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Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. 673 posts. No reviews. No lists. No wishlists.


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Firebug wrote:

In that case you end up with:

Wall of stone: 6 scrolls 5*20*25 = 15,000 gp
Transmute Rock->Mud: 4 scrolls 5*20*25 = 10,000 gp
Transmute Mud->Rock: 4 scrolls 5*20*25 = 10,000 gp
Total: 35,000 gp.

Wish is cheaper.

I'm not positive that the GM will say that a Wish used to duplicate a spell will cover multiple castings.


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Firebug wrote:

Wall of stone: 6 scrolls 5*20*25 = 15,000 gp

Transmute Rock->Mud: 4 scrolls 5*9*25 = 4,500 gp
Transmute Mud->Rock: 4 scrolls 5*9*25 = 4,500 gp
Total: 24,000 gp.

Wish: 1 scroll 9*17*25 + 25,000 = 28,825 gp.

Unfortunately, the scrolls cast at level 9 won't fill the volume of the areas that I'm creating. It will need to be cast @ 20th to get that volume of mud.

I'm looking to fill a grand total of 126,000 cubic feet of open space with mud. (two 36,000 volumes and one 54,000 volume)

A 9th level caster can fill 18,000 per casting.


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The best would be "a matter of rounds", given that post initial slaughter of the temple occupants, we expect to get hit by reinforcements fairly rapidly.

I've worked up my method and given free time to work, this can be done with 6 scrolls of Wall of Stone (@ 20th level), and 4 scrolls of transmute rock to mud and 4 scrolls of transmute mud to rock.

So we are looking at ~20 rounds give or take (including movement) given uninterrupted actions.


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I'm looking for a way to create stone walls quickly -- having a very short timeframe in which to complete the work -- Walls on the order of
90' long, 30' high, 20' thick.

Does anyone have any sort of combination of spells/effects/abilities etc to do this. I need 4 of the walls of the dimensions described above.

The environment is an underground room shaped like a cross (for those who know, the Lower Temple of Orcus in Rappan Athuk).

Cost really isn't a consideration.

Having just had a inspiration, would a mold of walls of stone spells strategically placed, and then using rock to mud and mud to rock spells to fill the molds and solidify the product in layers.

Does anyone see any issue with that idea?


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There is also a Stalker ability that allows you to sneak attack along with Deadly Strike. So, having sneak attack replace deadly strike just makes that ability useless, unless you reverse the ability and it gives deadly strike instead.

Crit-fishing > flanking, IMO.


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Quintain wrote:
The Ragi wrote:

Archetypes! Well, this one at least:

"The vigilante’s initiation modifier is Intelligence, and any class features which key off of Wisdom now key off of Intelligence instead." pg. 29

From the PoW:E archetypes playtest doc: https://docs.google.com/document/d/1tbBIinA90VQW8eriM0TZTZCbHsSU6cdv7_44J8w 564s/edit?usp=sharing

It might change on the official version, though.

Gah, Wis to Int, but looses access to solar wind and veiled moon!

Of the psionic classes, the cryptic is like a red headed step-child when it comes to synergies with PoW classes. :(

It also replaces Deadly Strikes with Sneak attack (bad!)

If the developer is reading..that needs to go. That is a deal breaker.


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The Ragi wrote:

Archetypes! Well, this one at least:

"The vigilante’s initiation modifier is Intelligence, and any class features which key off of Wisdom now key off of Intelligence instead." pg. 29

From the PoW:E archetypes playtest doc: https://docs.google.com/document/d/1tbBIinA90VQW8eriM0TZTZCbHsSU6cdv7_44J8w 564s/edit?usp=sharing

It might change on the official version, though.

Gah, Wis to Int, but looses access to solar wind and veiled moon!

Of the psionic classes, the cryptic is like a red headed step-child when it comes to synergies with PoW classes. :(


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That I understand. What I'm looking for is a way to change say a Stalker's primary attribute from Wisdom to say... Intelligence...or Charisma.


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Is there currently in place any method for changing your initiating attribute for a class/martial discipline or stance/maneuver? -- which I believe is determined by the associated skill for said martial discipline.


