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Shadow conjurations a little different from most conventional illusions, which can theoretically give you multiple opportunities to save, or even auto disbelieve. Shadow Conjuration, you just get the 1 save when you start interacting with it (like dealing damage, or it deals damage to you, tries to use a skill on you, spell, etc).
Glamers are external. They do not get into your head and alter your sense of perspective, so they can't make you walk around in circles, thinking you've walked up stairs. Glamers and figments are external. If you are going to 'go up stairs', sit on something, consume something, whatever, you cannot physically do it to an illusion. Everyone sees the same thing. You can't derp around 'thinking' you've gone upstairs. Your mind will never compensate for this type of illusion. But, the illusion can compensate for you. Generally, you should get a will save every time the illusion has to compensate. So, in the case of the manor with 2 floors- the doors to the stairs are all locked. Perhaps a butler shoos you away when you approach them. If you attempt to ascend, the stairs cannot support your weight; the stairs will buckle and you'll fall through. An illusionary meal can be delicious, aromatic, have all the texture and taste of the real thing... but you'll still feel hungry. This confusing notion would once again, grant you a will save. A strong wind could wash through the halls as a sudden draft. Leaning against of wall could be ... discouraged by well placed artwork, or tables of nicknacks. Something like rain would darn near be impossible to mask. (likewise, invisibility does not universally get into everyone's head and think you're not there, it just makes it so normal vision doesn't perceive it. You can very much still bump into an invisible person, you will not auto miss because your mind believes you can't hit what's not there.) (Also, you can completely choose to fail a will save. Clerics do it to fully heal themselves all the time.)
The Paladin's detect evil is spell-like, meaning it follows the spell's normal cast time unless stated otherwise (or standard action if it's not like any actual spell). Detect evil is standard action. The "move action" line gives an additional ability. You still have to cast the spell-like, but you can concentrate on a single object as a move. If this altered the cast time, it would be stated as a cast time. Another spell that functions similarly and uses pretty much the same language: Arcane Sight. Detect evil only lasts as long as concentrating. So you have to keep using standard actions to keep it up.
Doesn't even matter if it makes sound or not. Everything produces an electromagical field. Everything has some small eletromagical sense which allows you to become aware of things producing it (such as the proximity to a creature, resisting a spell). If someone teleports next to you, you'd still get a perception check. If you can't see them, they get a big bonus. If they are capable of making sounds, it doesn't matter if they aren't actively making talking, they still make noises of some kind (footsteps, breathing, breaking wind, doesn't really matter). Even without sight or sound, they're is still a chance you'll detect them. Just very steep penalties. You can detect people shadow stepping. It's just the guys shadow stepping tend to be so good at stealth it ain't worth even bothering to roll.
Varthanna wrote:
You just have to make an attack action. There are many attack actions ... including charge which grants an attack. If it was just the 'standard action attack action,' why wouldn't they just make vital strike a standard action, using the same language as cleave?
It is the motion of the misdirection. We are becoming silly. On original question: if the purpose of your lie is to get someone to drop their guard (and the verbiage of it is about 6 seconds), the bluff is in all purposes a feint. With a good bit of role playing, I'd figure you'd warrant a circumstance bonus, at GM discretion. If you're being grilled, or you're just fast talking to by time, you'll just to have to work out something with the GM. I vaguely recall somehow using bluff to 'fascinate' non hostile creatures. But perhaps this existed only in my imagination. You're a bard right? You can essentially do that stuff with bardic performance correct? Just a variation on presentation.
Technically... it's only an animal if its int is below 3. As soon as it pops above that threshold its a magic beast. 3 is the threshold for effective sentience. Put the hat on, it's just a somewhat clever donkey for 24 hours. After that, it's effectively a magical beast... a crude Awakening. 3 int is the minimum to understand languages, and learn a single one. Doesn't teach the donkey anything. Except: the int bonus also grants skill ranks. If the skill ranks taught a language, the donkey gets it. Since the wizard probably doesn't learn common with his hat... it's probably funny but the donkey might be learning draconic, or knowledge arcana. Still can't speak the language... I don't think. But maybe it can crudely communicate if it did learn a language.
Pretty simple solution: They take effects in order of precedence they were activated. If neither have been turned off/reactivated, it's in whatever order they were added no? Order of operations according to magic. Do merciful first: you end up with extra d6 nonlethal. Then this all converts to lethal. Do deadly first: damage becomes lethal. Then turns into nonlethal +d6. Treat them like running through transformers. Nothing says the magic recursively applies to itself. You could apply merciful to any weapon. Base weapon would still have to be nonlethal for deadly though. A GM could also legitimately make the call that they counter each other.
Raiders of the Fever Seas: Death of "Sergeant at Arms, Hugo and acting captain of commandeered Famished Mane" location and cause:
Met his end in the tiller room of the Dominator. Hugo, did some awesomeness with 2 weapon fighting, rapidly disarming the two marines. Cavalier challenged, charged, and vital striked, nearly wiping him in one blow. Hugo disarmed the cavalier next while the rest of the party took out the tiller's rope and held off the marines- but the commander soaked the attack of opportunity, retrieved his axe and slew him. Total deaths in campaign is up to 3.
You could not learn directly from a wizard's spellbook. The familiar can learn from scrolls, which it more or less eats (sort of like a wizard copying from a scroll, except that the familiar can exclusively learn this way). Since wizards come with scribe scroll at level 1, they're just the most convenient to learn from, but there is no reason you can't have a magus, cleric, or even sorcerer scribe something for you, if he's got the feat. (including this alternate class being 'yourself'). A wizard can write down a spell he can't cast- but I don't believe a witch's familiar can learn one. As a side note, all familiars talk like Beaker from the Muppets.
