Iron Dragon

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If I have spells cast on me, then I use magic jar, do some/all of them transfer to my new body? If the body I am possessing has spells on it, do I gain some/all of them? What kind of spells would transfer with the soul, and what kind of spells would stay with the body?

Dark Archive

I know similar questions have been asked before, so bare with me if I'm being thick-skulled.

Ability modifies are usually untyped bonuses, and as such they stack with anything except themselves. This has been mentioned in previous questions. But my question, is what if a stat is giving you a typed bonus?

For example, lets say an oracle with Sidestep Secret has the Osyluth Guile feat. Sidestep adds your charisma modifier (an untyped bonus) to AC. Osyluth Guile adds you charisma modifier as a dodge bonus to AC vs one opponent. Would the dodge bonus stack with the untyped bonus?

Thanks

Dark Archive

Make sure your party doesn't neglect will saves. At high level fighters can be more of a liability than a help. Iron Will, Indomitable Faith, Cloak of Resistance, and a half-way decent wisdom score can all help. These are important for a fighter that doesn't want to be possessed/dominated/etc and kill the party himself.

Dark Archive

Oops, somehow i didn't see that you responded. I doubt you still care, but might as well try to answer your questions just in case.

I know you weren't talking about two-weapon defense. I brought it up to make a point. Your weapon gives you a shield bonus. TWD gives you a shield bonus. Obviously neither are shields. As such, you can not give either one of them shield enhancements.

As far as balancing goes, I'm not sure how you would figure the costs. If you had a tonfa with +2 weapon enhancements and +2 shield enhancements, would it cost 12000 (8000 for the +2 weapon enhancement, 4000 for the +2 shield enhancement)? 16000 (8000 for the weapon enhancement, and another 8000 for the shield enhancement since it's on a weapon)? 32000 (altogether it's a +4 enhancement on a weapon)? I would say just get defending as it's already something that does pretty much exactly what you want it to do.

Dark Archive

AdAstraGames wrote:

I have a Starsoul Sorcerer. At 11th level, he'll have a Robe of Arcane Heritage, and will be able to access his 15th level bloodline ability.

PRD wrote wrote:


At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
PRD wrote wrote:


A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.

PRD wrote wrote:


This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
So, as near as I can tell, I have a once-per-day "Kill Anything...

I'm not sure that Lord Fyre read your entire post. But it seems to work as far as I can tell.

But overpowered? Not at all. If the BBEG fails two saves, he dies. Check out Phantasmal Killer. It's only a 4th level spell for you. It does pretty much the same thing and only takes one round. Which is why save or dies aren't all they're cracked up to be. You either win the fight in one round or do nothing.

Oh, also, I don't think you can use a lesser rod of quicken on a spell that's been heightened above 3rd level.

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Doomed Hero wrote:

Neither of those things answers my question.

I'm talking about diagonal movement at the end of your movement.

Could you go -straight-straight-diagonal-diagonal-

Or, are you forced to go straight at the end because of the weird diagonal rules?

If you have a move of 20, you can't move two squares straight, and then 2 diagonally, as that would cost you 25 ft of movement.

Quote:


So, because of that abstraction, if you have a 20 foot movement, you can only make 1 diagonal during a standard move?

No, you could move 2 diagonal then 1 straight.

It's not abstract, it's just math. Squares are longer across the diagonal than they are on the edge. Take a ruler and try it out.

Dark Archive

Quote:


Two-Weapon Defense (Combat)

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

But you can't give this feat shield enhancements, now can you? Just because it's giving a shield bonus, doesn't make it a shield.

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Technically, it doesn't say it has a CMD either. It just has a DC that acts very similar to a CMD.

But if you're right, the concentration DC would be determined by the spell the caster is trying to cast, not web. So the DC could be anywhere from 11-19.

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In your example, it happened not to make a difference.

But if you had a move of 25 and were moving diagonally, the first square would be 5, then 15, then 20, then 30. So you wouldn't be able go that last diagonal square. You could still move, just not diagonally.

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Darksol the Painbringer wrote:
blackbloodtroll wrote:
Trait bonuses don't stack with trait bonuses.

They wouldn't stack if they affected the same things.

A +1 Trait Bonus to Saving Throws v.s. Enchantment Spells/SLA's, and a +1 Trait Bonus to Will Saves in general are two separate things.

Why would these not stack again? Because they are Trait Bonuses? Meaning you can only have a single "Trait Bonus" (to any specific stat) active at a time? Why even have the +1 V.S. Enchantment Spells/SLA's, when the +1 Will Saves, in general, covers more and does the same thing, according to that ruling?

If the saving throw for an enchantment spell is a will save then they are the same thing, and therefore don't stack. Hypothetically you could have an enchantment spell that offers a fortitude or reflex save in which case Loyalty would still be giving you a bonus.

Dark Archive

I'm a bit late, but I had the same question. Here's my thought: can we assume the web spell has a dexterity of 0 and work backwards?

In that case, if a web's CMD is say 18, then it's CMB would be 13. I have no idea if that's how it's supposed to work or not, but that made sense to me.

