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Tiny Coffee Golem's page

8,369 posts. Alias of wesF.


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Xexyz wrote:
Matthew Downie wrote:
However, if you were playing a Kingmaker-style campaign with years of downtime, and one of your players attempted to use the spell in a way that would by RAW give him an income of 500,000gp a year, you would probably want to either house-rule the spell or house-rule the economy.

Actually, I'd do neither - I'd tell the player to simply not do that, and if he persisted in trying I'd kick him out of the game. Here's why: The economy in pathfinder is sufficiently broken that simply changing the fabricate spell would be a band-aid fix at best. Doubtless the player would find some other spell or rule to exploit in order to make unlimited money. It's simply not worth the effort changing/fixing every spell, rule, guideline, and system in order to prevent a player from exploiting the loopholes in the game.

Regarding the fabricate spell, in the context in which we're discussing spells here, I remain unconvinced. It still seems to me the arguments for its brokenness are being constructed by selectively choosing which real-world/'logical' actions/principles to apply in order to make their case.

I'd let the player but i'd cap what he actually makes to whatever is says in the kingmaker handbook the kingdom generates. Basically instead of farming or whatever you make a suit of adamantine every X months. If you make more there's no one to buy it. The end result is that you have the same amount as the other players, but can roleplay being a raging alcoholic as he spends his copious free time drinking at the local tavern.


Step 1) Get the DM Stark raving drunk.
Step 2) Ask nicely.


Mark Seifter wrote:
The book is already out to the printers. That said, many of the things you are asking for are in it, though not all. That said, if there's anything you like, I'm cool with pretending that I rushed out and made them change it after sending it to the printers, just for you. If there's anything you don't like, clearly I was too late to change that! :)

YAY! I'm Special!!


Tels wrote:
Ambrus wrote:
Tiny Coffee Golem wrote:
This is why I couldn't bring myself to play a pyrokineticist. You'd basically have to take expanded element just to have something to do should you come across something immune to fire.
Same here. Looking over the class, I figured I'd likely pick earth or air to deal damage since they're not vulnerable to energy resistance. And that's what's frustrating; fire should be the most dangerous/scary element.
To be fair, Fire is the only element with a ranged touch composite blast. So depending on how fire resistance is handled in the full release, it's entirely possible that fire will be the highest damaging potential.

I hope so. I'd love for the pyrokineticist to be frightening. Like it should be.


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Kobold Cleaver wrote:
TCG wrote:

P.S. Had a funny thought. With Poly any object you could turn it into a human (temporarily) and have it walk itself out.

Edit: that's with no math and off the top of my head. Actual results may vary.

I just had the weirdest sense of deja vu. Have you said this before?

EDIT: Well, there is this.

lol. Well damn. I've become predictable. I guess I have a certain diction I use with regularity.

Edit: the fact that it's two pages worth is really funny.


ShallowHammer wrote:

I came up with a FTL technology that I felt was interesting. Instead of just traveling through space, you also modify the speed at which you're traveling through time. So for example, relative to earth, in normal speeds (sublight) you travel at 1 sec/sec (I know this changes as you go faster, but bear with me). Then at ftl you're traveling at 10 sec/sec relative to earth. so by the time you've traveled through 10 second at whatever sublight speed, you've effectively gone FTL.

If I'm going 188,000 miles per sec, for ten seconds, that 1,880,000 miles in one second earth time. So from earth you went faster than light, but in your terms you remained sublight.

Kinda like a warp field, but with time instead of space. A danger with this technology is getting the time speed correct. If you modify it incorrectly, you may travel through time farther than you intended (Maybe go .01 sec/sec which effectively transports you to the future). Interesting work for a saboteur. Gravity fields could affect this because of relativity, and have to be planned for in the equations.

Interesting thought. Time travel would effectively accomplish FTL travel. You simply launch the ship and put the crew into hypersleep. Then once you reach your destination you jump back in time to the moment you left.

Practically speaking it's probably easier to build a wormhole generator, but the idea opens up a lot of potential for cool story lines.

Edit: You could have immortals (through whatever method) drive the thing and act as caretaker for the million year journey. Lots of time to read I suppose.


