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Serpent God Statue

Matthew Downie's page

3,956 posts. No reviews. No lists. No wishlists.


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Tolkien put potato references in Lord of the Rings, which probably makes them acceptable fantasy-realm crops.

I mean, we're talking about Golarion, a world with dinosaurs - this is hardly a major anachronism. Especially when there are people who can just teleport potatoes across any given ocean.

This is from the PFSRD:


Multiple Doses of Poison

Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison's DC and duration.

Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison's duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.

Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.

Increased DC: Increase the poison's DC by +2.

These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison.

Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison.

Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once.

Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack—the effects of each are tracked separately.

Example: A fighter is facing three Medium spiders (which inject Medium spider venom on a successful bite). Medium spider venom normally has a frequency of 4 rounds and a DC of 14. On the first round, all three spiders bite him and he fails all three saves. The second and third doses each increase the total duration by 2 rounds (half of the 4 round frequency) and the save DC by +2, for a total duration of 8 rounds (4 + 2 + 2) and DC 18 (14 + 2 + 2). Fortunately, Medium spider venom is cured after just one successful save, even though the fighter is battling three doses at once.

Not sure if it was erratad since the version you quote?

If boots of the cat cause minimum fall damage to the faller, should they cause minimum fall damage to whoever you're landing on too?

jbadams wrote:
Quintain wrote:
Since spell like abilities follow the rules for spells in regards to provoking an attack of opportunity, this ability follows those rules.
Unless I'm mistaken this is incorrect; spell-like abilities don't follow the rules for spells in regards to provoking an attack of opportunity.

From the Magic chapter:


Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.

Supernatural Abilities (Su)

These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

It is saying that spell-like abilities function like spells in all ways except those listed, and calls out Su abilities as being different for not provoking. So a SLA provokes if the equivalent spell would provoke.

Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a concentration check (DC 10 + points of damage taken + the spell's level) or lose the spell. Spells that require only a free action to cast don't provoke attacks of opportunity.
Casting a spell with a casting time of 1 swift action doesn't provoke attacks of opportunity.

It calls out all spells that aren't free or swift actions as provoking AoO. It makes no special exception for move actions.

There is no special rule saying move actions don't provoke. Many do, such as standing from prone.

Conclusion: Dimensional Hop provokes. The rule that the movement doesn't provoke AoOs means that it at least doesn't provoke more than once (in the way that casting a ranged-touch spell while adjacent to an enemy does) and you can use Casting Defensively to avoid AoO entirely.

Grenage wrote:
I guess so; my main concern would be four Drow attacking, as the poison stacking would make it somewhat more of a problem.

Are you running poison right? Poison only 'stacks' if you fail the saving throw. Which in this case means that you're out of the combat anyway, so you're unlikely to get attacked a second time unless it's to finish you off.

A high level two-weapon fighting character rolls so many attacks that they're bound to get a 1 every three rounds or so. Which means that one of the world's greatest fighters can't go 20 seconds without making an idiot of himself under these rules.

There are less ridiculous versions of combat fumbles; use the Critical Fumble Deck rather than GM whim, get to make a 'fumble confirmation' roll after the natural 1 where if you make the roll high enough to hit AC on the second roll no fumble happens...

If your GM is insistent on keeping fumbles, you could ask him to tone them down like that.

Gah! Flight in Pathfinder is so confusing. I'm always mixing up the rules for Fly (the skill) with Fly (the spell).

There's a rule "A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall."
This is sometimes taken as implying that you fall 500 feet per round.

If magical flight has a speed of 60 feet, then descending has a speed of 120 feet. Most people think you can use the Run action while flying, which allows you to move at four times that speed (480 feet per round) if you're not overloaded, and presumably not taking damage if there's a solid object at the far end. So you don't get much speed benefit by choosing to fall rather than fly down.

Can a character subject to Haste decide to walk slowly for a moment?

Can a caster who has cast Dominate Monster order the victim to do whatever it wants for a moment?

Having the ability to fly doesn't mean you are forced to fly. A helicopter can fly, but if the pilot wanted to plummet out of the sky, that wouldn't be difficult to do. (Difficult to survive, but not difficult to do.)

