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2bz2p's page
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/
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.
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?

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)?
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?

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.
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?
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.
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?
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.
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?
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.
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?

If you want to know why I am asking with more detail, read the last few paragraphs after the ----- :
I once saw something on how to determine how much EXP an NPC could earn over time based on their activity (Active, Normal, Inactive). I recall there was also material on idle PC's, a cool idea where such "out of shape" PC's earned a kind of negative level(s) that could only be undone by earning back negative exp, but it didn't take a lot of activity to get them back - I think it was 100exp per out-of-practice level, or maybe 200. Now that I have a need for this material, I can't find it! Is this buried in a book, was it an article, or from another game system? Are there any rules on NPCs earning EXP over time in Pathfinder?
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I have an adventure in development that is sort of an unfriendly Brigadoon-ish concept. A mountain community was affected by an event over 200 years ago where all the males in the area of affect - about a 5 miles radius - ceased aging (still mortal, just not growing old or dying of old age). This community was sort of split between "good" and "evil" motivations as time passed - especially toward visitors - and there is a sort of cold war between them. As the females died of old age, the surviving Citizens realized they could not procreate, and if one left the 5 mile zone that person began to age at 1 year an hour until they reached their true age. There were only a few long lifespan races in the rural community, who left long ago.
Now, the idea of a predominantly human community never aging (and having secrets to keep and reasons not to share this information) has been completely inactive for 200+ years is untrue. Guards still guard, they still have to deal with rare visitors, local monsters, and the crafts people (experts/commoners) really have time to focus on expanding their skill sets. I would think almost no one within the community would be low level, even the NPC classes. The question is, what's a fair basis to determine how many EXP the residents would have earned over 200+ years?

There's been a lot of talk about when you are aware of a spell being cast on you in a very recent thread. Most site a FAQ to support the idea you generally know when you are having a spell cast on you, even if you don't know the source, but that led me to more specific thoughts: Casting a spell on a sleeping person, a drunk person, an unconscious person -- some target that has its normal senses impaired. Do you know a spell was cast on you when you are totally out?
If a Mark of Justice or a Charm Person was cast on a target that was completely unable to detect anything (say knocked out cold or blackout drunk) do they retroactively get to know a spell was cast on them when they come to? Are we always aware a spell has been cast on us even when we are unaware of anything else? If you suffer memory loss (as in the conscious but blackout drunk scenario anyone who has lived at a big college has seen up close) do you still get to recall a spell was cast on you later on, when you would normally not recall anything at all?
Had a hallway full of Invisible Stalkers struck by a Prismatic Spray from a scroll by a PC caster under effects of a True Seeing. Two of the creatures where turned to stone. I see no immunities for the stalkers against petrification, so they turn to stone. But the question came up about what a PC not under a True Seeing would see. Would the stalker now be a visible stone figure? What would it look like? Would the Natural Invisibility ability make them two Invisible stone shapes?
Technically being turned to stone alone does not mean you are dead (until enough damage is done to the stone to make it impossible for a Stone to Flesh to bring the affected back and survive, according to other posts here in the rules forum and this is the inturp we use in our game). So if they are not dead, does the Natural Invisibility still work?
It hinges on this line in the spell Mark of Justice:
"Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained."
If the subject is Unconscious - and let's say for the sake of argument also restrained - can you proclaim the condition that triggers the curse without telling them? Does the subject have to KNOW the terms of the mark for the spell to work?
Please cancel my Adventure Subscription after shipping #126 as I have no interest in the War for the Crown series.
Thanks!
I'm looking at the 2012 Pathfinder Player Companion Blood of Angeles. One of the alternative Aasimar abilities (on a table of 100) is to cast "Cure Minor Wounds" 3 times per day, but I can't find a Pathfinder version of Cure Minor Wounds. Does anyone know where I can find it?
My order, which will be going to my sidecart, does not give me the option of using the Holiday18 discount. How do I apply it?
This one from Facebook posts, an argument on whether moving 0' is moving. Here is Fleet Charge's description:
"As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction."
So, if I expend my mythic power can I attack with these benefits if I don't move from my current melee? Is 0' a "move up to your movement rate" or does 0' disallow this feat because your attack did not occur "at any point during this movement"?
I'm working my way through the Occult Adventures book and finding myself with some confusion about the Spiritualist and their Phantoms. Mostly I am confused what happens when either the Spiritualist or the Phantom are separated from being adjacent to the Ethereal plane.
For example, if the spiritualist climbs into Rope Trick while "wearing" her Phantom, or is affected by a Maze spell while the Phantom so manifested, what happens?
What about the other way around, a fully manifested Phantom that crossed a gate into an outer plane or Astral, or enters "an extradimensional space that is outside the usual multiverse", or is hit by a Maze spell?
Can a phantom journey to an outer plane if manifested at all? If a Phantom is cast back into the Ethereal and a foe has Ethereal Jaunt, can they encounter the wounded Phantom? Can they slay it? What happens if they do?
I am finding this class under described, but maybe I am missing something!
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Trouble from outright contradicting rules is no more evident than Scribe Scroll and Magic Item creation rules.
Scribe Scroll itself says the creator must know the spell to scribe it, even says it in the general description. But, create magic items rules allow for another spell caster to assist you in crafting magic items. A lot of people here in the forum take that as meaning a cleric with scribe scroll can write up a fireball scroll if their sorcerer buddy who can cast the spell is sitting next to them. I disagree, I think Scribe scroll was only meant to scribe a spell you actually know or have in your head.
I can see the foundation of their argument, I just don't believe it was ever meant to apply to scribing scrolls. If enough of us demand a FAQ, maybe we can get a solid ruling on this!
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I'm looking at the emotion component of Psychic spells, specifically:
"A psychic spellcaster marshals her desire in order to focus and release the spell's energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors"
Calm Emotions is non-harmless, but lacks the emotion or fear descriptor - at least on Paizo's content pages.
So - does Calm Emotions prevent Psychic spell casting or not?
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2 people marked this as FAQ candidate.
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Here's what I am looking at under Incorporeal:
"An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own."
If a wall of some kind (stone, iron, ice - a solid wall) was created against the wall an incorporeal creature was hiding in - what happens?
Is the incorporeal creature "stuck" in the now much thicker wall because it no longer adjacent to the object's exterior? Or is it forced out? Can you entomb a ghost under these circumstances?