Ambrus wrote:


For those who focus on a single element such as fire though, are there plans to include a class ability that automatically reduces an opponent's energy resistance or immunity and that scales up as the PC increases in level? Such characters are attractive to play at a glance, but without such an ability tend to be paper tigers in my experience since energy resistance is so common. No one is afraid of a pyromaniac who fails to burn anything.

This is why I couldn't bring myself to play a pyrokineticist. You'd basically have to take expanded element just to have something to do should you come across something immune to fire.


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justaworm wrote:

Just curious, but how are PCs moving large adamantine doors from the depths of a dungeon or tops of a tower?

Bag of Holding = 2 ft. diameter opening
Portable Hole = 6 ft. diameter opening
Teleport Object 15th lvl caster = max 750 lbs, 45 cu ft.

I guess the portable hole could do it, depending on the door....

Or, are we saying that they are getting hacked into pieces?

Treasure stitching, shrink item, Polymorph any object, Ant Haul + Barbarian + Teleport, Animate object, Give it to the dwarf ...

Where there's a will there's a way.

P.S. Had a funny thought. With Poly any object you could turn it into a human (temporarily) and have it walk itself out.

Edit: that's with no math and off the top of my head. Actual results may vary.


Holy + Undead bane is usually a great combo. Fantastic vs undead and still pretty great towards anything else.


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For the chest I was thinking about enchanting it to be extra dimensional or just put a portable hole in the bottom.

Make the whole thing invisible. Put a non-detection effect on it.

If you have lots of money you could make the whole thing an intelligent item that hides/defends itself. There was such a thing in the Discworld books.


Kolokotroni wrote:

The d20 says this is a terrible idea.

Quote:


Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.
Once in every 20 times(at least) a person walked past the sign, or statue or whatever they would feel a hostile force they couldn't place. Eventually someone would place it and recognize something was wrong in the area mentioned. Eventually someone outside of the direct control of the ruler would investigate and with a detect magic spell find out the fountain the king installed has a powerful permanent enchantment spell on it. This will hardcore backfire in a relatively small amount of time.

Now this is a rather gaping problem that I was not aware of. I didn't realize anyone would notice on a failed save. Statistically this would happen occasionally and with enough such occurrences people would get suspicious of a particular location. Even without figuring out exactly what's going on they'd probably start avoiding the area even if they don't know exactly why.

Alright. My idea is sufficiently shut down. Anyone have any alternate subversive methods for controlling your population?


Serisan wrote:
How many citizens will have both the Trapfinding class feature and the ability to make a 31 Perception check to find the magical trap? Moreover, if most of the citizens fail the check, but someone does find the trap, what is the likelihood that the affected citizens will think that this was terrible? After all, they're going to interpret it in the most favorable way possible because they're charmed.

or enough spellcraft to recognize what's really going on.

I think many of the posters are giving the masses too much credit.


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Dr Styx wrote:


3- While not "living", I would still say it contains a soul. So there would still be some chance of spell failure.
- Also I would say anyone that got there hands on the replica could retrieve the chest.

You're welcome to house rule that in your game, but for purposes of discussion lets stick to how the spell is written. "undead" is by definition not living.

I think someone with access to divination spells could use the replica to find the chest on the astral plane, somehow, but as the spell is written someone else couldn't recall the chest with the replica. It's an ongoing spell effect that you discharge to recall the chest. It seems pretty clear that only the caster can discharge the spell, but they need the replica to do so.

Again, house rule as you like, but I disagree with your above statements as the rules are written.


avr wrote:
& no, seriously, if people ever learn they have been charmed for no particular reason they will never trust you again.

That's when you blame it on your vizier or some other scapegoat. Happens in politics all the time. The vast majority of your populous isn't going to have a single rank in spellcraft.


Dr Styx wrote:

Sounds a lot like magical propaganda.

But I would think that if the population ever found out, it would have a major backfire effect.

Basically, yes. Such is the nature of politics. Though keep the pseudo-historic time period in mind. It's the dark ages more than the information age.

Dr Styx wrote:
Instead of using a charm bace spell, you should use an Inspire spell like Gallant inspiration.

