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A large red dragon's will save is +10. If you can't beat that your caster was built poorly and chose all the wrong spells. They don't even have SR at that point. Not saying it should be that easy, but if you are a caster who regularly deals with spells that allow saves, +10 isn't a particularly high bar. Especially if you are preparing for the encounter.
No you quoted things that say you get to to turn into the shape of a creature of that type. That is ALL it said. You are inferring the type despite the fact it is never mentioned to explicitly happen.
Usually niche stuff that isn't covered by the core rules.
So mostly classes & rule sets, only occasionally adventures (though I did buy Way of the Wicked and contributed to the Snow White KS that should be finishing up soon). We run in a homebrew world/campaign so usually it is just mining other material for things to be brought in or maybe as a basis for something we are working on, to be ripped apart and take the bits and pieces we find useful or like.
As for balance, it is in the eye of the beholder. A good GM can make anything work really. Some 3PP items are better balanced than Paizo products at times. But the reality is, even for Paizo. The more material you make, the more power creep will occur. It is the nature of the game. And the whole reason these people are in business is to sell more material.
Jeff Jutzi wrote:
Can anyone explain the rash of 4+ year old necro's lately?
Berti Blackfoot wrote:
Depends on the type of Dispel used. It could be used to target one specific use of Memory Modification or just target the subject and attempt to dispel one of the effects on them. Something like a Detect magic would let the dispel'er know how many effects were on the target and what school they are.
The blanket Dispel would possibly cause the other modifications to "fail" if they were chained together as they don't make sense anymore.
Not particularly, there are numerous storylines where memories are altered just to have the person find out later on after the effect was dispelled/removed they were deceived to whatever ends.
Making it instant would mean there was no recourse to "fix" important memories and someone ends up completely screwed.
Comatose characters FTW.
I typically say "Cr@p" and keep the money saved up until the next time we can try (either by traveling on or by killing time until we can attempt again) if it is something that is important. If it is a luxury item that I can do without I may try something else that could fit the bill, typically potions or consumables that are cheap and won't dent the savings to the point I won't be able to afford the initial item when I can try again.I play a game, part of it is "chance." The rules are typically stacked in the PC's favor, I have no problem rolling the dice and them coming up not in my favor. I actually have a notebook of characters who are dead because of crappy rolls and a GM who feels bad that I've lost so many characters to them. I'm not the type to cry over an unfortunate roll, I look at it like an unexpected challenge, which is part of I play the game in the first place.
Well then, I dislike Rule 0.
It gives crappy GMs justification for ignoring rules that are part of the basic assumptions that the game is written and balanced on, then forcing it down other people's throats in guise of a more "enjoyable" game or some such.
Do people actually not read store bought APs in advance so they know is what it is going on before running them?
Most of the "complaints" seem to be of the "oh crap, I read that out loud" type. Which would be a non issue if you took any sort of preparation prior to running, and read ahead a few pages. Given the depth of character and plot involved with APs, there is so much more information you need to have a handle on versus "normal" module.
Daniel Myhre wrote:
If I know the answer, I'm not of the opinion I should do the leg work for someone who hasn't got the time or can't be bothered to actually research themselves unless they continue to be adamant about it for several days. At which point it becomes apparent they truly don't get it and won't do it themselves and it becomes more time efficient to just prove them wrong than argue.
I am 100% "okay" with them spending time making material that keeps them in business opposed to fixing old stats blocks because people don't like an FAQ and want to call them "inconsistent"(to put it politely) for not doing so. It isn't like it would help, the people would just find something else to complain about once they did, all the way up until it was reversed. That is what people are like.
I'd actually suggest Oracle as well. There was a build using the Diefic Obediances, Mystery Cultist and Nature mystery IIRC. Push CHA for defenses and spell casting. Use spells for combat/utility as needed (spell pages).
The original build was maybe from Walter's Guide to Deific Obediances?
My build (a reconstruction of a 2E character for 3.x) was an Angelkin Aasimir 7 Nature Oracle/10 Mystery cultist/3 Oracle. (1) Noble Scion [War, CHA to Int], (3) Celestial Obedience [Arshea], (5) Power Attack, (7) Furious Focus, (9) Blessed (11+) open feats.
Medium BAB from both classes (14/9/4), 9/10 casting from Mystery Cultist (19th caster at 20), 6/6/12 saves. CHA to casting, initiative, CMD, as DEX and Armor to AC.
Divine Favor(1)/Might(4), Blessing of Fervor(4), Bestow Grace of the Champion(7) for more difficult opponents. Otherwise spells for utility as wanted/needed.
Ioun Stones weren't something I was unsure of, more we had people stating they would merge when polymorphed and continue to provide effects. I'm of the opinion they would still provide effects but would not merge into your form, just stay floating over your head. You aren't touching them, they aren't taking up a slot on your body, but flying willy nilly around your head.
The gloves I believe are use activated so wouldn't continue to function after polymorphed.
1) It removes part of the "fun" of the game (rolling dice).
