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Spellcraft != proof.
You see a wizard cast major image. Meanwhile, a nearby wizard under an invisibility spell casts a silent Summon Monster. You see a Hound Archon appear.
If you 'auto disbelieve' then does the very real Archon get a free Coup de Grace on you? You are after all ignoring him.
The illusion only becomes transparent when you spend an action to interact with it (or it interacts with you) and then succeed on a will save.
I think that the longspear can only be wielded one-handed in a phalanx: where you pretty much know that your enemy will be straight ahead of you. If you are fighting in a smaller skirmish, you are going to need far more control over your spear to be able to point it all your foes. At least that's how I justify it to myself :)
You could model that with a greater vulnerability to disarms, maybe?
Knowledge of Phylacteries is found in the same place as other forbidden lore: ruined monasteries, black tomes, the whispers of Evil outsiders, or after long personal experimentation.
Since each phylactery is unique, you probably need to do a bunch of experiments. And since you need to be able to muck about with your own soul, this research probably requires killing a bunch of people. Probably in fairly gruesome ways. Think Discovery Requires Experimentation. I don't think that the research or rituals can destroy any souls, or even detain them for a long time. Trap the Soul is a level 8 spell while Lichdom only requires caster level 11 after all.
As to the actual crafting process, you can go as far down the evil rabbit hole as you want. Maybe you need the tears of good outsiders, shed when they are betrayed by one they trusted. Maybe you need to twist a good king into a psychopathic dictator so that when the people rebel and brother fights brother the final battle will lead to ten thousand dying with bitterness in their hearts. etc..
I think that the lich's body would decay quickly, unless they use magic to preserve it. It is driven by negative energy, and that stuff is terrible for your complexion.
I imagine that redeeming a lich is hard. Assuming that to become a lich, it has probobly committed some terrible acts implying that it did not really care about others, and now it has no empathy to help it care about petty mortals. That being said, I could see someone with an iron will and a powerful drive staying good throughout the process. That person might find a way to make a phylactery ethically, and would have the mental discipline to remain moral through intellectual reasoning alone.
I am curious if anyone else has used the alternate affliction rules in a real game. It seems like they would kill you awfully fast. My PCs are running through a kobold lair where every other little bugger has strength poison. One of my players had already failed 3 saves :D
What I did to make it less lethal, is made weaker poisons advance 1/3 or 1/2 along the affliction track. So the player that failed three times is only at the first stage. So far it seems to be working fine.
The conversion rate I use is:
1 poison damage => 1/3 advancement per failed save
So imagine this, death costs money, a large lump sum cost. What do we do in real life when large costs might show up unexpectedly? We buy Insurance! I imagine an order of clerics that sell life insurance at an affordable rate. When the insured dies, the order would send it's adventurers out to retrieve the body and cast Raise Dead.
The characters can be Insurance Agents!
I am playing a Ratfolk warlord right now. My friend is playing a Ratfolk unchained rogue. I use Golden Lion shenanigans to move him into position an let him full attack every turn. He has Butterfly sting and I wield a pick. We will get Outflank later, and that should be fun :)
You don't even need a high crit weapon to make this silly. If both of you have Combat Reflexes, Outflank, and Butterfly Sting, whenever any one crits, you can hand that crit back and forth until you run out of AoOs. Your weapon's crit multiplier becomes equal to both your dex bonuses +3 :)
There are other options too. You could get Outflank and that Path of War teamwork feat that increases threat ranges.
I'm not sure how you can call someone a "very experienced GM" if they need to look up the same DC twice in the same turn. I am the rules guru in my group, and I just have all the AoO triggers and DCs memorized. Also, was the second caster not listening when the DM explained casting defensively to the first?
Maybe if the GM is new to D&D or Pathfinder, it would happen like this; but then I imagine that the game will go slowly anyway as everyone figures out what their attack bonuses are.
I think that my system allows for the same idea as your shadow snake, if anything, it is what I was trying to enable. I don't have shadow in evolutions because it was not part of the unchained list that I copied.