I choose Symbol of persuasion because it already exists. Other custom spells or "traps" would be another bucket of worms.


Dave Justus wrote:

Seems very risky to me. You are relying on mind-control to keep your populace loyal to you, which means that if something breaks that mind control not only do you lose the loyalty you had enchanted them with, but you will probably also inspire a great deal of anger and resentment at your methods.

It seems fundamentally to be a strategy of the weak and insecure, and likely to fail disastrously.

It's not mind control so much as persuasion. The only thing it really does is cause them to look upon your actions favorably during the spell duration, which is days per level. I don't think most would even know they'd been charmed.

Also, this wouldn't be the only thing you did, but those variables depend on your leadership style.

Anger and resentment are distinctly possible, but that's the case no matter what you do as a leader. I'd assert that a few symbols around the city would be preferable to public floggings for example. Cant make everyone happy, but this has the potential to get close.

Edit: forcing everyone to be happy would be mind control and far worse. :-)


Based on my reading of the Secret chest spell you can use a magic chest. See below. I think the "and so on" covers whatever magical additions you'd like to add to your chest.

1) do you agree and if not why?
2) What kinds of things have you done or would you do to ensure your chests protection.
3) Off topic, but kind of related: I think a well protected secret chest would be a great place to put a liches Phalactry if for some reason they thought the Demiplane spell series was insufficient.

SECRET CHEST:

School conjuration (summoning); Level sorcerer/wizard 5
Casting Time 10 minutes
Components V, S, F (the chest and its replica)
Range see text
Target one chest and up to 1 cu. ft. of goods/caster level
Duration 60 days or until discharged
Saving Throw none; Spell Resistance no
You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.


I just realized I used the wrong word. It should be "Ensuring" and not "Insuring."

If any Dev sees this please correct the title if you'd be so kind.

Thank you.


Beyond mundane stuff, like being a good and noble king, what methods have you seen/used to ensure loyalty of a populous?

I ask because I had an idea.

Permanent symbols of persuasion somewhere public. Ideally you'd work them into other signage that as many people as possible looked at on the regular, but that's not necessarily important. Having a big magical effect as a kind of art piece could also be sufficient if its true purpose were not common knowledge. Perhaps overlay some illusions to disguise, but not cover, the symbols. People would come to see the wonder and then think highly of you.

Symbol of Persuasion works as charm monster which works as charm person which makes a "creature regard you as its trusted friend and ally (treat the target's attitude as friendly."

Assuming the ruler or at least a major figurehead casts the spell you now have a large percentage of your population that will see your actions in the most favorable light.

As best I can tell this is 100% RAW and rather brilliant.

Thoughts on my idea and/or please share yours.


In my own non-physicist reasoning I don't think Teleportation will ever be good for sentient things to use. I'm speaking specifically about reality. In a fantasy setting where magic is real, you can literally talk to gods, resurrecting/reanimating the dead is possible, the soul is quantifiable, etc this may not be the case. "It's magic" is a neat bridge for various gaps in the reasoning. So my line of thought is based in reality and if you want to take any/some/none of it for your setting feel free.

Assuming it's possible to break down a person (for example) at the sub-atomic level and put them back together in the exact same order you've destroyed one creature and reconstituted another. This leaves a lot of unanswered questions. Is it really the same person? If the soul/Spark of life (or whatever you want to call it) is real then does it follow to the new body or do you get a new one? I could go on, but you get the idea. I do however think that it would be great to move non-sentient matter around as needed. Perhaps even using it to break down matter for storage and redistribution purposes. There would be theoretically zero wasted space in storage containers and you could make a lot more things. Like having a kitchen full of every base ingredient known to man (or fraction therof). You could theoretically cook any dish if you put the ingredients in the right order. Basically a replicator from Star Trek, but moving on.
(Yes, they said basically this on Big Bang Theory, but believe it or not it did occur to me prior to that.)

In my non-physicist mind Space folding and wormholes are probably both easier and more reliable. You don't move a person so much as the space around them. The person stays in tact and yet the end result is that they're somewhere else.

