I was thinking of a new armor ability to help high dex characters, the costs are such due to the fact that the player has already probably spent gold on dex boosting items.
By adding this ability to a suit of magic armor, you increase it's maximum dexterity bonus. The magic makes the armor bend and flow with you, but still retain it's defensive abilities against attacks.
Lesser Flexibility: +1,000 GP, Increases Max Dex by +1
Head's up guys, 30 years after one of the first anime's out there, and it's follow up RPG, we finally get the miniature game.
I know a lot of us enjoy different games, and I'm looking forward to enjoying this one with some of you.
Heck, once it goes live, I'm sure we may even see it in the Paizo store.
So, how about a Summoner/Diabolist? They have an Eidolon and an Imp companion, does that break the rules?
Both level up and are quite nasty in combat, the imp more than you would think.
Players are going to focus on the last sentence, but does that override the first sentence?
Among the Living was a scenario I was worried about when I brought my gnome cavalier and his wolf mount.
I heard that it was taking place in an opera house, so I was trying to figure out how I would be able to get him out of whatever nearby stable I would have to put him in once the scenario started.
Thankfully, the GM handwaved me getting him into the bar before the show, since there really aren't any guards at that door (they want the public to come in and drink after all).
Once he was in, all it took was a quick Intimidate check on an usher to let him sit with me under my seat once they opened the doors for seating.
When I ran this, I didn't have any players with animal companions or the like, but when I saw that the exterior doors would be sealed I resolved to let anyone with one have them inside the building. My plan was to have the animal tied up over in the actors, or service entrance, and that after the initial fight, they would be able to get to them.
My point is, that if it's at all possible, be mindful of players with animal companions and such, and see if you can't figure out how to accommodate them. Even if it stretches logic a little.
You know what might work better is if instead of immediately counterspelling or dispelling each other, the light and darkness spells of greater level suppress those of a lower level, and equal level spells merely suppress each other, until one expires or the area of effect separates.
That way you don't lose your permanent spell that you paid for due to a short contact with a free darkness spell.
So to sum up:
Light and Dancing Lights are suppressed by all darkness spells.
Continual Flame (This makes a blanket assumption that the Continual Flame was cast by a wizard) is suppressed by Blacklight and Deeper Darkness, and both Darkness and Continual Flame suppress each other.
Daylight suppresses Darkness, and both Black Light and Deeper Darkness suppress Daylight and are suppressed in turn.
The only wrinkle is the wording of the effect when the spells area of effect overlaps, would you want to have only the area of the spell overlapping be suppressed, or once they touch, both entire areas are?
I think this type of rational is the only logical way of dealing with magical darkness and light (wait, did I just say that?). It gives a clear set of guidelines for everyone and throws the nonsense of the whole Heightened Spell argument out the window.
You want to make a fair set of rules, with reasonable workarounds and counters to the attacks that the players will be facing, and I think this achieves that without forcing the players into unreasonable levels of preparation.
If you think this makes sense, favorite this post or mark it for the FAQ.
So either the rules on the interaction of light/darkness spells are literally self-contradictory
Yes, they are. I would say these two sentences directly contradict each other.
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
Continual Flame wrote:
Light spells counter and dispel darkness spells of an equal or lower level.
So which is which? Let's look at the wording in all the light and darkness Spells.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Continual Flame wrote:
Light spells counter and dispel darkness spells of an equal or lower level.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Darkness can be used to counter or dispel any light spell of equal or lower spell level.
Deeper Darkness wrote:
Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
Blacklight counters or dispels any light spell of equal or lower level. Daylight counters or dispels blacklight.
From what I understand of your argument, you're saying that the one sentence in Darkness trumps all the rest of the spell descriptions?
Let's see if I can work this out by example:
You're saying that if I'm walking along with my 2nd level continual flame tucked away, and someone casts darkness on a pebble at my feet, I'm still in the dark once I pull it out.
Now if I'm walking along with the light out and waving it around, the baddie has two choices, he can either cast darkness on it and dispel it, returning us to normal light levels, or he can cast darkness on the pebble at my feet and I'm in the darkness.
Same thing applies if I'm walking along with my Daylight or 3rd level Cont. Flame either tucked away or out, once someone casts deeper darkness, I'm in the dark because that one sentence trumps all the other spell descriptions?
I don't think that's what the game designers had in mind, but right now if we follow Jiggy's line of reason, Darkness trumps all.
Now lets talk about the whole counter and dispel thing. The wording for some of the spells is different. Did you notice how each spell except Continual Flame, Daylight, and Blacklight say that they "can be used" whilst these spells simply say "dispels"? Does that mean that you have to act as Jiggy suggested and actively target the opposing spell with a new casting for anything other than CF, DL, or BL, while the effects of those two spells automatically do it for you?
