Amwyr Yuseifah

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RPG Superstar 8 Season Star Voter. 381 posts. No reviews. No lists. No wishlists.


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I get there is a general concept that two bonuses of the same type do not usually stack, so you can't stack up Temporary HP from multiple castings of False Life or other spells, taking the superior roll or best duration is all you get. But, I cannot find anything about coming from two different sources.

Specifically, I have a player of a sorcerer with the Sun Blessed trait. When healed, any excess HP from the healing becomes temps for 1 minute up to a maximum based on level per day (in her case, 10HP). If already under a False Life or Aid spell and cured - activating her Sun Blessed feat ability - or vice versa, my player contends the Temporary HP should stack, coming from two different sources and two different ways (spell/spell-like & Supernatural Trait/Feat). I can't find anything that disputes that. It also seems to make sense logically with the way the trait works.

Are they right?

https://www.d20pfsrd.com/traits/magic-traits/sun-blessed/


Sound. Curious...

Havoc of the Society has very specific qualifications, clearly not met. But what about Magical Knack? Could he take this as a trait, select Sorcerer even though he does not have levels in sorcerer yet, and gain the casting benefit later on?

It doesn't specifically say you have to have the class at selection like Havoc of Society does.


That's all I found as well. So, RAW, natural lycanthropes are not affected by the moon at all. Born a werewolf, no feral state. I also discovered that a jacklewere, despite the name, is not a lycanthrope, just a shapeshifter. So, there's that.

I think I prefer the old school howlers at the moon even for natural lycanthropes.

Thanks!


I have a party that has a befriended Jacklewere with them (too long to explain, but there it is). I can't find any rules about Natural Lycathrope and effects of the full moon, only afflicted. Does the Jacklewere have to make a Will Save DC 15 under a full moon to retain human form? Does she radiate a "ping" on detect disease spells? Not much guidance I can find.


Had a thing come up today -- if a cleric slays a zombie or ghast with Channel Positive Energy, is the body left behind in tact enough to Raise Dead? Or are they turned to dust?

I could not find anything in RAW about this.


We ended up going 24 hours. This allows divine casters to have a chance to use Restoration within 24 hours. If you think about it, if you where hit with a neg level that could become permanent if you fail that daily save - you would want every minute you had to be free of it. No, 11pm specter hits becoming permanent at sunrise-- or midnight!


If you were poisoned or got a temporary negative level at 12N on Monday, do you get a save at the start of the "day", sunrise on Tuesday - or 24 hours later - 12 noon on Tuesday?


what is every day in this context? If you got 3 negative levels at 12N, do you get these saves at the start of the day, or at 12 noon the next day?


Thanks for that - I was going crazy trying to find something to back that up!


You can use a higher level spell slot to cast a lower level spell if you want. You can use metamagic feats that use a spell slot of a higher level, but the spells are considered the level of the spell to which it is applied. For example, an Empowered Burning Hands casts in a 3rd level slot, takes a full round to cast, but saves and functions as a first level spell. This all seems clear in the rules.

HOWEVER - there is nothing I can find in P1 that says a caster who has spell slots of higher level than their ability score allows could not use the granted spell slots to cast lower level spells or use metamagic feats. For example, a 12 CHR sorcerer of 6th level could use the 3rd level spell slot granted to empower a Burning Hands, or to cast a False Life from their second level spells known, but could not learn or cast a true third level spell.

Am I correct? Some tools I use seems to operate under the default that you don't get the spell slots, not just that you cannot cast 3rd level spells - you don't even get the slots to use at all. But I cannot find support for that concept.


Am I missing something here? Does a Word of Recall travel interplanetary (6th level spell) while arcane casters need Interplanetary Teleport (at 9th)?


dragonhunterq wrote:
Effectively the wizard is carrying everyone else, it is just the one teleport effect. So I would go with just one save for the wizard casting the teleport.