There's already a non-scifi concept for FTL and it's closer to space folding/wormholes than teleportation. It's all theoretical of course, but people far smarter than me (and I suspect anyone reading this) think this is the "easiest" way to accomplish FTL travel. Assuming the technology was perfected you could use this for short distance "teleports" as well, such as from one side of the planet to the other. It might be a gateway or more likely based on the NASA explanation it'd be a device of some kind. Perhaps a souped up "car" or just a platform you stand on.

Frankly, I'd be more comfortable with the space folding than being torn into little pieces and put back together.


Dot so I can respond from my comp and not phone.


Aelryinth wrote:
Turin the Mad wrote:

Never said fabricate wasn't abusable. Players need to recognize that what's good for them is just as good for the rest of the game world/universe.

Why, they'll wind up geas-bound to a limited wish-using lunatic's will fabricating diamonds from his coal mine. Forever. Because he/she/it can. And there's not a thing they could do to stop it. ;)

Since there's no skill that will make coal dust into diamonds, this isn't going to be productive.

And even with today's technology, you could say the DC to make something like this is...high. And probably involves multiple skills, which Fabricate can't duplicate.

just as there's no skill that makes diamond dust into diamonds.n Not a raw material, they are 'what remains behind' after you make a diamond.

A simple prot/evil stops the geas, break enchantment removes it, and then the geas'er is going to die.

There's no such easy solution to a problem with Fabricate.

==Aelryinth

You can make artificial diamonds with carbon. Effectively refined coal.

Per JJ the easy solution is "wizards have better things to do." Its up to the DM to decide what those better things are.

Edit: Supply and demand / Market forces is another easy solution.

Some combination of the above and/or DM Fiat hand wave is another.

Not liking them is one thing, but they do exist.

Of course when you build your world you can change that up however you see fit.


Komoda wrote:

I can't imagine a weightless item making any sort of solid hit on an opponent.

I would rule, possibly contrary to RAW, that you cannot attack with it.

The weight isn't causing the damage. The damage is caused by inertia as you bash someone in the face with a solid (though temporary force effect) object.


Turin the Mad wrote:

Never said fabricate wasn't abusable. Players need to recognize that what's good for them is just as good for the rest of the game world/universe.

Why, they'll wind up geas-bound to a limited wish-using lunatic's will fabricating diamonds from his coal mine. Forever. Because he/she/it can. And there's not a thing they could do to stop it. ;)

Might explain where all the diamond dust in the world comes from.


kestral287 wrote:
Cat-thulhu wrote:
Fabricate used as suggested is a good way to elimate the 9th level casters. Such a scheme will upset the local economy, the local business leaders, local boss, local madman, local evil genius. They will demand wizard works for them or enact punishment. Wizard will be punished. He hires thugs to protect him, one gets a big above himself and decides to take profits and run, take bounty on wizards head, help others for a price. Hired goons are just that, hired by the highest bidder. In the end such a wizard will die or be driven out of business. It happens a few times then the high INT class realises a change is needed and adopts a different strategy. End result fabricate settles into a stable, manageable me this for making items that doesn't upset every other market. You can't make that kind of....money?..without attracting potentially fatal attention. Only a high int lunatic would try, since he insane a party of adventurers will be hired to end his reign of terror. Hell a party of adventurers would be the quick and easy way to deal with him anyway, not all adventures are driven by a good cause.

The "end result" there is either the Wizard working for somebody that can protect him or the Wizards working together.

And really... do you want to try to go toe-to-toe with a group that specializes in such abilities as seeing the future and summoning demons? Aelryinth said it earlier, but trying to beat down the Wizards en masse is one of the stupidest things that you can do.

As a rule if you screw with hyper intelligent paranoid people who can bend physics/metaphysics you're going to have a bad time. More so when they band together for protection.

Edit: Oh, and they have no direct supervision like clerics. They have to seriously screw up to get the attention of the supervisory board (aka gods).


Snowblind wrote:
Saldiven wrote:

Not that hard to subvert, especially not for a strong willed, evil type.

It wouldn't be out of the ordinary for certain powerful, evil types to believe that "your best interests" are best served by any and all other servants being eliminated, because you can't trust any of those others.