I suppose the issue here is that different people imagine magical flight in different ways. Do you lose all your weight? Are you propelled upwards by magical winds under your control?


Carrion Crown
, there's a CL 12 scroll of Remove Disease which is presumably intended to give you a chance to a chance to get rid of lycanthropy (should you happen to meet a werewolf in that AP). But going by RAW, a CL 12 scroll wouldn't help if it still has to be cast by a level 12 Cleric.

Would a CL 5 Remove Disease scroll work if cast by a level 12 Cleric? Or does it not count as being cast by the Cleric at all if it's from as scroll, meaning that scrolls can never cure lycanthropy? (In the same way that a Healing Domain cleric won't get his empowered-healing bonus if he uses a scroll or wand.)

Dastis wrote:

Overland Flight is 64 miles per day and less risky as you are flying

Teleport isn't good enough unless you want several days there and several days back

How so? Teleport has a range of 900 miles plus. That's got to be quicker than flying.

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This is a problem with all good monsters / villains. When they become famous, they become familiar. There aren't many horror sequels that are as scary as the original, because the fear-of-the-unknown factor is gone. Successful horror sequels often mutate into action (Aliens, T2) or comedy (Evil Dead 2) to cope with this.

From the feat summary list:

Armor Proficiency, Light — No penalties on attack rolls while wearing light armor

Just wear some light armor and you no longer get penalties to hit for two-weapon fighting or anything else.

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A wand may be used while grappling or while swallowed whole.

Swallow all your wands and then you don't need to worry about keeping a hand free.

I wasn't aware that you could be dead while also dying. Impressive trick.

PossibleCabbage wrote:

So the CG character sometimes follows laws and norms, but sometimes does not.
The NG character sometimes follows laws and norms, but sometimes does not.

I think the difference between someone who casually breaks the rules (and enjoys doing it), and someone who occasionally breaks the rules (and feels a bit bad about it) is significant enough.

Even a LG Paladin will probably sometimes follows laws and norms, but sometimes not. In their case they might only break the rules in drastic situations after much soul-searching.

NoTongue wrote:
What is the standard option he is disallowing?

He is contemplating retrospectively disallowing a roc companion. (Whether that is 'standard' or not is probably debatable.)

NoTongue wrote:
I thought the entire problem was that he thought the stats where bad.I hope he is comparing those stats to other flying animal companions.

He thinks the roc is a bit powerful compared to other animal companions.

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But if he didn't give the player a mechanical advantage, if he just allowed her one of the standard options, then taking it away on the grounds that she's female is not a good way of proving yourself a non-sexist.

I suppose you could interrupt the bad guy's liching ritual just in time, and then accidentally complete the final step...

Unless you're giving these bonuses to monsters as well, I'd advise removing them from animal companions.

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It was a typical Tuesday, and as usual I was sacrificing thirteen innocents in my cauldron of soul-torment while reciting some ritual chants and bathing in unholy water, when suddenly an empty phylacterie fell on my head, and bang, I'm a lich! Why do these things always happen to me?

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Alni wrote:
DrDeth wrote:

Prison was not really a option for thieves, bandits and etc in a medieval society. It was used for debtors, politicians, etc.

They would either execute, maim or exile.

Torture and horrendous conditions were common.

Is that written anywhere about Golarion?

In Carrion Crown, there's a haunted former prison that used to incarcerate serial killers - suggesting even mass murderers don't necessarily get the death penalty.

Personally, I let players control their own animal companions, and generally skip the hassle of a handle animal checks, but apparently that's the game as designed. Animals don't even know that flanking is useful unless you teach them it as a special trick.

Some players don't mind. It depends on whether you think of your companion as a friendly NPC or part of your character.

A roc might be a problem if played cleverly. For example, getting an ally to cast Mage Armor on it will make it very hard to hit.

On the other hand, as GM you're free to say it doesn't do exactly what the player wants in battle; by RAW they're just supposed to give it commands like 'attack' that it interprets on its own with its limited intelligence.