Dark Archive

Yeah, I was thinking half as well. Even at half, I don't think they'd be worth buying, but I was just wondering. And the prices reflect normal market values, so obviously it's not going to be the same as a regular ioun stone. Thanks for the input everyone!

Dark Archive

I can find prices for regular, cracked, and flawed ioun stones, but I can't find prices for scorched stones anywhere. Am I missing something obvious, or are they not listed? Certainly you must be able to buy/sell them, right? Thanks in advance!

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evolved wrote:
In my entirely personal opinion, player choices that (temporarily) kill their character for some numerical benefit are so disgustingly cheezy that I would encourage any DM to throw a wrench in their plans and make things go sideways when its attempted, just on principle. But I'm sure some will manage to disagree.

I definitely agree that this is cheesy as Chicago deep-dish.

AvalonXQ wrote:
#1 and #2 both work. You either have to wait until one or more of the negative levels is gone, or heal one or more of the negative levels directly after raising the character.

This was my first impression as well. Thanks for the feedback.

ossian666 wrote:
7*4*10=280g for a casting of Restoration from your local Cleric. Thats the cheapest route to getting it fixed. Or don't fail your save at 24 hours when the permanent level hits.

When the nearest town is several days away and only has a fifth level cleric and the dead party member was killed by a vampire, this can lead to some issues.

Derek Vande Brake wrote:
Assuming your local cleric is 7th level, which is far from given...

Exactly.

wraithstrike wrote:
Temporary negative levels are not permanent until you fail your fort save. Once you fail your fort save you are stuck with them until you can get them removed via magic.

Well, temporary ones never become permanent, right? Or did they errata this?

"A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels."

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ossian666 wrote:
I can't believe you are arguing the very definitions of the words Temporary and Permanent...

I'm just asking how temporary is temporary. I think this is a valid question. There's nothing in the description of temporary negative levels (or in the description of death) that say they go away if you die. If I'm wrong, correct me.

Frankthedm wrote:
This way so nobody gets away from thier negative levels. But HOW did the character GET those negative levels? The character may be rising as an undead 1d4 rounds after death if it was a wight or specter that dealt out the negative levels. 1d4 days after death if it was a vampire.

A vampire. Yeah, time is of the essence. We don't have enough time to go back to town and get some higher level spells. One character is dead, and another isn't far behind.

Derek Vande Brake wrote:

While not specifically RAW, you could assume that the casting of Restoration puts the target into a kind of state of grace, so if the casting begins on the next round they don't die again even though they'll have to wait a full minute before the negative levels go away.

Otherwise, t would be impossible, since Restoration requires a creature, not a corpse, as a target. You can't even start casting Restoration on a corpse, so issues of timing them precisely are moot.

Good point. I'll assume they meant that you have to begin casting restoration next round.

Elamdri wrote:
What...? I don't understand your logic here. 1 restoration gets rid of all temporary negative levels. Dying gets rid of all temporary negative levels but bringing you back gives you PERMANENT negative levels. Why would you kill yourself and then still have to cast restoration when you could cast restoration and have the same effect without dying?

OK, so maybe for 20th level characters, the point is moot. But our 6th level party doesn't have access to restoration. Right now they have Raise Dead via Ultimate Mercy. So if someone has a bad fort save they might be keeping 5 temporary negative levels for some time (this can be pretty dangerous, especially with undead running around). But if they die and get raised, they have two permanent levels. Some of the players were considering this in our last game.

Dark Archive

Well, it says that permanent levels remain, but it fails to mention temporary negatives levels at all. One might assume they go away, but I can't find anything that says they do.

If I say that I like cheese, it doesn't mean that I dislike chicken. Likewise, if they say that permanent levels remain, it doesn't necessarily mean that the temporary ones disappear. It seems odd either way that they don't specify.

If they did just disappear, then a 20th level character with 19 negative levels might very well decide to kill himself and be raised up again. Seems odd that dying could possibly advantageous. But, this could very well be the case.

Dark Archive

Right, I mentioned that. But it specifically says "permanent" negative levels. What if they're not permanent? Does that change anything?

Also, thanks for the quick response!

Dark Archive

I'm sorry if this question has already been answered, but I searched for some time and couldn't find a conclusive answer.

Let's say a sixth level character takes six temporary negative levels and dies. Can he be raised again even though raise dead give you more negative levels? I can see a few possible answers to this, and possibly more than one will work.

1) The dead character rolls a Fort save the next day to see if the negative levels become permanent. If enough of them go away, he can be raised by raise dead like normal.

2) The raise dead has to be cast in combination with a restoration (or greater) to get rid of the excess negative levels.

3) The character is raised, but takes a con drain like a 1st level character that cannot afford to take the negative levels.

4) Since they're temporary, they just go away when you are raised from the dead.

I'm positive #2 works, because it specifically says it works with permanent negative levels ( http://paizo.com/pathfinderRPG/prd/glossary.html#energy-drain-and-negative- levels ) but is this the only way?

But #2 leads to problems as it says restoration must be cast the next round. But it has a casting time of one minute. Do you need two clerics and good timing to raise someone in this manner? Is there a way around this method? Is there an official ruling on any of this?

Thanks in advance!