I am just starting to use Occult Adventures classes into my campaign as NPCs and I am seeking clarity on the Occult Class Implements. If an Implement has enough Mental Focus in it there is an effect that works for whoever has the implement at the time. For example:
"Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess."
As I read it, should an Occultist have such an item, is killed in conflict, and that implement is stolen by what killed the Occultist, that power should remain until the next time the Occultist would have had to assign Mental Focus to the Implement. I cannot find anything that says the power wains upon the Occultist's death.
Nor can I find anything that says another Occultist who takes an Implement from another Occultist cannot use the Mental Focus stored into the Implement.
Am I missing something here?
Does a Dead Occultists Implements work after they died?
Can a different Occultist use the Mental Power stored in another Occultist's Implement?

Bestiary 4, Samsaran character and death.
Here's the text:
"Each samsaran is born with the knowledge that it has lived before, and shall continue onward after death through the cycle of reincarnation. When a samsaran dies, its body fades from sight, and another samsaran child appears somewhere and matures at the normal rate. Samsarans can reproduce with humans and produce true human offspring."
So, when a Samsaran is hacked down by a big ole critter...
1) How long does the body last? Can anything stop the body from fading from sight, like a gentle repose or even a time stop or temporal stasis?
2) What happens if a True Resurrection is applied to a dead Samsaran?
3) All the text and race features imply the natural Samsaran "reincarnation" is not like the spell of the same name. It seems an entirely new child is created somewhere, with no direct knowledge of their past life. Is that correct? Would all stats be re-rolled from scratch? All levels lost, basically a big do-over?
4) If a Samsaran was subject to a Reincarnation spell in the same round as their death, what happens?
Heighten Spell (Metamagic)
You can cast spells as if they were a higher level.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Would a Fireball heighten to to 5th level have a maximum of 15HD based on the Dice Cap maximums for Arcane Spells?
To keep it simple, let's just say a cleric wants to Bluff an NPC that they are casting a Cure when they are really casting a Cause. They have already Bluffed the target into believing they worship a god they do not actually serve. So, what happens?
If the Cleric has a Bluff adjusted result of 25 and the target has nothing in sense motive, does the bluff work automatically, or can the target identify the spell with spellcraft or Knowledge Arcane?
If they fail to identify the spell or the Bluff, does the target get any save or have they willingly forgone the save because they think they are getting a helpful or harmless spell?
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Argument on Facebook pages. Basically, player thinks casting Glitterdust at creatures is not "offensive" and does not end an Invisibility spell on the caster. I say the potential for blindness is an attack and Glitterdust used on creatures IS an attack. Was countered by "just cause I cast a Glitterdust on someone does not mean I immediately assume they are a foe, so invisibility stays." I think if you use the spell it is by its nature an attack (on creatures, not on objects).
Am I out of line here?
If one would encounter the statue of some poor sod subject to some kind of turn to stone effect a few centuries earlier, when successfully applying a Stone to Flesh, would the revived form be the age they were when enstoned or do they age when trapped in stone?
You know the next question I will be asking is if the centuries old statue also trapped the victim's soul?
The glossary entry for Petrified says "A petrified character has been turned to stone and is considered unconscious". Does that mean you are subject to starvation when turned to stone, like any other unconscious being would be?
When doing a build to update an old school adventure I created a Fire Giant Mummy Lord. It has Vulnerability to cold and Immunity to cold. Which is in play?