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A thought game, really. Most class features are on par with those that are swapped out with other class features as given by archtypes.

From a game balance standpoint, I'm curious as to how 'broken' things would be if a house rule allowed regular class features to be retrained individually (following obvious dependencies) with archetype features of the same level.

Anyone ever done this?


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Qaianna wrote:
Quintain wrote:

The point would be that if you had a character who never uses martial weapons (for roleplaying purposes) but his class gave both simple and martial weaopns, he could retrain that into using a single exotic weapon and keep simple weapons only, for instance.

Same thing applies to Armor Proficiencies.

As mentioned, doing this with martial weapons would be horrible, as each weapon is its own proficiency. I also wouldn't let this fly with armour proficiencies, either.

Archetypes are what you want to look for. Or possibly another class. And if all else fails, classes that have all martial weapons usually have full BAB, qualifying them to use their first level feat for an exotic weapon. You're lagging behind..well, that's the price you pay to figure out that bastard sword when all the other warriors were fine with longswords.

I wouldn't have let this play out like this either. I was thinking that due to the class feature being a single item "martial weapons - all", then it would be exchanged for 1 exotic weapon feat, not multiple feats.


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By RAW, no, the "psychic resonance" of the Thrallherd/Thrall/Believer relationship is not a mindlink effect, charm or domination.


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The point would be that if you had a character who never uses martial weapons (for roleplaying purposes) but his class gave both simple and martial weaopns, he could retrain that into using a single exotic weapon and keep simple weapons only, for instance.

Same thing applies to Armor Proficiencies.


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fretgod99 wrote:

The important takeaway isn't that Fighters can't retrain using the Fighter Bonus Feat class ability. The takeaway is that proficiencies gained via class ability aren't actually feats.

You can't use feat retraining abilities to retrain things that aren't feats.

Ok, understandable. Although I wasn't specifically referring to just the fighters retraining ability, but also retraining from ultimate campaign. But Jeraa explained it well.


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fretgod99 wrote:

No. Those things aren't actually feats that are gained, so you can't exchange them for anything. Feats that can be retrained are feats that are actually selected using the feats given by advancement.

EDIT: Link for support.

FAQ wrote:

Fighter: Can I learn a new fighter bonus feat in place of one of my armor proficiency feats?

No. Despite wording in the Armor Proficiency feats, fighters (and other classes) have a class ability that grants proficiency in those armors--it doesn't actually grant those specific feats. Therefore, the fighter's ability to learn a new feat in place of another feat does not apply to these proficiencies.

What about retraining through Ultimate Campaign?


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Can a character retrain weapon proficiency feats gained as class features -- like Simple Weapon Proficiency - All or Martial Weapon Proficiency - All? Or even the various armor proficiencies?


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Oddman80 wrote:

Is using one's aquatic subtype and high grapple maneuver bonus in order to pull creatures into the water to drown them "weaponizing a movement power" that "leads to abuse"?

I ask because I have come across several published monsters and enemy npc's for whom this was their instructed tactics.

Even if the targeted PC managed to escape the grapple eventually, they were likely to fail enough swim before reaching the surface / reaching the water's edge that they would drown - that is, if a fellow party member did not intervene.

As to James' question:

James Risner wrote:
Would you allow someone with Fly to carry someone from the ground, unwilling, into the air, and drop them to a 20d6 fall, all with no save and no way to resist?

I don't know why you are throwing on the "no way to resist" requirement onto your question. It's already been established that IF the earth glide could be used to drag unwilling creatures, it would require at the very least a Grapple Check that beats the target creatures CMD on the first round. Prior to the second round, the target creature gets an opportunity to try to escape. Then, if the target fails to escape, the Earth Glide capable creature can roll a second grapple check (albeit with a +5 bonus). Only then can the target creature be moved. However, if he is dragged to any inherently dangerous location (underground would CLEARLY be dangerous, in this case) then he gets an additional free escape artist check with a +5 bonus.

That is 3 different opportunities to resist/save before getting dragged underground... Also, the dragging underground is at half speed, so in order to get to the 20d6 level of damage you mention, it would take 7 to 8 rounds... Each round brings with it 3 more opportunities to save/resist.