The thing about having a tiger by the tail is that you can never let go....

"But master, I know that I acted in your best interests. Your wife and children were merely a lever by which your enemies could work against you. With them gone, you are now more powerful and more free to pursue your goals. I know beyond a shadow of a doubt you will come to know this for the truth that it is. Believe in me, master; I am the only one you can trust."

I can't see how that doesn't breaks several of the commands I suggested. Depending on what screwy logic you use which ones it is exactly vary, but it does break them.

Act and think as you believe I would want you to think is the big one, though.

Interpreting what it thinks you want may be difficult if you're thrall is a sociopath. It will love you...to death.

*ba bum baaaaaaa*


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Purple Dragon Knight wrote:
Kayerloth wrote:
Purple Dragon Knight wrote:
I think one could harvest about 150gp worth of adamantine before the adamantine saw fails. :)

:P

When does normal wear and tear become subject to Mending (for an infinitely useful saw)

Also I'm not sure you can "create precious metals" with mending... ;)

Mend, not create.


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That's probably fair. I'll ask my gm.


In the same way that once per day is 1/5 What's the Calculation for once per week and once per month items?


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SlimGauge wrote:
Adamantine wire-saw, 150gp.

SOLD!


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Note to self: Always carry a hammer and an adamantine chisel. No reason.


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1) Break the walls around the hinges
2) Shrink Item or Treasure stitching
3) Profit.


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*Casts Thread Resurrection*

I thought of a new one this morning.

42) T-Rex arms. Your arms and only your arms shrink two size categories. Hilarity ensues.


Lunistra wrote:
Harrison wrote:
Lunistra wrote:

If you are an aether kineticist and have

Light touch
Extended range
Telekinetic haul
And of sufficient lvl for the 100lbs / lvl

Could you not lift a row boat or cauldron or carpet with yourself in/on and have basically 30' flight?

There is the concentration problem if you fail but other than that.

I would say you could, but it feels inferior to just picking up Self Telekinesis and Greater Self Telekinesis.

** spoiler omitted **

Although I will say this in Light Touch/Telekinetic Haul's defense: seeing someone sitting in a hovering throne that they're keeping up with their own telekinesis would be pretty badass.

Thanks for the response , I agree while self TK is better for lifting myself , the other method would be better for lifting party members too? , as don't really want to foe throw them.

I had the same though. My ultimate conclusion was that in combat self telekinesis was better for action economy. Out of combat and for party travel TK Haul was a decent way to go.


BigDTBone wrote:

If you decide to revisit, here is an option for you.

She is a wizard but spontaneously casts 13d6+29 fireballs (DC 24) add persistent and dazing (via sacred geometry) or empower, or quicken. Uses Dragon Disciple to advance wizard casting, and sorcerer bloodline. Staff of the Master, and a Piercing meatamagic rod tossed in for good measure.
** spoiler omitted **...

Thank you. This is definitely something i will keep in mind.


Are you hitting on me?


kestral287 wrote:
As a last thought before you do scrap it: why not just run a Draconic bloodline Sorcerer without going Disciple? If you're trying to fill the caster role that's the easiest way to do it while maintaining the dragon feel.

That's an option and I may end up going that route. I prefer half-elf sage sorcerers to Draconic though. We'll see. As my character isn't dead and this is more of a thought experiment theres no need to rush.


I've been playing with various ideas and I think i've decided to scrap the whole thing.


Cap. Darling wrote:
What do you hope to get out of the PC? I am pressed to see how DD is imporving the life of a caster like character.

To be a badass, but past that I'm not 100% sure. We're in a place with a lot of dragons. If my character dies it would fit thematically if I had some kind of dragon kin character as a replacement.

Presently I'm the only wizard.


kestral287 wrote:
Dud Muffin raises another useful question: would your GM let you combine Crossblooded and Wildblooded? RAW it doesn't, but even the FAQ that says it doesn't says that the GM should probably let you.

That's probably fine. I sincerely doubt he'd care.


kestral287 wrote:

First things first: What are you looking for out of Disciple? What kind of Sorcerer do you want to build? I ask because "maximize caster levels" and "good Dragon Disciple" don't really fit together, and if you plan to play like a standard arcane caster, Disciple isn't granting you anything.