Since it was a mutual mistake, and you're basically doing a do-over, I do not see why you would lose either a charge or the spell. The GM should probably try to mix up the encounter a little, since you had a practice run. You know, since you kind of know what the big bad already has in his bag of tricks.
The gestalt form is awful though. Their attack is literally only twice the damage of a single one... and it takes ... 9. Lower DR that's only marginally more likely to apply. For something that takes such a large number, a full round action, and could literally end 2 rounds later ... you'd think it'd be more impressive. Right now it's like watching 2 people tie their legs together and having them shout "BEHOLD OUR TRUE FORM!"
Litmus test: correct the GM about something and ask if he was aware of it, or was it a modification you weren't aware of. IE: that whole detect evil actually ... detects evil. If the GM goes "oh I was wrong yeah you should totally be able to do that." You might just have some people that are learning, and they just kind of established this culture. Hope remains because the culture can change. If the GM gives you the "how dare you question the GM, the rules are whatever I want" then you've got some jerks... and probably should get out of there.
Casting on a siege engine seems perfectly legit. "This is the siege weapon Desna used to assault the gates of the Abyss" or some such. It's hallowed. Move the siege engine too much you disturb the site and end the effect. Heck, hallowed could be a pile of rocks. You can pick just patch of dirt for the spell, as long as you have a GM approved reason for hallowing it.
99% of people will hate scourge and plugg, and want them killed. That said, this is the moment where you rise to true prowess as a GM! They want to be Plugg's men and make great pains to do so? ROLL WITH IT. The only real issue is that you still kind of want the players to be in 'charge' of the ship. So Plugg needs to pass the reigns, or at least, make one of the PC's the first mate so they have a decent say in what goes on. 3 bucks if you rescript the mutiny battle to be Sandara and the good aligned pirates trying to kill Plugg and the PCs.
Jiggy wrote: There are some individual spells that function that way, but that's because that's how those spells work, not how spells in general work. There are a few that turn off or have a limiter in someway (see Awakening, or the HD you can control with animate undead). Mostly, multiple castings of the spells overlap, and don't stack. So it really doesn't become an issue unless: a) one spell provides a bigger bonus (+2 enhancement to str, versus one with +4 enhancement)
I would say that those goddesses of travel or other unstationary things, say a cleric of Desna or Besmara the pirate goddess could still only hallow unmoving structures and territories with a standard hallow spell. If they wanted a mobile version, they'd have to do something like the darkskull or whatever it was called, to allow a continual, mobile effect. Can't use fluff to validate cheese; you have to pay for it. You can make a site, building, or location hallowed. When you pick it up it's not a place anymore, it's an item. That should end the effect of the spell. And I'll vote heartily that burning down a church makes that area promptly not hallowed anymore.
Things that just have effects, like stunning, poisoning, dazzling, etc only work 20-40% of the time. Creatures, objects, and forms of energy only have or deal 20-40% of the normal hit points, respectively. A shadow conjured wolf, even if disbelieved, still takes up space. If it bites you, it only does a fraction of the damage instead of just misses a percent of the time. If it hurts you and tries to trip you, it has a fraction of a chance of being successful (beyond the whole CMB test). Your pan is easier to break, if you know it's just a shadow, and likewise the egg could be very simply broken. If you threw said shadow egg in someone's face as a dirty trick, if they disbelieved it, it would only have a 20% chance of blinding them. They could still eat it. Throw a shadow fireball at a wall with some chairs around, it will still hit, and explode the chairs, but only for a fraction of the damage. Note objects auto-save, but the save doesn't completely negate the shadow, just reduces it dramatically. Combined with hardness, walls and doors will be hard to break, but it's still plenty to burn some papers or table. So with a big enough shadow, you can still break and destroy objects.
Spell like is kind of a misnomer... it's not really like a spell in any way save that it requires concentration. Spell like requires no movements, no power words, but you do have to focus, thus you let your guard down. Try to solve for X in your head while have a sparring match, and see if you don't get clobbered in the face. Supernatural is also magic, but more intuitive and don't require concentration. They don't technically uniformly require any movements or words, but tend to be keyed when the creature/character does something (roaring, glaring, punching, or simply 'being' in the case that say the creature has an aura of flames). This very convenient act triggers the magic, or it's just always on, and thus doesn't need overt concentration. Extraordinary just means that it's natural, completely physical just most things can't do it. Like constricting or swallow whole.
W. Kristoph Nolen wrote:
Ah crap. Was early in the morning totally misread the original question. Didn't think about the auto-disbelieve... but by technical RAW, "A character faced with proof that an illusion isn't real needs no saving throw" could maybe still don't need it, but can still do it... I mean, if you shadow conjured a dagger (one of them ultimate magic spells) for yourself, it wouldn't slip through your hand 80% of the time would it? Or as other shadow conjuration, it is still a very solid thing with 1/5 the hit points. Is a shadow wall not there 80% of the time, or it like shadow creatures, and have 1/5 the hit points if you know it's a shadow? Point being that first case, the shadow bridge will support you even if you know it's fake, the pan will fry an egg, both just being more fragile. Rather than stuff falling through them 80% of the time. The shadow egg will just be easier to chew. (I am working with the premise that the normal egg being fried is an 'attended object').
The absence of the "can't take a feat more than once" is probably because you can end up with duplicate, but non-stacking feats by taking certain classes. IE, you picked endurance, then took levels of ranger at some point in time, and got endurance again as a free feat. You technically have both, but only get the effects of one, and you don't have to deal with rules lawyers arguing you can't level up ranger because you'll get duplicate feats and break the rules.
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