Ironically, it is this exact sequence of actions/rolls that would be needed to execute the maneuver you asked about (grabbing a target and flying into the air to drop them.
Grapple,
Escape oportunity
Maintain grapple,
Free Escape artist...

So much this. Very well said.

Quote:


The point you responded to but didn't address is that Fly, Swim both displace the material you are swimming or flying through. Earth Glide does not displace the material.

Earth Glide states that movement is similiar to how a fish moves through water...and how does a fish do that? By displacing the water with it's bulk.

All earth glide does is allow someone to treat solid stone as water when moving. If earth glide allows for passengers, it does not qualify that allowance based on the will of the potential passenger. So, since there is no allowance, determine the results of the movement using the current ruleset for similar activity regardless of medium.

Use common sense.

If someone is a victim of the grapple and earth glide maneuver and wants to prevent that activity and can't prevent the movement into the stone, my first tactic would be to implement my own grapple with the earth glider so he can't leave me behind.

Then he has the choice to save himself and also me as a consequence or bury himself.


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Being buried alive isn't automatic death. I'd use the suffocation rules. A still teleport or similar type ability saves you. Even a still dimension door into solid material saves you, as the dimesion door says you are shunted to the nearest open space.

Earth glide doesn't have that text.

Life bubble allows you to breathe, although you are still trapped.

It's hardly instant death.


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Quintain wrote:

I am currently in a high level Rappan Athuk Campaign. We are currently going against a higher level version of the clerics in the lower temple ( -- something like level 17 clerics). One of the Cleric of Orcus' allies is the Phase Minotaur king.

This guy is a gem of a hit and run ambusher. What I'd like to do is essentially convert this guy from a thorn in my backside into an ally that I can then turn on the Clerics of Orcus.

I'd like to do a permanent conversion if possible. Does anyone know of any way to remove this creature's loyalties and make him my thrall?

Some 3pp stuff (like Psionics) is available to be used -- and I know about Unwilling Participant and the Commander archetype from Ultimate psionics. I'd like to have alternate solutions if possible.

Hmm. Charm changes attitudes in a positive direction with the caster as the subject. Is there a spell that changes attitudes in a negative direction toward a different subject?


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Quote:


1) What happens when the glider ends the duration of the ability in stone?. (All) What happens to passengers? (Oracle only)

The term "buried alive" comes to mind. Basically immobile, helpless and can only take mental actions. Same goes for passengers.

Quote:


2)Must passengers be willing?(Oracle Only)

I don't see any reason why they have to be willing. If you are grappling someone and you can move them, and you can move into the wall, it's no different than if you were moving into a wall of water.

Quote:


3) Do passengers gain the ability like the oracle, which is shown in the split duration, or are they merely pulled by the oracle, and the extra strain causes the reduced duration?(Oracle Only)

I don't see any suggestion within the rules as given that the duration is split like spells, so I would conclude that the duration is reduced due to the existence of passengers, not that the duration is split among them (that is different and very common text).

The inevitable result of the above is that if the passengers are separated from the oracle while earth gliding, they can no longer earth glide or breathe and are essentially entombed in the stone.


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Quote:


I'm basically treating my dragon as if he were a 10th level manifester with only one level of psion, similarly to prestige classing in the vanican system or advancing an arcane dragon in levels of sorcerer. This means I have base 88 PP/day, and 21 Powers Known.

Would that be the correct way to progress?

Skylancer has the right of it. If you are making a 1st level psion that somehow has a Manifester level of 10, then your powers known and power points per day are calculated as a 1st level psion. The manifester level determines the maximum number of power points that you can spend to manifest a power and augment that power in order to "scale" the power's effect.

It sounds like you want to build a 10th level psion in terms of powers known and PP/Day (which would also have a manifester level of 10).


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master_marshmallow wrote:
In any case, are Psions really limited to only choosing powers from their own disciplines? According to this list I have more powers known than exist (hypothetically).

If you are building your dragon as a psion, then not only do you get access to the Metacreativity discipline power list, but the Psion/Wilder list as well.


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You'd have to set the Drive-Thru rpg to follow his company. In order to get these newsletters.