Some more things you could do to prepare for the unexpected if you have the time:

It can be useful to prepare a few 'minor NPC' personalities you can bring out if they players decide to have a conversation with someone who is not detailed in the campaign. Have a 'retired dwarvish pirate captain now working behind the bar' voice ready, and a 'deaf old woman' character, and an 'alcoholic priest', and a 'dim guard', and an 'annoying child'... Come up with some names in advance.

If you're willing to let the party go outside the adventure, prep a few miscellaneous mini-environments to have adventures in. (You can populate them with 'low-level guard' and similar and then select appropriate-CR statblocks when you have to use them. There are lots of useful statblocks online - google Pathfinder NPCs by CR, for example.)
The sort of thing you might find useful are:
Breaking out some prisoners.
Sneaking around a big building, trying to steal something.
Random wilderness encounter in an interesting environment.
Exploring a cave.
Haunted graveyard.

Alternatively, you can do zero preparation. This can be a good way to get your mind into a creative flow state where you immediately improvise whatever you need. If it works, it feels great. If it doesn't... well, it's only a game.

Even if a Full Round Action takes 100% of your round, a free action takes 0% of your round, so there's time to do both.

Shall we continue this debate forever? I enjoyed it so much.


Also, grid placement. Grids don't exist in real life. The DC should be the same regardless of where an imaginary line happened to land.

But, with the current FAQ, I have to imagine an obstacle that doesn't exist, subtract 5ft from my total distance traveled, and use that number as my DC for the jump. Super not necessary.

Why the heck would you have to do any of those things?

The character is jumping from edge of the gap to the other.

You measure the length of the obstacle (ignoring the grid, because grids don't exist in real life).

That is the distance travelled during the jump.

This is the DC.

This is all there is to it.

Which of these steps do you find at all confusing?

The basic options for derailing behavior are:

(1) Shut it down. For example, if one player ignores the rest of the group and decides to fireball the queen instead of listening to the quest description, you should probably just say, "Don't be silly. That's not the game we're playing today." And say it quickly, before it ruins the campaign.

(2) Recycle and repurpose existing material to make it fit what's happening. If the players unexpectedly join the bandits to attack the army camp, instead of the other way round, you could use the bandit camp map you have as an army camp map. The evil tyrant the party took a bribe from instead of fighting? A later 'random' encounter in a cave could be a battle with a different looking villain who (unknown to the players) has the same stats, guards and traps.

(3) Roll with it. Improvise new stuff to deal with whatever the party decides to do. Keep some random charts on you to provide appropriate content.

Omega Red wrote:

oh no Do the math kid the fighter with all of the feats and and class juju nothing out does the two-handed fighter for max damage except the Ranger because it only has the feat Lead Blades

, and even then not likely to be the tank at the front.

Fighters are good at dealing damage (when the enemy isn't invisible or whatever), but (according to many experienced players) not so good that it makes up for them being bad at everything else.

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Fighters fulfill their intended flavor pretty well:

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Slightly more than mere thugs, these 'skilled' warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies (though not as well as a bard could). Their skill with weapons and armor is matched only by their lack of any other skills, and their mighty fortitude is matched only by their slow reflexes and weak will. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them, except for wizards and such who don't find them much of a problem.

] [The Fighter is wrote:
actually terrible at being a generic fill in the blanks class. Pick virtually any character concept, even one as basic and generic as "farmboy picked up a sword" or "a soldier from an army" and the other classes will fill it better (thanks to skills and stuff).

So what classes would you use for those concepts?

(There are good answers, but assuming you don't want ranger spellcasting or rage, a novice player would have to search quite hard to find them.)

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Um... you could go without the Trapfinding ability? Anyone can find and disarm traps if they have the skills and they remember to search. You'd just have to use something else to disarm magical traps (like 'Dispel Magic' or 'poking it with a stick and hoping for the best').

There's a trait.
Can an Eidolon get traits through a feat?

Alni wrote:
I love splitting the party. Why can't you split the party?

Disadvantages of splitting the party:

1) Normal game encounters become incredibly lethal when half the party isn't there.

2) The players who aren't present for whatever action the GM is running stop being players - they're just spectators. A lot of players don't have the patience for this.

I feel like the "GM's should forbid anything that feels like excessive free actions" rule was added specifically to deal with things like issue 4 above. You don't need to ban rage-then-full-attack over it. (And any rule that states you have to go into rage between your first attack and your second attack means needless extra bookkeeping.)

