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Summoning an accuser devil to disrupt sleep seems less effective than nightmare as it only lasts 10 minutes per level can be hunted down or snuck away from, and is only 1 spell level lower nightmare. Also you can just sleep after the accuser goes away or sleep in a different plane (rope trick) than the devil.
It looks to me like casting nondection on your castle would stop scrying targeting the castle, but unless your castle is lead lined it does not stop scrying on the individuals in the castle.
Lead lined war rooms are something that should be fairly common to castles in the setting. I have encountered them in game play and seen players making castles install them.
Also note that unless you have a 20th level friend cast nondetection on you or are 15th level and cast it on yourself, a crystal ball can brute force it's way through your nondetection to see you. You would likely get an idea this is happening as you would have to make a will save every few rounds until you got a 1.
These carry on threads are getting ridiculous. Next we will see a thread about how you need to make an acrobatics check when you make a reflex save in grease as reflex saves require you to dodge which is clearly movement. After that will be a thread on how you need to make an acrobatics check in grease if you breath or have a heartbeat (movement).
Cannibals in the NPC Codex are neutral.
I had a friend who played a leather worker in PFS that made goblin skin backpacks. At Paizocon four employees wrote and signed on his cert that skinning dead humanoids is not an evil act.
This doesn't mean that wearing Elvin boots was always socially acceptable.
The items are slime.
Green slime is almost harder on a GM than players. Players have been automatically scraping green slime off in the first round for decades. Quite often the decision is at least a little from metagame knowlege.
As a GM you are supposed to have a creature react to what the creature knows, so when the PCs start bottling up the slime as grenade weapons or using touch of slime there is a very good chance that the NPC hit will not have the knowlege dungeneering needed to know how to get rid of green slime. When an opponent, that has not identified green slime, is hit with it in combat and suffers very little con damage on the first round, it likely would ignore the slime and possibly become unable to deal with it later.
The setup doesn't work without the order to attack.
Is it unreasonabe for an opponent that has heard of the PCs to have hide from undead going if he chooses to encounter them. It seems like a good idea to target a cleric with aqueous orb as they have poor reflex saves and it stops the cleric from using verbal spells. So this situation could result as an accident of the NPCs preparations.
In gun control courses they train you to be aware of what is behind your target because while it isn't your intent to miss your target it is your choice to shoot and put bystanders behind your target at risk.
I do not know the characters or players, but a situation like this could make a memorable moment in the game. It is up to the players if they want it to affect their character and it is up to the GM to decide if any NPCs care.
It is also good to remember that most towns/cities do not look kindly on undead walking around.
I could see an interesting encounter with an opponent under the affect of the "hide from undead" spell who has innocent people behind him. After the necromancer commands the undead to attack, the undead charge past the opponent, that they can't sense, to start slaying the innocent people. The opponent then hinders the necromancer's ability to deliver his verbal commands, so he can't order the undead to stop.
I think this setup is interesting because the blame for any innocent death should rest on the necromancer's shoulders. Also the party may split their focus between the opponent and their own skeletons.
I believe there was an awakened stallion in an AP who's goal was to get one of his kids awakened, so the herd would have good leadership in the future.
I do not think there were any other awakened horses in the herd, so no guidance there for awakened being inherited.
Kaladin - You think Narnia, I think Princess Mononoke. Stay out of the awakened animal woods.
People like pointing out the wording in Bull Rush to show that movement generally provokes. I think Bull Rush is worded like it is to show a change from D&D 3.5 was intentional and not an unintended change from editing.
Here is the 3.5 Bull Rush text.
"First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) Any attack of opportunity made by anyone other than the defender against you during a bull rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. (When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack went astray.)"
For people switching from 3.5 to Pathfinder it seemed like there was an effort to remove cases where forced movement provoked.
If you are not set on Glitterdust you could use the rogue trick Fast Getaway with a Decoy Ring. This doesn't let you full attack, but does have several advantages. 1. You are often invisible from the middle of you turn until you attack at the start of your next turn. 2. You generate a ton of distracting targets. 3. There is no limit to the number of times you can do this in a day.