I think this is right for teleport. The Teleport Trap says "A teleporting creature that is affected by a teleport trap can resist the effect with a Will save" while Teleport says "You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels", suggesting it is the teleporter who makes the save, not each traveler.


The Vigilante class allows for the possibility of one character having two alignments depending which personae they are using. I'm not sure you can call someone with "complete amnesia" anything but a helpless baby. They would not even know how to speak. In practice, the word "amnesia" means having lost some memories or faculties, not all. A complete loss of identity may affect in a sort of split personality where one is hidden from the other (until the other emerges) and I think it totally within the GM's reign, even by RAW. But, for a mechanic, use the Duel Identity class feature from the Vigilante and let that be your guide!


If you have multiple permanent negative levels and are treated by a Restoration spell it says: "If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period."

I read "THIS SPELL" to mean that two different casters of the spell in the same week cannot reduce more than 1 PNL because they are using the same spell to do so. But what about a caster who used Restoration and another caster (or the same one for that matter) who uses Greater Restoration on a subject within a week of the Restoration? Does the higher level version of the spell work, because it is not specifically Restoration, or are they the same family of spells -- "this spell works like Lesser Restoration except..." -- and thus the week must pass before the Greater version of it can work?


Gargs454 wrote:
Chell Raighn wrote:

As for healing the simulacrum… nothing in the spell says to treat it as a construct. So yes, healing spells should work fine.

The spell very clearly states it takes 24 hours, a fully equipped laboratory, and 100 gp per hit point to repair a simulacrum, so no, healing spells won't work. (At least according to Archives, I don't have my corebook handy).

This is correct, and noted by game designers, Simulacrums cannot be healed by any other means than the lab and repair.


Thanks everyone. Like simulacrum, these kind of unsupported structures requires a lot of house rules.


I am having a hard time finding RAW about Cohorts when a Leadership score falls or the feat's owner dies. Other forums have said a Cohort's level is established when the feat is taken, so it cannot be reduced after that so long as the Cohort lives. So if you have a 12th LVL PC borrow some device granting +6 Charisma and they then attained the Leadership feat they could get a Cohort of 10th level even if they would not have without the modifier. Now that PC returns the borrowed augmenter - and should have a Cohort of 7th level -- does the first cohort leave, drop in level, or stay the same?

I also cannot find rules for a similar circumstance for when a PC loses Leadership score for other reasons, like behavior, that should have the Cohort drop in level by the leadership feat description.

Also, there seems to be no element for determining the Cohort's status or abilities if the Leadership owning character dies. Does the Cohort adventure on without them, leave, lose levels - anything? If the Cohort was 1 EXP short of 11th level and the PC died and the Cohort earned experience and becomes 11th level, when the PC is raised from the dead - does the Cohort drop back to the level they should be as defined by the feat? Do they no longer become a cohort and the PC can get a new one, even though they are still hanging with the old one?

Is there any published guidance on this I am missing?


After a battle a cleric rolled up a whopper of a burst of healing. One of the PC's had the sun blessed trait and was disappointed when I ruled that the Temporary HP's were activated and faded away a minute later while the party inventoried treasure. They didn't argue with the ruling but feels it is an error to force a character to take the temp HPs when they would rather save them for a more dire time.

Are they right?

Sun-Blessed:

Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life.

Benefit(s): Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.


Complete waste of a spell unless you take the communal version as an overall time value. So, an 8th level caster with normal WW can get 8 peeps for 80 mins. The CWW SHOULD be the total of that duration 640 Mins, allowing for the possibility of 64 people holding hands to gain water walk for 10 minutes - enough to save the village from the wildfire by crossing the big river.


2bz2p wrote:
In essence I am asking if this rule applies to age effects: Ability Score Penalties - Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

Thanks for that -- making an NPC in Hero Lab and saw STR drop to 0 because they were venerable and thought WTF? Could not find an answer!


In essence I am asking if this rule applies to age effects: Ability Score Penalties - Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.