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3 people marked this as FAQ candidate.
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An interesting topic on Facebook Pathfinder page concerning polymorph, shape change or teleportation and restraints. One side takes the position a restrained character can use these spells or spell like abilities (if they have the means) to escape such bonds, others say the restraints become - effectively - your gear. So if you wanted to change form and retain your gear, you would emerge from such a change still bound. Further, if the thing you are bound to exceeds your carrying capacity you could not teleport.
This quickly degraded into RAI, one taking a position you can selectively shed gear when changing form, deciding what to keep and what not, another quite peeved at the notion that simply chaining his MU to a wall would prevent teleportation. One person stated that the idea of YOUR GEAR means only your gear would enter a polymorph, not stuff that is not your gear, which led to a statement that stolen items would have to be thus left behind, because it is not YOUR GEAR.
What no one could seem to find is if there is any RAW or errata that clarifies what constitutes gear and encumbrance and the effects on being burdened by unwanted restraints on spells. I mean, don't you chain a metal ball around a prisoners ankles to intentionally encumber them? Is there any clarity in raw as to whether changing form and keeping your gear allows escape from restrains? Can you teleport away from being chained to a wall??????
I know Simulacrum can not be cured, repaired, healed, subject to fast healing, and any other form of repair to damage suffered other than being repaired in a properly equipped lab - even if you are using magic that usually repairs constructs (because the simulacrums type is NOT construct). BUT - I was thinking of allowing one exception to a player running a simulacrum of their High Priestess, stemming from the Renewal Domain from d20 3.5 (I know, mixing the rules, but this character goes ways back).
The Victory In Defeat ability allows the character to "regain a number of Hit Points equal to 1d8 + your Charisma Modifier at the time you fell below 0 hit points" as an immediate action once per day. This domain use does not specify that this is curing (positive energy), simply that it is regained. Am I being too generous by allowing this ability to function on a Simulacrum?
Below is the Bestiary 6 description of the Animus Shade's Mental Schism ability. Looking for confirmation that this ability results in this particular evil undead being unaffected by a Paladin or celestial's Smite Evil because Smite Evil is alignment based.
Mental Schism (Su): An animus shade’s
mind is a chaotic tangle of shredded
remnants of the dominant personality
that once subsumed it. This mercurial
state of being is too piecemeal for
alignment-based effects to take hold.
The animus shade is immune to all
effects that are dependent on alignment.
Below is the Bestiary 6 description of the Animus Shade's Mental Schism ability. Looking for confirmation that this ability results in this particular evil undead being unaffected by a Paladin or celestial's Smite Evil because Smite Evil is alignment based.
Mental Schism (Su): An animus shade’s
mind is a chaotic tangle of shredded
remnants of the dominant personality
that once subsumed it. This mercurial
state of being is too piecemeal for
alignment-based effects to take hold.
The animus shade is immune to all
effects that are dependent on alignment.

I just want to make sure I am getting this right, but a Create Greater Demi Plane that is augmented with a casting of Create Demi Plane to make it Bountiful says "The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane." but it does not say for how long. Is that once, and then you have eaten it all up until another growth cycle occurs, or per year, or per day?
China has one of the most efficient farming systems in the world, able to feed 20 people per acre for a year. A 20th level casting of Create Greater Demi Plane creates a space about 0.9 acres (400 10' cubes). Even if the Bountiful trait is SUPER bountiful it should not be able to produce enough to feed 400 people a day - that's 146,000 people a year!
Am I missing something in this math, or is the idea of the spell being able to feed 400 people per day (forever, with Permanency) really what it is saying. It could be read as meaning 400 people per year or season, there is no given time frame.
Is Sending a spell that would either awaken a sleeping recipient or go unheard if the recipient was asleep?
Curious about what a Crystal Ball actually sees. If a target is with a party and fails it save, can you see who they are interacting with (even if those creature/people are not the target)? Can you spy on the Mage by targeting his apprentice?
I have a situation where a party wants to try their crystal ball on a person they have only seen in a disguise. If that person is not wearing the guise, does it work (if the person fails the save) - showing the person as they really are? If a target successfully imitates another person through disguise and magic, would the crystal bar target the imitator or the imitated?
If that person was being carried by a Golem (with perfect spell resistance against scrying) - would the crystal ball user see the Golem - what do you see in a crystal ball when the target is in a group?
Need some clarity....

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I find the "dual" alignment of the Vigilante distasteful and would never allow it in my campaigns. The only sentient beings with conflicting core codes existing at the same time are insane ones - great for an NPC, horrid for a player character. The reason a vigilante acts as they do should be BECAUSE of their core beliefs, not despite them. I can see many abuses of this split alignment concept by players who pick up just a single level of Vigilante.
I would suggest this as an improvement: At first level a Vigilante gains a supernatural ability, Mask Alignment, which essentially acts as a Undetectable Alignment spell though no magical aura radiates from the Mask Alignment if subject to any form of magic detection. At forth level, they gain Mirror Alignment, which allows the vigilante at the beginning of their turn to choose to read as the same alignment as the detector when subject to magical or supernatural means to discern alignment.
This solves the 'split personality' issues while allowing the vigilante to blend into any society
The idea of Sense Motive vs Bluff is picking up on non-verbal cues as to the truth of a spoken word. But when the lie is told via message spells, like Sending, Whispering Wind, etc., is there a sense motive check to be had? If a message was sent by a literal messenger (or a note), the messenger would not be lying about the truth of the message, the messenger would only know the message, not its veracity. So, can a lie sent by a spell be subject to Sense Motive?
Is there any reason a swarm would not be subject to a Sanctuary spell?
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