Summons can make great flanking buddies. When you are vanished you could UMD a summon out of a Wand. It would appear right before your actions so even a first level monster wouldn't die before your attacks. Problem is if your target moves further than a 5' step will take you.
On the other hand if they used one of the rolling methods for character generation you would be rewarding them for rolling better and having a higher stat. Don't odd rolled stats deserve some love.
When I read about the oblivion shaft I thought it would be amazing if the next scenario of the series starts with Venture-Captain Benarry suggesting the Pathfinders drink from the Chalice of Undeath that appeared in You Only Die Twice. It would be a cool connection to past scenarios and show that the Pathfinders use the artifacts they find when it is appropriate.
I enjoy seeing boons with mechanical benefits and consequences like several of the evil boons.
I have one character that has taken evil boons out of fourteen characters. He is a cleric of Besmara that always had death knell memorized to press gang souls for Besmara. He ended up with two season 4 boons.
Season 4 Boons:
I did not know what the mechanical effects would be before I acquired either boon and did not have to pay the cost at the end of the season as he hit 33 exp before the hidden dept was called in.
Ioun stone: I know someone at my table accidentally acquired the boon, may have been me was a long time ago. I do remember convincing half the rest of the table to take one after I had one. Hey it is free for you crazy good people, and Besmara will help cleanse you of evil if you slip too far. Of course I was evil when I was convincing the others.
Sigil Wafers: My cleric was happy to eat a Sigil Wafer as that was like press ganging a portion of their soul. The cleric of Nethys was happy acquiring knowlege. Several people told us not to do it, but we pointed out the chance of getting the right wafer to the right person was minuscule. We knew about the affects of the wafer, but the GM had not shared the destruction knowledge. We also did not realize that the wafers were distinct.
The most memorable boons I have run across have been mixed blessing Boons.
I remember a mysterious stranger that stopped the party when they were on their way to face demons during the Living City campaign. The guy said he hated demons and would be happy to do a favor to the party by giving them a fine demon slaying weapon for some future favor in return. The weapon was both evil outsider and chaotic outsider bane (and it stacked) unfortunately it wasn't mentioned that it also acted as a -5 weapon that teleported to your hand if faced with a devil. There were also several situations when parties had to made decisions on who to help in future scenarios and the stranger would show up forcing your character to vote one way.
There was a Living Greyhawk scenario in Zeif that had tougher than normal encounters that were designed to capture the party. If the party was captured they became research subjects and got a cert that as time went by you gained resistances, lost states, and died two years after you got the cert. I was really looking forward to the other scenarios in the series to discover a way to get rid of the parasitic alien baby replacing some of my major organs. If you made it though the series with the bad boon you were given the choice removing/killing the celestial being your body was corrupting and living, saving the celestial and having your character removed from play(dead), or getting blended with it (chance you were removed from play or you got a boon that gave you some powers from the half celestial template.
After reading the posts I have figured out how I will rule in my games.
1. I will let the invisible party determine if the enemy can move through their square. As Snowblind states they can determine that the enemy is an ally and since they are the ones in control of the square I think it is their decision.
2. If the enemy ends their move in a square occupied by the invisible party they bounce back to the last/closest legal space and know they bumped off of someone. This makes sense to me as I have bumped into people in open areas that are not paying attention and just move in the same direction as me when I try to avoid them.
I have read several bodyguard threads. What I have seen is that while the text does not let people decisively determine how the feat works, most people (based on a poll performed by liking one of two posts) thought it was acceptable to only be next to the ally. I also saw posts from a person claiming to have written the feat that said, they were picturing the person only being adjacent to the person being defended and were aiding by pushing them out of the way of incoming attacks.
As the feat stands right now talk to your GM before investing in the feat to see if he interprets the feat in a way you find it worth spending a feat on. If you are in organized play, every once in a while the feat will do basically nothing.
I once had a PFS judge rule that I could only use Bodyguard if the opponent provoked an AOO as AOOs are not an action so you don't get to spend them without being given them.