Both light and dark spells have this wording, I'm just going to use two:
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
So the effect is blocked until it's uncovered, which means that right now, if a CF, DL, or BL spell is brought into an opposing spells area and uncovered, it immediately counters and dispels it. But nothing else does that. Does that make sense?
So, where do we go from here?
My humble suggestion would be an errata on the wordings of all these spells to make them universal and describe how these spells effect each other. My thoughts go like this:
A light or darkness spell is immediately dispelled by a higher level spell.
A light or darkness spell is immediately counterspelled by an equal level spell.
This effect takes place whenever these two opposing spells areas of effect meet.
And can we please just make continual flame count as either a second or third level spell for this effect? It's a pain for some people to figure out what level it is when it's an Ioun Torch, Everburning Torch, or monster's spell like ability.
Here's how things went down when I ran this scenario and I'm the evil fiend who killed Jiggy.
Our party build up consisted of Jiggy's Eldritch Knight, a kickass monk played by his brother, and the 7th level pregens Merrisel, Ezren, and Kyra.
The characters encounter the deva at the entrance and it gives its challenge. They counter by talking to it and telling it that they aren't the tomb robbers it's looking for. I put the GM screen aside for a second and tell them that they will have to make a very high Diplomacy check to bypass this guy. They need to decide who has the best score, roll the assists, and make a Diplomacy roll.
At this point I look back at the scenario and what it says about the angels binding argeement.
This is what I have to work with:
the Refuge of Time wrote:
So they've blown the Diplomacy roll, but I figure that with some real life roleplaying, I'll let them walk past. If they can just convince the angel that they aren't tomb robbers......
The characters start asking the angel questions, asking what it has agreed to, invite it to detect evil on them, and start to try to get a feel for what will trigger the angel letting them pass.
One of the characters hits on the idea of his faction mission and he tells the angel that he is searching for a merchant he is afraid has been kidnapped and he believes that merchant to be inside the shrine, may he enter and look for this person? The angel knows that there are people inside the shrine, so it makes him submit to the strip and detect lie, and then lets him pass.
The rest of the characters follow suite except for the monk, who at one point says to the angel that he just wants to go inside and take out the tokens. I did my best not to facepalm as the Deva raised his sword and said, "You are a thief and may not pass." The player quickly backpeddled, stripped, submitted to the spell, and promised that he would not take anything out of the shrine (unspoken was the fact that he didn't need too if his friends did) and the angel let him pass. Jiggy was the last one in and finally came up with the correct wording to satisfy the Deva and that was the end of the encounter. They blew the Diplomacy but after I managed to get some roleplay out of them, they were allowed entry.
It took quite a while and Jiggy is right, even if they Dip check their way past the guy, he doesn't leave, he's still out their protecting the place from tomb robbers.
One GM I talked to said that he allowed his group to use Dispel Magic to break the Planar Binding. I know this doesn't work since Planar Binding is an Instantaneous Duration Spell and:
Dispel Magis wrote:
The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You could potentially use Dismissal on him, but how many players walk around with that prepared?
So the group walks in and starts talking to the prisoners, getting information and doing faction stuff. Then they walk around to the statue, look at it, fail their spellcraft rolls, and decide not to touch it. In hindsight I should have docked them the GP value of not securing the items, but by the time we were done playing, I simply forgot.
They cant budge the old main entrance, but after chipping a chunk of the door out with an adamantine sword and seeing that it's caved in mostly, they leave it be.
So the next thing that happens is that the monk walks into the room with the shadow and they start dancing. You have never seen a more frustrated undead as the monks touch AC was so high that it didn't score a single hit has he beat it to "death" with his magical fists.
The next room up was the chapel and in goes the monk again. Initiative time. The graveknight wins and charges the monk for a ton of damage. The cleric opens up her spell selection with bless, while the monk barely 5 feet from her is bleeding out of two new holes and pleading to be healed. Sorry monk, this was what I planned to cast she says. LOL The fight takes a good deal of time but they manage to finally bring the GK down with no casualties, even though at one point Ezren pulled out his crossbow. I never knew how much following step could be.
The final room awaits, the party heals up while the wizard starts buffing, and it's go time.
The battle that follows is one of the longest I have ever GMed and was utterly brutal. The stinking clouds, the nausea, the party retreating, the wizard Dimensonal stepping after them, the rogue sneaking around invisibly, the fiendish bison charging and stomping people into the ground, the sinspawn who didn't want to move, and the acid, OMG the acid!
Something that I am going to note here that during this battle, not one, but TWO party members retreated out to the angel and started begging him to help them. I'm sitting there behind the screen thinking, "OK what now smart guy? They've just brought the angel back into the game." The angel stares at them, shrugs, and heals them up. When they keep pestering him, he gives them both the Aid spell, and tells them that is all he can do.