Paul Jackson wrote:
Heck, I'd go further than that. If you've brought such a character it is at least partially your responsibility to place yourself in such a way as to NOT interfere in channels.

Hm. Suppose I channel negative energy, and you've brought a character who is harmed by negative energy. Do you have a responsibility to not stand anywhere I might hurt you?

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Ryzoken wrote:

Players: "So what are we about to fight? Do you have an image of it?"

Self(GM): "Yeah, let me dig it up. While I do, I can describe it... uh... are you aware of Catdog? Y'know, the cartoon? Cat on one end, dog on the other? This is Snakesnake."

GM: It's basically a snake with a head at each end. Make a Knowledge: Arcana check.

Player: 15.
GM: It's an Ambhisbaena. What one bit of information do you most want to know about it?
Player: does it go to the toilet?

If he fails his perception check and is ambushed and his nearest ally is 110 feet away, I feel like the odds are not in his favor.

If he's caught on his own, he's dead unless you have a kindly GM. Low level parties don't have a cure for that.

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0o0o0 O 0o0o0 wrote:
It does seem punitive to PCs whose whole set of abilities revolve around them getting good DCs up.

I think that's kind of the point. Effective use of high DC SoS spells makes encounters boring.

0o0o0 O 0o0o0 wrote:
With these bosses, what is the point in ever using SoD effects as they'll never fail anyway.

So don't use those effects on bosses. Use them on the minions.

0o0o0 O 0o0o0 wrote:
For that matter, do these bosses get massive +8 AC bonuses against the Fighter or Barbarian?

An effective boss is likely to have high AC or good hit points or similar to stop a martial character defeating them in a single round.

Orfamay Quest wrote:
emember that if you know the scout has been made, the ambush of the main party has already failed, so you actually "won" by using the scout. I'm sure that will make him feel better when he regains consciousness after the fight.

Shouldn't that be "will make him feel better if he regains consciousness after the fight"?

For a realistic rule, doubling the size of the object should provide a bonus that exactly cancels out the penalty for doubling the distance from the object... unless there are atmospheric conditions that provide an absolute limit to visibility.

The Andromeda galaxy is a million trillion miles across. So all we need is for this house rule to state that objects of this size give a +220 bonus to spot.

Isonaroc wrote:
Or they'll stand around holding their sword

In my experience, they usually walk up to enemies and hit them with the sword.

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Drahliana Moonrunner wrote:
How do you worship a diety if you don't accept the faith it promulugates? That would be like saying you worship Sarenrae but don't believe that anyone can be redeemed.

Sounds like an interesting character concept - someone who's lost his/her faith in the teachings of their deity, but is still empowered by that deity, for reasons they don't understand.

"I have lost my faith in the redemption of mankind, but Sarenrae still aids me; perhaps she believe that I am still redeemable."

Wizard might do better focusing on Conjuration. Other schools of magic don't work too well if you run into something with spell immunity. Then again, maybe Divination will be needed to keep you alive the rest of the time.

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Isonaroc wrote:
Regarding (a): that's the trap though, the fighter is one of the least simple builds there is. Even if you don't want to bother all the ways to make them more versatile and just make a pure beatstick, you need quite a bit of system mastery or you'll made a subpar beatstick.

If there's an experienced player around, they can give the newbie the basic knowledge they need to make an adequate fighter in thirty seconds flat. (High Strength, dump Int and Cha, don't dump Wisdom or Constitution, use a two-handed weapon, take Power Attack.) They won't be as effective as a Magus created by a powergamer, but they'll do fine by normal standards.


A statement like "I would never hurt an innocent even if I thought it was the only way to save a much greater number of lives" is the sort of thing a Lawful Good (or maybe Lawful Neutral) person would think.

People who don't follow that philosophy are not confined to a single alignment. Someone who casually opts for "torture their children if we need the information, because it seems quicker and easier than the alternatives" is probably evil, but there are grey areas inbetween.

People who need to sleep. A Fighter woken up in the middle of the night by a monster attack will have to rely on the armor bonus of his pyjamas.

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