If you had a 6 or less STR or DEX score at inception and grow to be venerable (no magic help here, just the basics) you have -6 on STR & DEX. So are you unable to move, and with a strength score 0 or less UNCONSCIOUSE? Or is there an "at least a 1" rule I am missing with age effects?


Dragonborn3 wrote:
Find a way to give yourself fast healing and cast Vampiric Touch on yourself :)

This was situational, as as the GM -- no way I'm gonna suggest that, they are clever enough on their own. The PC summoned up a celestial dire ape and her opponent had Circle Prt/G and the celestial ape couldn't touch him, so she had a device and used a Vampiric Touch instead of just sending the creature home, killed it too - rolled like 25 on 5d6. I allowed it, but a morality debate happened because of it.


I agree, it says "as the tumor familiar alchemist discovery" so I think the first feat meets that prereq of the second.


I know there is the whole metaphysical conundrum about a creature that is summoned being not really all here (like an Astral Projection, only coming into the prime), but is there any RAW reasoning I am missing that you could not summon a creature and use vampiric Touch on it to gain the Temp HPs?

IF you did so, and were a good aligned creature summoning another good aligned creature, is such an act evil? This is where that summon vs called things comes into play.


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I had a similar situation in my game, and I side with Claxon on this. In our case, a deal with a devil was made and the PC later fell into the Styx and lost all his memories, including making the deal (and also being married and having kids). The player argued the deal was broken because he could not remember it (as was his marriage vows and obligations to his kids) and after a heated exchange, I held fast to the idea it's a mark on your singular soul, the part of you that is forever, and he could not avoid the bargain by an ignorance issue.

So, if you are talking about a body with multiple souls sharing it, I would say the soul that made the deal is responsible to it. But if you are talking about one soul that has a malady that makes it behave as if different personalities, the one soul carries the responsibility, no excuses.


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I love the trade routes shown on Page 20 of the Druma Campaign Setting book, was hoping for something similar tying in Southern areas and Mgwani!


They are magic, but not spells. I base this on Spell Resistance, which does not apply to Supernatural abilities. The Feat Arcane Energy allows you to convert spell power to a supernatural rays that does an untyped damage (arcane). Note it even says "convert". These are not subject to spell resistance. But, they do not work in an anti-magic field.

Thus a supernatural ability is NOT a spell, but IS magic.

My two cents!

Arcane Blast
You can convert any spell into an attack.

Prerequisites: Arcane spellcaster, caster level 10th.

Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

This is a supernatural ability.


Thanks all. As the Half Celestial/Half Human has a dominant trait to create an Assimar child, and the 7/8 Human 1/8 Fiend Tiefling has a weakened trait for Tiefling, I'm going to have the player toss two d8. If either shows 4-8, it's Assimar. If both show 1's, tiefling. both 3 or under, but not double 1's, Human.

This keeps it fun, 'cause chucking dice is fun, and I don't need the child to be a particular result for story!

AGAIN -- Thanks for the feedback.


I'm not sure there is anything RAW about this, but in our game there is a marriage between a Half Celestial (Azata) and a Tiefling. Both are good, raised in the same faith, both clerics, the Tiefling is 1/8th fiend blooded, even has Pass For Human feat, and more and more backstory I'm not gonna go on about.

The couple are expecting their first child. The common assumption is the child should be an Aasimar under P1 rules, as Aasimars are "humans with a significant amount of celestial or other good outsider blood in their ancestry" and the Tiefling is mostly human. Does that seem right to you all?


Facing this in a game soon, so thanks for the clarity! I'm allowing it to stack. Dang, this Inquisitor is gonna dish it out!


See this for notes from a designer (I know, that doesn't make it RAW, but I go by it). The main thing to remember from his notes is that Simulacrums are illusory and cannot be healed or cured (or mended, as they are not constructs) by any means other than the lab use noted in the spell. Unless maintained, they eventually take enough damage to become ice again when they perish.

https://paizo.com/threads/rzs2ljov?Simulacrum#9


If a Paladin granted his smite evil to allies within 10' (Aura of Justice) and one of the allies was an Inquisitor with Sacred Destruction and Sacred Justice already running, do the effects stack?

