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Tiny Coffee Golem wrote:
With the new spells that have come out since the corebook is there a comprehensive list somewhere of what can be made permanent?
Same issue with Shapechange. The RAI is pretty clear that it's supposed to allow you to freely assume any form, but because it's a core spell it doesn't include the newer morph spells like Undead Anatomy.
Skill focus might be the obvious choice, or even the Focused Study alternate human trait. The Charming social trait would seem typical also.
Any dragon blood, regardless of colour might be the reason you failed the tests, isn't Mengkare trying to make superior humans? My theory is that he's taking the best of humanity and trying to bring back some version of the Azlanti.
Azlanti do get +2 to every stat, but as Samsarens get -2 Con, +2 Int and +2 Wis I gave the overall changes.
In my opinion he'd return to the Samsaren rebirth cycle if his new Azlanti body died. He's essentially still a Samsaren soul in an Azlanti body. Pharasma won't be fooled by his temporary flesh and bone cage.
I'd say yes, he does lose the abilities and spells he gets as a Samsaren. He also loses access to any racial feats (though I'd let him reselect feats). Sorshen's brain is Azlanti, not Samsaren, it doesn't function in the same way and doesn't have the needed parts to access those past life memories. In return he gets +2 Str, +2 Dex, +4 Con, +2 Cha, a bonus feat and +1 skill point per level. Seems like a fair deal.
Also, he should be 6th-7th lvl at that point in the campaign? While his character may no longer be able to follow his planned build, adjusting to unexpected events is part of what makes the game fun. It might make his life a little more interesting, but character destroying is maybe a bit strong.
I vaguely remember somebody trying this with a "Planar Cannon". Basic idea is to create a long cylindrical demiplane with double gravity and no atmosphere. Place a portal at the bottom which opens at the top. Drop your weight into the plane and leave it to stew for a few days/weeks/months.
When you want to trigger it just redirect the bottom portal over or at your target.
No idea if it would work, but at least it sounds cool :-).
Quiche Lisp wrote:
Since identifying specific spell effects is exactly what Greater Arcane Sight is intended to do, I'd be surprised if there was a lower level method to do the same thing.
I've been very wary about allowing Gunslingers into my game, specifically due to the touch AC rule. I'm allowing them into my next campaign with the following changes:
*Gunslinger changes – No Pistoleer Archetype, Firearms do not attack touch AC by default. Deadeye Deed changed to the following:
I'm well aware that I might be being overcautious, but I'd prefer the gunslinger be weaker to start and adjusted upwards if necessary rather than the opposite.
It doesn't help that Sorcerers don't have the skill points to spare. Adding Diplomacy, Bluff and Sense Motive to the usual list of Perception, Spellcraft, Knowledge (Arcana) etc really stretches those 2 points per level.
Theres a pretty epic running battle in Dawn of the Overmind that has the players fighting through the Illithid station that circles a sun. They get there on an Illithid spelljammer ship and have to move through the station section by section, while all around them a battle rages between the Illithid and an army of Red Dragon mounted Githyanki.
Azaelas Fayth wrote:
Monk(Really weird on that...
You can pass off pretty much the entire Monk class as "Super Android Powers". What's not to love about an Android who can run like the wind, punch holes through walls, turn aside blows with his bare hands etc...
If anything it's the archetypal Android class.
Stom wants rid of Chief Jubbek and his followers. She doesn't so much help the pc's as agree to take her followers and leave if they kill Jubbek & co.
joe kirner wrote:
if the party has see invis. & magic missile that will help too. make the spider move to get to you so it can't phase back same rd it attacks.
When I ran this the spider never attacked on rounds it had to move. The party bunched up and readied actions, their resident greataxe wielding loony eventually did enough damage to make it flee.
So, the Staff of the Magi, unlike other staves, has a listed save DC for a number of its abilities.
Normally, a staff uses the wielder's ability score modifier, but is this the case for the Staff of the Magi?
I know this question has been asked before and the general consensus is that the Staff of the Magi should follow the regular rules for staves, and that the listed DC's are simply a holdover from 3.5, but two things make me question this.
1. The Staff of the Magi is an Artifact, not in fact a "Magic Staff". It doesn't follow the listed rules for staves in that it has 50 charges instead of 10, and it uses a different recharge method. Aside from the fact that it has "Staff" in its name, it doesn't otherwise behave as a staff.
2. The Staff of the Magi was printed in Ultimate Equipment with no changes to its listed DC's. I'd have thought that Paizo would have taken the opportunity to correct this issue if it was in fact an error.
Just got my PDF and had a quick flick through, does it seem to anybody else that it's VERY possible for the players to lose the Shard of Envy?
If Ardathanatus is killed before the Doomsday Door is closed, his body is claimed by Yamasoth and dragged to Sekatar-Seraktis. There are suggestions on how to prevent this, but in the heat of battle players might just miss them. This puts the shard beyond their grasp and effectively ends the campaign. There's no mention of this possibility in the "Concluding the Adventure" section.
It does what it says on the tin. Dhampir are still alive, negative energy affinity doesn't mention that it protects against emergy drain, so I would say your player is wrong.
Afaik negative levels are always caused by negative energy, so the Dhampir wouldn't need a specific resistance to level loss if their affinity already covered it.
It specifically lists breastplates as one of the armours that you can make out of dragonhide.
Wouldn't an adamant staff be pretty heavy?
Bring back Hex mats, all is forgiven :-).
Shuriken Nekogami wrote:
the eldritch knight who bound his soul to a suit of large magic adamantine full plate didn't have to worry about spell failure because the suit of Armor WAS his body. it's like giving a golem spell failure just because he was a construct.
Warforged wizards with the armoured body feats do get spell fail fyi. Those Plate fingers just dont have the flexibility I suppose.
DM Barcas wrote:
Citizens of Alkenstar should have a thick Texan accent. Especially the Shield Marshals.
Except Alkenstar's population is 90% Keleshite and the rest are Garundi. I have no idea where Alkenstar's "Wild West" theme comes from. I don't even think there's a picture of a Keleshite gunslinger anywhere yet. Lirianne's colouration suggests her human side is from north of the inner sea, same with the Shieldmarshal.
Add 3.5 feats to Pathfinder characters (who will also get more of them) and measure the meter again.
Second this. I play in a game where one of the players has a fighter with 4 arms and the 3.5 Multiweapon Attacks chain and all the supporting Two Weapon Fighting feats. With 13 attacks per round plus assorted extra effects he can one round anything while the rest of us wait for him to work out the math for his damage.
So Shape Change included all of the "Polymorph: self" type spells from the original rulebook.
Should the newer Monstrous Physique IV and Undead Anatomy IV spells be included in Shape Change? I get the feeling that if those spells were printed in the core rulebook instead of Ultimate Magic they would have been included by default.