At level 12, you have 5 Offense Points that you can spend on:
You could choose the elemental subtype, choosing earth to give you earth-glide for more sneakiness. and an extra evolution point. Taking extra evolution will let you grab magical flight too.
You also have 8 evolution points. you can go
More relevantly, you can get grab at level 1; and you can spend evolutions on increased speed without adding legs to your snake :) Though I agree that reach feels kinda bad if you only have one attack.
This differed from the original eidolon because it lacks a gore attack and poison. However, I've tried to make poison a more relevant combat option.
Huh, so you are right about the spellcraft...
I meant that you would change the requirements of say Craft Wondrous Items to:
prerequisites: Caster level 3rd or 3 ranks is a craft skill.
This way, mundanes already have a harder time because they need a bajillion craft skills. Though you are not making one feat that can be used to craft every item.
Ah, but RAW says nothing about the astral plane being 4d. And my explanation makes the planar cosmology function exactly as the rules say it does. RAW tells us how things work, not why. So really, both of our explanations are guesses, and thus equally possible; you can't assert that your way is correct. And Occam's Razor tells us that since there are no rules for 4d combat / motion, we should not assume that it is a thing we should care about.
So My problem with the eidolon and its unchained brother is that it forces you into a cookie cutter build where you max the natural attacks you can bring to bear and then take pounce. I don't this it is necessarily broken but i think it is boring. Also, I feel that a lot of the option of the eidolon have sort of forced flavor. (And why does gore cost 2 points when bite costs 1?)
The goals of these changes is to make eidolons that use different combat styles viable and interesting without re-inventing the wheel. For example, I should be able to build an lillend azata, a unicorn, a marilith or a spider or a dragon and have them all be viable. Not laughed into the ground by the claw-ball.
The tl;dr is:
Please let me know if you think that something is broken, or if there is an obvious best build that is hiding in there. I like the sub-types Paizo added, but maybe I should make them optional and increase the evolution pool?
My problem with the eidolon was always was not really addressed in the Unchaining. That problem is that eidolons are forced to be cookie-cutter natural attack beasts if they want to be effective.
For example, you can't make a unicorn that focuses only on it's horn attack, becoming stronger as it levels. Like a 2-handed fighter.
Even getting weapon proficiencies costs 4 (!) evolution points and is worse than the pounce monster.
It would make much more sense to have two pools of evolution points: Offense and Other. Each point in the Offense pool would be used to buy either a single natural attack, or to strengthen an existing attack. Ex, you might gain a scaling elemental damage for one point, or Powerful Charge, etc... You could also use an Offense point to gain a weapon attack.
The Offense pool would match the 'max attacks' column of the eidolon so would naturally scale correctly.
The Other pool would have all the quirky things like flight, natural armor, energy resistance, etc.
If you were feeling adventurous, you could add some spell casting to the Offense evolutions.
One day I will write this... :)
About planar physics:
Options other than infinite points and 3d slices:
1) When you enter the astral plane, you become a 4d creature. The magic does this so that you can survive there. Bam. Now you can use find the path.
2) All the planes are 3d. When you plane-shift, the magic takes you from one, applies coordinate mapping and puts you in the other. All the theories that creatures that live in those planes have are mistaken because they can't access the mechanism that contains the planes.
Ghosts and stuff that occupy multiple planes at once are literally copied into both planes, though their soul (that is their thinky bit) is singular so they can't tell and act the same in both planes.
Just because a 4d plane seems elegant does not mean it is the only solution.
Why is everyone so hung up on the supposed power of the spell? If you want to kill a man's wife, you could charm him, pass a CHA check and a second save, or you could have your fighter friend hit her with a great-sword... That hardly seems over-powered.
That dwarven merchant probably has a hidden lackey to cast Protection From Evil on him if he sees someone throwing charms around. Or even a Permanenceied Circle Against Evil on his counter if his wears are worth anything at all.
I would be more worried about the Evil PCs killing everyone in the store and taking their stuff.
And Dominate is way stronger. It lasts days per level. That's pretty important if you need dependable minions.