I cannot find anything that says a Smite Evil bonus is also a Sacred Bonus.


Zepheri wrote:


So if I see a picture in a painting this will also help me to teleport?

RAW, why not(but you risk a False Destination)? Some GM's may dispute a painting is sufficient though, saying an abstraction is not a destination. For me, if I were GMing, if the painting is a photo-realistic illusion of a real place, no issues! But a pencil sketch or something clearly abstract, I wouldn't allow it to work or have the spell go somewhere similar to the artwork but not the right place. The spirit of the Teleport spell is that you go somewhere you have been.

My 2 cents!


Almost a Year later and I am wondering the same thing. When I saw Pathfinder 2 already on Humble Bundle today I couldn't figure out if that meant sales were bad or good. My initial reaction was "oh no", then I thought, "Oh maybe they did so well they can pretty much give it away for charity now."


Not automatically. It does not reveal visual information required to teleport, greater or otherwise. You would need to scry. BUT - if you have been there yourself, at least seen once, then you could teleport -- if you are in range.

If you have nearby awareness, you could teleport to the nearby place. For example, you know a person you seek is in Emerald City, on the third floor or the Red Inn, on Baker street. You have never been to the Red Inn, not sure where baker Street is, but have been to Emerald City. Assuming you are in range, you teleport to the place you know and then seek out your quarry the old fashioned way. If you had stayed in the Red Inn yourself, then you could go right there.


Thanks everyone. I went with "The ammunition cannot vanish and cannot be replaced if you hit or the ammo falls in the area of the Anti-Magic Field". Of course if the quiver itself were in the field, it would fail entirely.

Thanks again!


The Abundant Ammunition spell says "at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes."

Anti-Magic Field says "The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines." but also says "A normal creature can enter the area, as can normal missiles."

The missiles created by an Abundant Ammunition are created by the spell, but are normal for the round they exist. So, can an archer fire arrows from an Abundant Ammunition spell from outside an Anti-Magic Field and hit a target within?

If so, and the arrows hit or fall within the Anti-Magic field, will they still be replaced in the round after?


mdt wrote:

Mend and Make Whole can get fuzzy.

In my own games, no object can benefit from a Mend spell more than once per day (for the same reason they got rid of the 0 level cure spells).

This is SO RIGHT, and should be in an errata to become official. One of the benefits of Construction feats is the ability to repair magic armor or weapons or items (depending on the feat). But if your +1 sword was damaged to broken or down to 1 or 2 HPs, the 5th level magic user, cleric or bard could take a mending and fix it in less than a minute. I'm not against the spell working to repair magic items that you are high enough level to create, but 1d4 a DAY seems right, not 10d4 a minute.


Great! This is the way I was going -- with discern you could Interplanetary Teleport to the planet (randomly, but safe area), but not directly to the discerned.


Two issues have come up in my campaign, and I'm seeking First Edition feedback.

Discern Location does not specifically state it identifies what planet the discerned is on. Does it?

Is the discernment clear enough a person with Interplanetary Teleport could teleport to the place of discernment even if they have no other knowledge of the place? Is it only strong enough to take them to the planet?

For that matter, can a Discern Location to an unknown place allow normal or greater teleportation directly to the target at all? Discern does not display the place by sight, so it would not even been seen once.


Two issues have come up in my campaign, and I'm seeking First Edition feedback.

Discern Location does not specifically state it identifies what planet the discerned is on. Does it?

Is the discernment clear enough a person with Interplanetary Teleport could teleport to the place of discernment even if they have no other knowledge of the place? Is it only strong enough to take them to the planet?

For that matter, can a Discern Location to an unknown place allow normal or greater teleportation directly to the target at all? Discern does not display the place by sight, so it would not even been seen once.


Someone sent me this from the Pathfinder FAQ - seems to suggest you CERTAINLY know you are subject to such a spell.....

"Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation"


I am finding people arguing over what constitutes a target in spells and spell-like abilities that are not specifically targeted but in the spell description uses targeted language. Notable Detect Evil and Detect Magic, which are an area of effect, but concentration on a person or object within the area of effect garners more information.

In a nutshell, do you know you have been subject to some kind of magic spell, allowing for a Knowledge Arcana check to identify the spell, from Detect Evil or Detect Magic?

What does "identify a spell that is in place" mean?


That's an interesting source, but not the one I originally saw (likely for 2nd edition). Still, it gives me a measure if development to look at.


Kimera757 wrote:

In real life, people gain skills at varying rates. Intelligence is a part of this, but also talent (at least in the area they're talented in), drive, access to training (whether self-taught or taught by someone else, and you probably learn faster if someone helps), whether they have been exposed to relevant challenges, and so forth.

For this situation, I would suggest the following house rules:

These are really good points of reference. In this particular design, the skills accumulated would never get too "rusty", but the idea you need a guy with +8 blacksmith skill to get to +9 - yeah that does not make a lot of sense. They would develop skills they lack, a blacksmith with a solid heal ability. Further, there would likely be more odd pair ups, the baker being fetched to help that blacksmith with an armor repair (another clue to the PCs, the apprentices are awfully good at something else) to aid one another on tougher projects or situations.

Thanks for these notes!


I always played it that you gain the grappled condition unless you let go of the whip as a free action. But if you have Whip Mastery, you no longer provoke AOO and can chose to strike with lethal damage. But only if your advance to Improved Whip Mastery do you get "free action release" - and some might say that only applies to small and tiny objects, but others (like me) would say that depends more of=n the weight and resistance of the target. See Ultimate Combat.


Dave Justus wrote:
2bz2p wrote:
The question is, what's a fair basis to determine how many EXP the residents would have...

Whatever will make the game more fun. If you are planning this to be a high level encounter, then lots. If you want low level PCs to be able to defeat them, then not very many is the right answer.

The experience point system is how PLAYER characters advance. NPCs advance and gain levels as the GM decides based on the needs of the game.

My hope is the discovery of the extra-skilled people of this village IS part of the fun. I also want the PC's to be a little intimidated at first, threatened, why are the constables here so good - it's not a military post... Why are there no women? Why is that 16 year old kid so smart, skilled and tough? Sort of the flavor of the whole thing. Then as the PC's rise in level, they might get the upper hand.

At least I hope that will be fun. Challenging, but fun.....


Claxon wrote:

Yeah, NPCs don't use experience points and coming up with a system to have it happen just doesn't serve much purpose in my opinion.

These NPCs are whatever level you want them to be. But isnce they're long lived I'd take that into consideration and make there minimum level somewhere around 5. Most of them are still probably only NPC classes like expert. While they might have lived a long time to have a lot of experience, they also aren't straying from their 5 mile range. They have a lot of repetitive experiences.

I'd make minimum level 5 and just decide to let other NPCs be of whatever level you want them to be for however they're going to interact with the party.

That's useful. I can extrapolate from that, take a typical hamlet and beef it up the EXP of 5 levels, Keep the NPC classes the same, warriors, not fighters, etc. Advance the leaders by EXP, gives me a framework. Thanks!


Themetricsystem wrote:

In short to answer your question; NPCs do not gain or use EXP in any way shape or form, that's a system for player advancement only.

If you want to achieve this kind of function, you'll be wholly in homebrew territory I think.

I see rules for NPC advancement sprinkled into books here and there, leadership give Cohort NPCs experience. I've seen modules with NPC's advancing based on EXP too (again, a portion of what the PC's would get). So EXP plays in there somewhere. I like logic in the world building, a 5 year old shouldn't be 20th level just because, and a human farmer who made it into his 50's should not be a 1st level farmer.

What's your opinion - no ECL yet, just a setting - would there be a level/exp range for just being alive and practicing for that long?

Man I wish I knew where to find that old info......

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