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If you can summon swarms, you could take out either the paladin or cleric, as I doubt they have any sort of damaging AOE capability. Although given the level of healing power, with lay on hands and channel energy, the best you could hope for would be to drain their number of uses per day.


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Can you elaborate on the spell choices of the sorcerer?

How much of your abilities does the enemy know?


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Domination is good but the duration is a bit limited and control can be prevented. It has it's drawbacks.

Magic Jar would take the PC out of the mix if it came to conflict...also dangerous due to range restrictions.

Possession would be better, but I'm not sure that the possessor can use the special abilities of the creature being possessed.

Roleplaying and bribery is odd in this campaign. The DM is running the Orcus priests as having greater ambitions than to just sit in Rappan Athuk as static monsters. They are doing a "hearts and minds campaign" and actually performing "rescues and otherwise good acts" to bring the surface populace under their influence.

So, getting the King to turn turncoat is unlikely.


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I am currently in a high level Rappan Athuk Campaign. We are currently going against a higher level version of the clerics in the lower temple ( -- something like level 17 clerics). One of the Cleric of Orcus' allies is the Phase Minotaur king.

This guy is a gem of a hit and run ambusher. What I'd like to do is essentially convert this guy from a thorn in my backside into an ally that I can then turn on the Clerics of Orcus.

I'd like to do a permanent conversion if possible. Does anyone know of any way to remove this creature's loyalties and make him my thrall?

Some 3pp stuff (like Psionics) is available to be used -- and I know about Unwilling Participant and the Commander archetype from Ultimate psionics. I'd like to have alternate solutions if possible.


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Hmm. If a non-outsider (as in a creature not native to the ethereal plane) is using an ethereal jaunt - like ability, will a ectoplasmic dismissal "return him to his native plane" -- which is the material?


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See subject:

Looking for a spell that can target an ethereal creature from the material plane and essentially yank them onto the material against their will.


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IMO, Greater Feint is for the Fighter which allows the Ranged Rogue doing full attack sneak attacks from inside 30'.


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Orfamay Quest wrote:
Gilfalas wrote:
Bard-Sader wrote:
I plan on having my summoner using his Gate SLA to open gates to the elemental plane of fire/lava above enemy groups, and destroying armies that way.
That would be assuming that the entirety of the native environments volume on those planes is filled with nothing but fire or lava and would come spilling through when a gate is opened.

I don't think that's the assumption being made. I think the assumption is being made that the summoner can open the gate to an area/volume filled with nothing but fire or lava, which is a much less demanding assumption,

For the Planar Travel mode, it does have a statement along the lines of being able to open it precisely where you desire, unlike say Plane Shift.

The Gate (spell) itself requires concentration and has a duration of only 1 round per level, so the "draining effect" would be very limited depending on the viscosity of the liquid on the action side of the gate .


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GM1990 -- I should have clarified. I'm looking to do this as a PC, not as a GM. As a GM, I can pretty much set anything up I like and don't really have to explain it.

As a PC, I have to design, justify and explain.


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I have an idea, but I want to pass it by everyone to see how plausible it might be:

I want to create an area of persistent reverse gravity that doesn't have any sort of "oscillation" effect at the top (as is by raw in the reverse gravity spell). Think reverse-waterfall where the water "falls" upward. An area where the gravity of the region is able to be directed as designed.

Given up to 9th level of spells/psionics in any classes (although I'd like to keep "wish" out of it), can anyone think of a magical engineering solution to a problem like this?


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Orfamay Quest wrote:
Quintain wrote:
SlimGauge wrote:
No. You also missed "A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel."
Hmm.. do you think they could be "daisy-chained" like out of Stargate Atlantis?

I see no reason why not. Make a (physical) pipe (to prevent leakage) on the Elemental Plane of Cheese, then put one gate at one end and another gate at the other end.

This is a fantastic engineering solution!

Create a gate to a demi-plane, put the exit a gate onto one end of the pipe and the enterace to another gate onto the other end. Instant pass-thru!

Excellent!


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Tiny Coffee Golem wrote:

You've been watching too much stargate. There may not even be an event horizon.

It's magic. It might just be a doorway in space. Each side seeing the other.