For the original poster,
If you are adjacent to your target and use James Jacobs interpretation of Bodyguard, and your GM has a problem with you having a ranged weapon in your hands when you perform Bodyguard,you can use an unarmed strike, gauntlet, armor spikes, dwarven boulder helm or one of several other weapons which do not take up your hands. You could probably even say you are using the ranged weapon as an improvised club.
On the other hand the normal text of bodyguard doesn't mention that you normally only have to be in position to make a melee attack on an opponent that is engaging a friend in melee combat. So using the normal sections referenced to determine what the benefit section changes would mean you wouldn't have to be adjacent to your ally.
So why does Life Bubble not let you breath freely when it is right in the spell description as its own distinct sentence?
From Life Bubble
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud.In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.
Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
It seems like the original question about chokehold and cave-ins is covered in the second paragraph that says Life bubble does not provide protection from ... conditions that impede movement.
We ran an event to encourage people to GM based on all the scenarios that mention solo pathfinders that are sent into the field.
We selected two scenarios (Immortal Conundrum and Golemworks Incident) and sent half our player home with one and the other half home with the other to prepare them. The next week players with separate scenarios were paired and ran the scenario for a character 3-4 levels higher than tier.
I the event was a success. People enjoyed seeing their experienced Pathfinders lording their skills over weaker opponents, several people that hadn't GMed before mentioned that they liked getting some experience at it in a low pressure environment, and as organizers we could spot some people that we really wanted to get to GM. In the 1 on 1 setting the scenarios ran 1.5 to 2.5 hours so both parties could run in one normal session. Players did not receive any rewards as this is a non-sanctioned format, but were excited at the end of the night and traded stories of how they handed the various encounters.
I feel the pain of dumping mental stats more society play than in a home game for a few reasons.
-In a home game you are with a consistent group of people so you can coordinate character development to cover each others weak points.
-PFS missions often require skill checks to complete successfully.
-There are several social scenarios where the low charisma is a huge hindrance.
If the player of the low intelligence character has not used up much table time before the puzzle I would be happy for him to solve it, as it is nice to give multiple players the spotlight during a scenario. If the player had already made most of the decisions I may ask the low int player to either give the other players 5 minutes to solve the puzzle before helping, or say your character can not complete the puzzle but you can pass on one piece of insight/comment a minute. Either way if the party reaches a point where they are stuck let all the players loose on the puzzle.
What I have found works well with low charisma characters being played by charismatic players is either have them make their roll at the beginning and then have the conversation, or when it comes time for the social role and they get a bad result I will say "In your head you had a great speech but you had a hard time putting it into words and it came out as (something appropriate for the role)"
Here is a list that I hand to people playing Confirmation, some items may not apply. It is never too early to worry about harpies, swarms, animated objects, and dr silver/cold iron.
· Tindertwig (1 gp,) standard action to light fire
Potions/Oils (scrolls are ½ price of potions, if useable) (*Potions can be faster for some spells)
Wands of cure light wounds for 2 PP
It seems to me that Pathfinders should be well trained in tolerance. You have necromancers hanging out with clerics of Pharasma, pirates from the Shackles and Hellknights, and barbarians from the Land of the Linnorm Kings and Irrisen witch all managing to work together. But that one noble kid manages to ruin everything.
It would be funny if the NPC in 5-08 Confirmation was played like many of you handled the prince. Anyone who was uppity for a low level character gets knocked out and the rest get to carry him.
I was thinking of the 10%+5% per round that when you play the drum it causes unattended alchemical items to catch fire. That is about 6 grenades on the first round and 8 on the second.
Read that section again. The food flavor is affected by points but I don't see them getting a point there.
The spell should remove the poison, but I would leave the different flavoring in.
If you wanted you could use the second part of the spell to have the food they purify spoil and rot in front of them. That may cause some fun RP as the worshipers wonder why the visitors just did horrible things to their food.
I would not count on too much help from Zey. There is a season 5 scenario in which it mentions that you are the 17th group he has briefed for the tapestry that day. Between the meetings to determine which Pathfinders are sent where, preparing his own spells, and sending off the PF teams that seems like a full day.
I have used the rule if you can carry it you can take it.