Second point: Any interesting houserules to make note of beyond the wealth thing?

Well, I'm trying to have it all. :-) If I need to give up a few caster levels to make it work I will.

Is a switch hitter ranger / DD a thing? Preferably doing more ranged than melee.

The only house rule I can think of is that you can't take a second prestige class until you finish out the first.


I need a good dragon disciple build please. I'd like to maximize caster levels as I'll be the only caster in the party. I think that means going straight from Sor into DD.

Starting level is going to be 11 with standard gold. Half price for any item the caster can make himself.

Thoughts?


Morrin the Stout wrote:
It may feel weird, but there's a Kineticist in my area that got an Adamantine coated cannonball that was five pounds, and has the light touch wild talant, so he can pretty much keep it floating around his head at all times. The Adamantine coating helps give the item DR, so it lasts a whole lot longer. He managed to het heightened continual flame cast on it, so he calls it his very large ioun torch. Light Touch has great RP value as well, considering my Kineticist uses it to help with simple tasks, such as dusting, or holding an extra mug, or catching something that's falling. A tea cup though, sounds great. *Cue Riddick's tea cup scene

The adamantine cannonball is cute and I like the imagery, but completely unnecessary. As mentioned you can use literally anything that's handy. Specs of dirt and motes of dust and what not.


Emmit Svenson wrote:
Tiny Coffee Golem wrote:

The prevention of mental control has nothing to do with evil creatures.

Relevant excerpt from the spell:
...
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

The entire paragraph you quoted describes the second effect of the spell, protection from mental control. The final sentence of the paragraph makes it clear that the second effect (i.e. every benefit in that paragraph) only works if the source of the control is evil. Mental control by good or neutral sources is not prevented by Protection from Evil.

I totally overlooked that sentence. My bad. Thanks for the clarity.


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Cap. Darling wrote:
Rynjin wrote:
Cap. Darling wrote:
Rynjin wrote:
Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.
Neutral Wizard: *Grins*
Why?
Because as the name suggests, Protection From Evil only protects from, well, evil.
Hmm it seems that is correct. Is that a PF change?

The prevention of mental control has nothing to do with evil creatures.

Relevant excerpt from the spell:
...
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.


Morrin the Stout wrote:

They are using their mental power to throw things around, but using said item also as a focus of using said mental power. With it being as such, the cannonball would not bypass the DR/hardness, as it isn't the ball that's doing the hitting, but the mental power.

Considering that both the target and item being used get dealt the same damage, an Adamantine Cannonball would be good, as it could last longer than that of a sling bullet, since the hardness would make the ball more durable.

Example, mook gets dealt 9 damage, the item would be dealt 9 damage as well, but with a DR/Adamantine those points don't go through to damage the item as your power isn't able to bypass the DR of the item.

(Morrin loves to find random things on that ground and use them as weapons. If there aren't any, then he does have sling bullets to shoot.)

Of course then you'd have to collect the cannonball every time.

If there's no reason to use an expensive cannonball over a sling bullet or a teacup (for example) i'll just go with whats plentiful and free.

Seems odd though that a cannonball does the same damage as a tea cup. I understand why they do that, but still feels weird.


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Dave Justus wrote:

False Focus says:

"you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component."

False focus gives you the ability to cast a spell without the material component, but that is all it does. It doesn't supply a faux material component, it just lets you skip a requirement.

Since the alchemical power components are not required by the spell, false focus won't apply to them.

How is the powder not a material component?

False focus says nothing about optional/ non-optional.

I think that false focus would cover the powder components if they cost less than 100 GP. It's not official, but that makes sense to me.


1) He's just throwing around stuff instead of elemental matter, right? Just use whatever's handy?

2) If you throw a adamantine bowling ball does it bypass DR appropriately?

I'm sure i'll think of more, but that's a decent place to start.

Is there another thread that discusses the telekineticist specifically? My search Fu didn't bring up anything.


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cast communal protection from evil before every fight. every. Fight.


We have a half elven item bonded witch with the healing patron. It's working out pretty well, though he's not a melee character.

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