Magic is just the cheat codes to reality. :P


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Hmm. Perhaps instead of a free floating gate in the volume of the water, you place the gate with it's front side facing up and the back-side against the bottom of the lake.

Instant drain.


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Dave Justus wrote:

Non-living non-carried material is certainly able to be transported by a gate. How a gate would interact with other physical forces is somewhat unclear. It has a front and back, and has, apparently, zero width, so based on earth physics it would be somewhat odd when cast underwater and such things.

Underwater, since it has zero thickness and the water 'behind' the gate can move through it and exert pressure one the water in front of the gate, it wouldn't flow through or have pressure against the gate, but it would probably slowly seep through. More like the rate a drop of ink would diffuse through a still pond than if you opened a door in a tank of water. (The same effect would happen with air, but it would generally be less noticeable).

Of course this is a game world and 'magic' so a variety of interpretations can be made and they aren't 'wrong' but based on the description that is more or less what would happen with real world physics.

If there was some sort of current to the water (as in it moved by itself previous to the gate materializing), then the momentum would be maintained upon the gate materializing and then the negative pressure o f the water moving through the gate as well as the positive pressure of the current would push the water through -- if I got my physics right.


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SlimGauge wrote:
No. You also missed "A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel."

Hmm.. do you think they could be "daisy-chained" like out of Stargate Atlantis?

Barring that -- would a alternate gate spell be researched that is intra-planar only (same to same plane) and be otherwise the same spell?


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Awesome. I missed that part.

With the text:

First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Can this connection be between the same prime material plane?


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Does gate allow for the "draining" of a lake if you open the gate under the water and have the other opening in an area that will allow the water to flow naturally?

Are there any spells that do allow for this?


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Relevant ability:

Spoiler:

Spell Knowledge: Your studies into how all things are interconnected have taught you to cast a very limited number of spells. Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell’s level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You’re considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.
You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list.

Is this discovery enough to qualify alchemist for Item creation feats that require a caster level for things like Rods, Staff, Wand (things not covered by Master Craftsman)?


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Red Aton wrote:

It's only a move action if take the Fast Step feat. And no, Spring Attack is a full-round action itself, taking up both your move and standard actions.

http://www.d20pfsrd.com/psionics-unleashed/feats/fast-step-psionic

Sorry, I should have clarified:

Given that Spring attack is a move-attack-move full action, can Nomad's jump be used if Fast Step has been taken as a feat.


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As Nomad's step is a move action (as opposed to a SU action that is normally a standard action), can it be used in conjunction with Spring Attack to do a teleportation-based spring attack like full-round action?

Can it also be used for shot-on-the-run?


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Casting the spell reverse gravity in two overlapping areas only overlaps the spell effects. Both are implemented as if the other didn't exist.

The overlapping areas would use the stronger effect. (aka overlaps, does not stack).


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IRL you can wear a backpack on the front/across the chest (think baby carrier), and a faerie dragon has intelligence + arms/hands with opposalbe thumbs.

I see no reason why this cannot work.

The backpack straps can be wound with string to connect between the wings in the back with the backpack opening happening around the shoulders.


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Can anyone work out what happens if Caster A possesses or uses magic jar against Caster B in their astral form?

What happens if the astral projected body is dispelled/dismissed?

Does the possession effect follow the silver cord back to the original body in suspended animation?

What happens to Caster A if the astral body of Caster B is killed?

Can Caster A, possessing Caster B somehow move from astral body to physical body voluntarily?


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Quote:


Your mount may make one hoof attack against any target you knock down..

Hooves are a natural attack, of the bludgeoning damage type and subject to DR just as any natural attack is subject to DR.


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Try to explain it to your player like this:

The nodachi is to the wall what an axe is to a dirt floor.

Then explain to him that using the nodachi to chip away at the wall is like using an axe to dig a hole in a dirt floor.

20 minutes is probably being generous.


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Mechanically, what you need to do is calculate the absolute best stealth score possible, using the best magical items and feats.

Optomize to the gills and then have a perception score that beats that.


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Does anyone recall any sort of way to prevent astrally projecting creatures from entering a bounded space? Think lead, etc?

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