Our group has decided to try out the Path of War. I am playing a warlord with Silver Crane. Am I right in that Enduring Crane Strike basically gives unlimited out-of-combat healing?
Enduring Crane Strike wrote:
I know that out-of-combat healing is not broken per-se, but it is weird to me that after a fight, everyone stops and watches the initiator whack a tree for a bit to get healed...
What's a sensible in-world reason that this strike would only work in real combat.
The law is hard, because the contract you read is not actually everything you need to know. for example, if you sign a contract with your employer where you promise not to work in your industry for five years if you quit, that would be unenforceable, because you can not be blocked from making a living.
I like to imagine that the Infernal Courts also have a vast body of case law and probably a constitution.
so you might have a simple looking contract like this:
Where the infernal law codes for contracts may define a 'vast sum of money' as a very precise amount, say 100 gp. They just never bothered to adjust it for inflation since the law was written way back when Rovagug was sealed.
Or you could have taxes consume large parts of their wish. Everyone loves taxes :)
Keep in mind, most wizards, blasters or otherwise, don't want their fireballs to deal full damage to wood. Imagine you have a nice little brawl in the corrupt noble's mansion. He drops a fireball, and all the walls in a 30ft burst disintegrate and the roof collapses :p
Wooden buildings laugh at fireballs. Energy damage applied to objects is first halved, and then reduced by hardness. So a fireball that hits a simple wooden door (10hp, 5 hardness) would need to deal 30 (!) damage to destroy it. So a level 9 wizard on average.
If you think about it, this makes sense. Wood is actually not very "burny." To use wood for a fire, you have to take the effort of making sure it's dry and then build the fire up really carefully.
I think that the baobhan sith from kingmaker (2 or 3) is dumb. She has an aoe daze effect that can not be broken except by killing her. And it is a DC 19 will save on a CR 6 creature.
Our whole party failed the save, then blew two hero points each to get +8 and a reroll. The paladin still failed her save both times (a 1 on the reroll I think). It was a really hard fight.
Why bother with a crust at all? Your hollow world could be a pocket in an infinitely vast plane. This could be taking place on the elemental plane of earth.
I like Matthew Downie Idea about the two separate cultures separated by the gravitational "ocean." It makes the fact that you are in a hollow world relevant to the plot. Maybe one of the cultures has discovered that it's Chosen One was born in the other gravity band. So the PCs must travel through the vast wilderness that is known as The Lands of Weight to retrieve the Chosen One. Those lands are filled with all manner of bizarre organisms, and the pcs must always contend with the extreme gravity.
Once they arrive on the other side, they find a world that is more alien for how similar it is to their own. The customs are strange and their values clash. The supposed Chosen One is unsympathetic to the PC's plight and uninterested in coming with them. Now they must find some leverage or proceed to kidnap him.
Gha, being hit with that boulder hurt... but because it hit me in my weakpoint (the body) it was especially painful.
Though silliness asside, I think it would be really cool to have the sniper rogue manning a cannon in ship-to-ship combat. Or hitting a titan right between the eyes.
While a strict reading of the rules tells us that foci do not count as material components, I think the intent is that sorcerers can cast spells "from the blood" as it were.
Focuses are pretty similar to material components, in that both are found in the spell component pouch, both are physical materials.
Also, note the feat False Focus. It uses the same language as Eschew Materials, but it seems that it was meant to replace foci as well. Or at least that is what I read the flavor as. Since it is hard to impersonate a priest if you sill need to fiddle with bits of leather.
So: I think that the intent of Eschew Materials and False Focus is that they are both there to replace all material/foci components that are not there for balance pourposes.
I feel that, from a flavor point of view, Intimidate causes you to act against your best interest because you are afraid. It impairs your thinking. If you are a creature that can't be scared, then intimidate should not do anything.
A vampire may do what you want when you threaten them with a holy avenger, but it will only do that because it is the rational choice at the time.
Also, the fact that PF is missing the fear effect language that was there in 3.5 might mean that they just forgot it. This happend a lot in other sections of the rules.