2) it involves more calculations (which Paizo said they wanted to remove to streamline the game).
Who would probably be justified in doing it, to the type of players who try to weasel absolutely every advantage out of the rules and get anything they can for "nothing."
It is a two way street, sorry.
There is a reason the vast majority of people don't GM, if players had to deal with themselves in a game they were running... they'd probably be tempted to do such things too.
It's also as good an argument as bringing up minutia to prove a point, in a game that typically has to ignore such details in order to function even remotely well.
"I have all these real world possibilities to show how could maybe do it in game!!!"
"Damn shame the game doesn't work like the real world isn't it?"
Let us take the discussion where it really is headed.
Is paying an additional 3000gp for your weapon, justification for bypassing and trivializing numerous encounters, plot points and various other situations in the game?
My gut is saying no.
People hate misfires on the guns, most will not be interested in a class based around not working as a "feature" unfortunately. And if the abilities scale better than "normal" you can bet someone will figure out how to break it to take advantage of it.
Wilder has a mechanic that may fit your needs.
It doesn't matter, as the game deals with mechanics.
The fact that it is possibly a mental action, isn't enough to pass the Paralyze's exclusion requirement of purely mental. For it to work, it NEEDS to be a purely mental action. As it is not defined as a purely mental action, it cannot be used.
The fact you are making assumptions about a RAW mechanic... You know the old saying right? And that points to the main problem you have in this discussion. Don't make assumptions. Don't dismiss the fact that the spell actually references a physical based skill as "convoluted" to make your point some how more important. No mention of mental is mentioned, but you say it is. If it were, we wouldn't be having this discussion.
It could be all mental, it could be mostly mental, it could be just a tiny bit mental, it could be all physical, mostly physical, or a tiny bit physical. But it is not, by game rules or mechanics, a purely mental action. Other abilities are specifically called out as purely mental, those get to be used. An action that isn't defined, doesn't get past the requirement check, and so doesn't get to be used.
It is a stringent check, in an exception based game. If it isn't quantified, you cannot say it is or isn't. As such, it fails to meet the exception test. As a mechanic, we can ignore or include as needed, as was done in the writing of this spell and the status effect.
By being undefined, it is not a purely mental action and so the Paralyze write up keeps it from functioning. This is a pure logic problem, explicitly categorized "purely mental" actions work. Uncategorized actions don't make the cut unless you assume things, which is what you are doing, by your own admission.
That is what they call "reading into the rules"...
If there is a dress code that requires you to wear a tuxedo, you don't get to go in if you are wearing a T-shirt with the image of a tux on it. They are not the same thing. And that is the argument you are making.
In what ways does it make the game more "interesting"?
At best it seems to be "creative thinking" on how to avoid legitimate penalties enforced by status effects entirely intended to not allow what people are trying to say they are being allowed to do with no rules backing their opinion.
Also, it isn't supernatural. If we are going to discuss rules, words and terms are important. How they are used in the write ups and wording of effect, doubly so. Broken is doing something that isn't "intended" and or, doing something beyond what it states.
Allowing something to work as a purely mental, when it is not stated to be so explicitly, is at best bending the rules, and quite often "breaking" the rules. It may not be "overpowered", but that doesn't mean it isn't using it in a broken way.
Adding extra words or reading into it is also as much of an issue, and part of why people would not agree with your interpretation.
The real crux of the issue is the purely mental aspect. The game doesn't make any mention of the spell being so, and refers to physical checks when using it. To me, this shows it to at least not be purely mental. And yes, while it doesn't say it is physical, it most assuredly doesn't say it is purely mental. And that is what we need (logically and rules wise) to get it to work while under the paralyzed status.
Number of instances you've provided actual rules quotes to back up that Fly is purely mental: ZERO
Number of instances you've provided rules that imply that Fly is purely mental: ZERO
Number of examples from published material that might help to backup your creative interpretation of the rules (admittantly a stretch, but better than nothing): ZERO
Yet here we are going back and forth on the subject for some reason.
Actually, I think the point is, your example is horrible and doesn't work. The demilich is immune.
Hold undead specifically states the undead is immobile. And so, magical flight or not, held in place similar to the effect of Hold Person on a living creature, which should be some more food for thought... But you will probably dismiss that as well.
Rogar Stonebow wrote:
The fly spell doesn't give you magical wings that you use physically.
Nor does it explicitly state it is a purely mental action, but it does refer to (and therefore connect itself with physical action) the Fly skill. The game rules implicate that clearly. More so than the creative thinking of it somehow being a strictly mental action.
It is an exception based rule set. If something is a thing, it is stated to be such OR stated to be an exception of something explicitly. There is no rules support of the Fly spell being a purely mental action at all.
But the fact that the rules indicate you need to make checks involving physical attributes at all, it strongly implies that it isn't purely mental. If it were, would it not be based of mental attributes, like every other action that is mental?
