PFS Azlanti?


Pathfinder Society

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4/5 *

Quote:
The effect that makes you into an azlanti is permanent due to being an effect that removes a harmful effect and is instantaneous.

I think I see where you and I disagree. Technically, clone does *not* remove a harmful effect - it creates its own effect. Your soul is forcibly taken from your body and put into another. It is not raise dead, which removes a condition from you - clone GIVES you a condition. Therefore, it is not covered under the "instantaneous healing magic doesn't go away because that would be silly" clause of the Guide.

So again, at the end of the scenario, your character is no longer Azlanti, and so the assertion that PFS Azlanti are legal through this scenario is false. The only question remaining is, what does your character require to play your next scenario legally?

I don't expect to change any individual minds, but I hope that when people look back on this thread between now and when a clarification is made, there are sufficient facts for them to not just take the "it's legal" statement at face value.

Paizo Employee 4/5 Developer

8 people marked this as a favorite.

Option 2.1 is the official clarification.

To restate it here:
A PC who triggers and succumbs to the Sorchen's Fury trap in area K1 dies and is revived in Sorshen's clone. For the remainder of the adventure, that PC can enjoy all the fun of being an actual Azlanti human PC, including the +2 racial bonus to all six ability scores. At the end of the adventure, the transformative effects of the clone end, and the PC returns to his original form. He still has the two permanent negative levels that he must remove, but he is alive and does not require a raise dead to continue playing—assuming he didn't die while masquerading as Sorchen.

Although the PC is no longer a true Azlanti human (mechanically or according to others' perceptions), there's nothing wrong with adopting a minor physical trait or two—sharper cheekbones, expressive eyebrows, a distinctive widow's peak, or a hint of purple in the eyes—as souvenirs of the expired transformation. You could even use this as an opportunity to change your character's gender and still not run afoul of the campaign's reskinning rules. Just be classy about it.

Silver Crusade 5/5

Thank you John!

Scarab Sages 2/5

GM Lamplighter wrote:
Quote:
The effect that makes you into an azlanti is permanent due to being an effect that removes a harmful effect and is instantaneous.

I think I see where you and I disagree. Technically, clone does *not* remove a harmful effect - it creates its own effect. Your soul is forcibly taken from your body and put into another. It is not raise dead, which removes a condition from you - clone GIVES you a condition. Therefore, it is not covered under the "instantaneous healing magic doesn't go away because that would be silly" clause of the Guide.

So again, at the end of the scenario, your character is no longer Azlanti, and so the assertion that PFS Azlanti are legal through this scenario is false. The only question remaining is, what does your character require to play your next scenario legally?

I don't expect to change any individual minds, but I hope that when people look back on this thread between now and when a clarification is made, there are sufficient facts for them to not just take the "it's legal" statement at face value.

You know, the only point we disagree on is if the clone effect is permanent. We agree on pretty much everything else. So please stop making it out as if I'm saying that people actually will get to play as an Azlanti in any following adventures. They will not be able to. But not for the reason you believe.

You are wrong, absolutely wrong, about how clone works.

Clone wrote:

"This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return).The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.

The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved."

Clone functions as a resurrection spell and it also can function as a contingency resurrection spell. It never steals your soul, as you suggest.

The trap, in this case, makes you treat the Azlanti clone as your own and then it attacks you with a

attack:
Phantasmal Killer.
The trap doesn't even need to kill you, if at any time you die afterwards you end up in the clone body, just as if it were a clone of yourself.

Clone, very technically and even says so in the spell itself, raises you from the dead. Thus removing a harmful condition.
------
A tip for when you make arguments in the future:

If you do not read the material and make assertions from a position of ignorance about a topic you will usually not make logical/correct arguments.

You should familiarize yourself with the topic and then speak. That way you can bring a fresh perspective to a discussion which may be more correct than any other presented thus far. But that will (almost)never happen if you do not do some research first.

I find that I must read and re-read any feat/spell/class feature a couple times before I am ready to discuss it fully. There are so many things that are easy to miss in this game.

Also, quoting where your point meets with the rules of the game helps.

I'm not trying to be a jerk here, or sarcastic. It is just rules that were taught to me once and I thought it worth passing on.

And, of course, I don't always listen to this or my own advice all the time.

Scarab Sages 2/5

John Compton wrote:

Option 2.1 is the official clarification.

** spoiler omitted **

Thank you John! We don't tell you that you are the best often enough!

4/5 *

Thanks, John!

Liberty's Edge 5/5

Glad that's resolved!

Community Manager

Removed a post and its responses. Please be civil with each other, thank you!

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