get some huge cestus, gloves, or wraps to increase the hands damage potentials. You could always use a thimble/finger puppets & ventriloquism when you give them a finger. Two hands might make a protective enclosure BUT there are easier ways to go. Lastly the clenched fist could be a good way to take out pesky animal companions and familiars BUT the bad guy needs that info and a reason...


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they are delicious


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pad300 wrote:

If you have a monster statblock that says

Bridijine Statblock wrote:

Spell-Like Abilities ...

3/day—earthquake, fire storm (DC 23), heal, stoneskin, wall of fire

Is that 3 earthquakes, 3 fire storms, 3 heals, 3 stoneskins and 3 walls of fire per day, or is is 3 (choose an effect: earthquake, fire storm, heal, stoneskin, wall of fire) per day?

I have always read this as 3 of each effect... However, am I right?

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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Scoobs
witchiepoo et al

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