As the fight rages on, the Monk got KOed, Ezren died, the cleric got KOed, Merrisel died, and Jiggy is on his own. For the next 10 rounds or more, he solos against the wizard and his chums. He and the wizard seperate due to another dimensional step, Jiggy buffs back up, infernal healing, haste, fly, and goes wizard hunting again. Wizard is down to a few spells and his acid darts. The wizard then dimensional steps away from the flying superspeed sword of death and back out to the entryway.
The final moments are upon us as Jiggy comes barreling back out and the wizard casts around for some last ditch way to save his skin and spots...
With a blood flecked scream he commands the angel to protect him from this tomb robber. The angel sighs, shrugs, and flys up to meet Jiggy. At this point I'm going to have the angel use a slam or some other minor ability to fend him off but thats when the angel sees he's radiating evil. The angel doesn't have detect magic and is now assuming he's been duped somehow. Out comes the flaming greatsword. At this point Jiggy is desperately trying to maneuver around the angel and finish the wizard off. He and the angel are flying around eachother and the wizard, tired of this ariel dance, floats back and commands the angel to strip him of his enchantments. One Antimagic field later Jiggy is laying prone looking up at the flying wizard and angels flapping wings.
The wizard, bloody, near death, and entirely sick of this nonesense, offers to let Jiggy leave in peace if he will surrender.
Jiggy answers him by casting Dimension Door and teleporting into the small caved in entryway that they had chipped a crack into while investigating the shrine earlier. That is the last straw for the wizard, he kills the KOed Kyra with an acid dart, screams for the slothspawn in the other room to kill the KOed monk (which he does) and tells the angel to find jiggy and finish him.
The angel has a 50/50 chance now to go one way or the other, if he floats toward the statue and the entrance, he'll see the crack and find Jiggy. If he floats the other way into the chapel, Jiggy may have a few rounds to pull himself together. Unfortunately the dice were not with him as the angel flys over to the crack, peers inside with his darkvison, sees Jiggy, and with an "I'm sorry", kills him with a holy smite.
I find myself agreeing with Jiggy though, it's best just to kill the angel right away and get it over with. Any time you are playing on a small map like this where the encounters could run together, it's best to have a SWAT team mentality. Sweep and clear everything, secure everyone you find so that they can't sneak up on you later, and move to the next area. When in doubt, take it out.
This was my first ever TPK in PFS, I think it was a very challenging scenario and I'd be happy to run it again anytime.
One thing to point out is that if you "follow the money" so to speak then the chief suspect is Asmodeus as he has gained the most from Aroden's death and has previously killed a god. Another (albeit unlikely) suspect is Tar Baphon, the Whispering Tyrant as he hates Aroden more than anyone.
Gained the most? What about Iomadae?
Wouldn't that be a twist if she cut a deal with Asmodeus to kill Aroden and assume his powers?
With none the wiser........
Michael Brock wrote:
As I mentioned in my reply to your email last night, it isnt grandfathered in. It starts from yesterday forward.
Sorry, I'm writing this from work, didn't have time to check my email at home before I had to come in this morning.
On the plus side, it let's everyone else know your answer if they also had this particular question.
Mike already said he was going to address it, so it's really not necessary for you to understand anything until he clarifies it. This issue has been argued over in other threads, so there's really no need to clog up this one with any of the controversy there.
All I wanted to do was bring it up to Mike that this is still a point of contention with people who play wizards, and he said he would post something on it.
That should have been the end of it. If you had wanted clarification, you've got my email. I would have happily pointed you back to the threads that we have already hashed it over in. Now we have another 15 posts on an issue THAT HE ALREADY SAID HE WOULD ADDRESS.
gustavo iglesias wrote:
In my current campaign, I'm going to make craftting magic items to cost as much as buying magic items (ie, no half cost). The difference is that, when you build it yourself, you can custom it, and you can build what you want, instead of going to the town and see what's randomly rolled there to be sold. Let's see how it works :)
If I were playing the wizard in your campaign, I would never take any item creation feats if you were going to rip out the benefit of reduced cost. Never. Wizards are feat starved as is, there is no way I would waste one on something you had gutted.
I would instead hire a fellow wizard to craft things for me, it may be more difficult and time consuming, but I know as a player,the degree of difficulty and how time consuming it is is an aribtrary thing left up almost entirely to my DM. I.E. You can dick me around and waste game time making me find and negiotate with other wizards rather than have the party adventuring, but that's up to you.
In the tradition of the Great Dennis Leary;
One word, "Fabricate".
The way the feat is written, they lose the option to simply step aside. If you lose the CMB roll, you stop in the square you are in, and can't continue. Seems like there might be times, say if you are charging a giant, where it would be advantageous not to have to make the CMB roll.
Just like it would be advantageous not to have to rush the spell if you don't feel the need.
I was wondering if either of the following conditions effect your CMB or CMD.