To make a solid and reasonable argument, the onus is on you to show that it is without a doubt a purely mental action. Not by showing there isn't anything saying it isn't, but by showing there are rules indicating it is (the whole system is exception based after all). Even if tangentially. Saying it is purely mental "because" doesn't hold water. The rules point to it being at least somewhat physical due to referring to the fly checks. It may not be flapping your arms, it may just be small body movements and effort exerted. But it still refers back to checks influenced by physical attributes.
That doesn't sound "purely mental" to me... Sorry.
Fly isn't movement via using telekinesis on yourself. It is flight (which needs checks at times, which implies something other than mental actions) and flying checks are part of other actions typically (movement).
If we take everything out of context I suppose that we can wiggle around what the rules point to, and say flight is purely mental movement.
The Songbird of Doom: A Guide to a most unlikely tank and Mechanism of Mass Destruction (Warning: GMs will hate you)
If you are playing to 20th level maybe. But PFS and many home games don't see levels past 12. Hell, I've seen some posters say they don't hit 10th ever...
That means you career is less than 2/3's of the 20 level "cap".
It also means squeezing every possible advantage out of possible combinations to get your character "online" and reasonably functional before 6th level. Because at that point even single class builds are working to their potential. The faster you can get you "schtick" working, the sooner you can enjoy it. Because you might not have the option to do so otherwise.
Ascension Game's Path of Shadows was pretty impressive, wouldn't mind seeing more of their stuff.
Up until recently I've always been a fan of Dreamscarred Press. Lately the "martials need fixes/feats are horrible design" being forced down my throat every new product being talked about is getting a bit tiresome. But I love the core Psi stuff.
Necropunk was good, and I've backed the Snow White kickstarter from AAW.
Pactmagic from Radiance House is a favorite of our group as well.
Cap. Darling wrote:
And that is fine, Rule 0 allows you to do what you want in your game. The rules make no mention of ACs automatically flanking for combat, so when you tell one to attack, it would essentially make a bee line go the target to attack. It does what it was told to do in the most basic and simple way possible.
It is also easily augmented for damage and when you are a larger size you have the capacity to be a "persistent fireball" through reach and things like Whirlwind Attack.
Claws of the Beast is in a position to be fairly easy to abuse being a first level power. It is a prime example of how you want to give martials (psiwar) nice things but have to be conscious of the fact it is is such a low hanging fruit, a caster could cherry pick it so you aren't just helping the martial.
Bandw2, you are just flat out incorrect. That doesn't bypass the "cannot memorize spells cast in the last 8 hours", nor be able to get spells more than once in a 24 hour period.
Interrupting the rest cycle causes them to need another hour, but the main point of doing it is to get the casters to spend the resources so they can't recoup them right away and are now down spell slots.
Please, Oak, don't listen to Walsh. He is wrong.
Unfortunately the way the CR system is based, he really isn't.
Letting the PCs control the pace of the adventure leads to the 15 min adventuring day. That never ends well.
If the challenges aren't causing the PCs to expend the resources they aren't appropriate challenges for the CR.
1) It doesn't work like real daylight versus undead, so I would say no. Daylight doesn't mean it is actual daylight, just a name used on a spell that provides equivalent light to being in daylight.
2) If it doesn't say it stacks, it doesn't as a general rule.
To be fair some people enjoy a game where winning isn't a foregone conclusion. A game where there is actually a chance of things going wrong and activities carry a possibility of failure. It is kind of like gambling, where you roll the dice and something doesn't go as planned. You don't like that something unfortunate could happen, where you might have to change your intended actions.
Mechanics like this aren't "unfun" or "antifun", you just dont like them. Just like so many others, you don't like the way the game was intended to be played. It just means you are looking for a game slightly different than what was published.
You just can't use spells with somatic components. I guess think of it as every time you try to do the spell you get jostled and interrupted by the person grappling with you.
It is constructive criticism. Harsh, maybe, but helpful if you can get past that. Being a GM requires significantly more time and effort than playing. As well as familiarity and knowledge of the rules.
When you come to the boards and say "I'm having a problem" and then get the same 3-4 responses, and your replies amount to, I do want to do that, it isn't a problem because it isn't in my game right now, and completely ignoring what is said because you don't want that to be the answer... There is a larger problem. And it isn't the class.
The reality is, if you don't have time to read and understand the rules that you are allowing into the game that you a running, the game isn't going to go well. Looking for some "other" ways to "fix" the issue, by ignoring suggestions and easy fixes provided because you don't want to hear them...
I didn't imply they were unable to GM, I made the statement that GM'ing requires time and effort to do successfully and well. If the OP can't put in the effort or time, they can only expect more issues.
1) Even if they are okay with it, it would still be an attended object. If they were okay with you using them, they could drop it during their turn. Problem solved.
2) If you are wearing it, it isn't unattended now is it?
I guess the best way to look at it (from the rules mechanics we have), is if it is on your person, worn/held/attached, or under your control (say from mage hand or telekinesis used to wield a weapon), you should consider it " attended " unless otherwise stated. It isn't a "choice" it is a state being, it either is or it isn't.