To me, it has always seemed that feats were meant to provide extra benefits for your characters, and that using them was a choice, such as adding metamagic feats to spells.
But some feats can adversly affect a character as well, and it is in this situation that I wanted to know whether or not the player has a choice whether or not to use it.
One feat in particular is the Acadamae Graduate feat.
The working seems to imply that is it "always on", but does it feel right to require you to use it every time you cast a conjuration summoning spell? Or can you opt not to and instead cast the summons as normal?
I've always thought of the detection spells as giving a player another sense, not one particularly based on sight. Detect evil allowing you to sense evil without having to actually see it. You just feel it.
PLAYER "Oh, look at that weird looking outsider, I cast detect evil"
GM "You sense evil, you sense one evil presence in his direction, he's evil."
PLAYER "I can't see in the dark, I cast detect evil"
GM "You sense evil, you sense one evil presence to the north, OMG the demon eats your face. LOL"
Having line of effect blocked by a door I can understand hindering a spells effectiveness, but the same effect being applied to darkness, where there's nothing between you and the target but air, seems kind of weak-sauce.
So, any helpful comments on how to rule knowing the direction of evil but not it's exact location in the dark?
Can spells such as detect magic, detect evil, and other divinations, be blocked or foiled by darkness?
Detect Magic: wrote:
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each.
Detect Evil: wrote:
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Detect Undead: wrote:
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Detect Snares and Pits: wrote:
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Detect Secret Doors: wrote:
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
And so on and so forth. Now, the line of sight rule.
Line of Sight: wrote:
So, most detection spells can pierce solid barriers, such as a wooden door, but are foiled the same if the lights are off?
See the FAQ on the topic:
If you don't find a scroll of a given spell during the course of an adventure, you have to buy the scroll to learn it. An NPC isn't just going to give you access to his spells for free, and purchasing a scroll of that spell represents the cost of gaining access to his spellbook.
Nah, I'll stick with the one change listed.
Pages 219–220 in the Pathfinder RPG Core Rulebook discuss how to handle a wizard’s spellbook, but Pathfinder Society makes one adjustment to these rules: a wizard does not have to purchase a scroll found during the course of a scenario in order to copy that scroll into her spellbook. The wizard only needs to spend the time, succeed on the appropriate checks, and spend the amount of gold listed on the table on page 219 of the Pathfinder RPG Core Rulebook. Keep in mind that the process of copying a spell from a magic scroll into a wizard’s spellbook removes the spell from the copied scroll, turning it into a blank piece of normal parchment. The normal rules for finding items during the course of a scenario are that they can be used during the scenario but must be purchased after the scenario in order to be kept. This clarification for wizards and their spellbooks is the singular exception to the gear rules.
So, if you find a scroll during the adventure, you can scribe it for the cost of the ink. Anything past that is more than one change, isn't it?
Jason Wu wrote:
Let's get back on topic, the inanity of considering message board rulings binding until they're put in a FAQ or Errata.
But the elemental ruling DOES override RAW. Saying you're not going to include expanded summon lists with new monsters every time a bestiary comes out is one thing, circumventing the wording of the spell that allows new monsters of a certain type to be summoned is another.
This "hypothectical" situation is one that came up durng a session. My wizard summoned a lightning elemental during a PFS scenario. The DM looked at me kind of cockeyed and let it go.
After the session the DM emailed me and accused me of cheating, saying that it was stated on the boards that lightning, magma, ice, and mud elementals were forbidden.
How the heck was I supposed to know that? I don't cruise these boards on a regular basis, reading every thread, but now I'm expected to? I found the thread he was talking about and it turns out he was right, but again, no way for me to have known that since it changes the rules as written.
Because there are changes made. RAW you should be able to summon the elementals from Bestiary 2 by use of the Summon Monster spells, it has been "clarified" on these boards that you cannot. That isn't a clarification, it's a change.
Ryan Blomquist wrote:
Plus, in nine or so months when Ryan is ready to resume his post and decapitates me on the mezzanine of Fantasy Flight Games while making obscure references to Highlander, the transition should barely be felt by the players.
There can be only one!
Seriously though, I LOLed.
I believe that is correct. Such is the price of wearing the Gundam suit.
You mean Guyver suit..
And yes, the eidolons HP become temporary HP when you wear it as a suit, so 2-5 do not restore temp HP.
I would think the Eidolons fast healing evolution would work, but as of right now RAW it does not.
So, from what I can see from other threads, the ONLY way to heal a synthesists Eidolon is with the "Rejuventate Eidolon" series of spells.
1. No natural healing
2. The Heal skill does not work
3. Effects that grant "fast healing" do not work.
4. Effect that cure hit points, such the "cure wounds" series of spells do not work.
5. Channeling energy does not work.
Is this correct? Have I forgotten anything?