Wizard

Adjoint's page

947 posts. No reviews. No lists. No wishlists.



1 to 50 of 98 << first < prev | 1 | 2 | next > last >>

Let's say we have a weapon with the Coating rune on it. The rules say that

Quote:
Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected.

Let's say I have a posion stored inside and I have already activated the rune. Applying the poison is normally a 2-action activity with the manipulation trait. It\s clear that it still is a 2-action activity, but does it still have manipulate trait, since now I can do it without using hands and it's just directly poured from an extradimensional space?


How does the Darkness spell interact with light coming from outside, if that light is created by a high-level spell?

Darkness spell says "Light does not enter the area" and by this point, it makes no distinction between magical and non-magical light. So as I see it, the light from outside does not enter the area of Darkness even if it is created by a higher level-spell.

It's true that in the following sentences the description of Darkness talks about suppressing non-magical light sources in its area, and it also says "This also suppresses magical light of your darkness spell's level or lower.", but I understand the latter as talking about suppressing low-level magical light effects in the area of Darkness. As I see it, it does not alter how the spell interacts with the light coming from outside.

To sum up, let's consider an object with a Light cantrip cast on it.
- If the object is outside the area of Darkness, then it glows as per description of the Light cantrip, but its light does not enter the area of Darkness, regardless of the level of the Light cantrip.
- If the object is inside the area of Darkness, but the Light cantrip is of lower or equal level than the level of Darkness, then the Light cantrip is suppressed.
- If the object is inside the area of Darkness, but the Light cantrip is of higher level than the level of Darkness, then the Light cantrip works normally, and it illuminates at least a portion of the area inside the Darkness, as per the description of Light cantrip.

Is this correct?


3 people marked this as a favorite.

I'm planning a campaign set in Golarion's past (early deays of the Age of Enthronement, circa 40 years after Aroden raised the Starstone and founded Absalom), and I'd like to make the world feel more like antiquity, in opposition to medieval-style fantasy most of Pathfinder seems to be designed for. Any ideas?

To highlight the most important features of that era, as given by the offical history of Golarion:
The elves have not yet returned from Sovyrian (though desert elvest, jungle elves and others exist) and the dwarven empire of Tar Taargadth is still powerful. Aroden is a living god and still personally present on Golarion, haven't moved to Axis yet. Taldor just started its expansion with its First Army of Exploration. Empire of Kelesh reached the border of Taldor just 80 years ago, and there were some wars between Qadira and Taldor, but no century-log conflict yet. Osirion is past its prime, and was unable to keep the control over the lands of (future) Thuvia and Rahadoum. Nex and Geb are both alive at that time and actively fighting each other.

My ideas so far:
Of course, I need to exclude all more modern items and classes (like gunslinger). Alchemy will be more like herbalism and witchraft than science (with the exception of Thuvia, who I imagine would have rather scientific approach to alchemy, even in that age). There would be fewer impresive ruins - pretty much only those truly ancient, from before Earthfall, but those would be better preserved and less explored. There would be no Common language, as there was no empire of Taldor yet. There would be few poeple travelling great distances, and the cultural exchange between regions would be limited. The knowledge of the world beside the borders of one's own country would be very limited. There would be many areas where humans are not the dominant species. There would be many nations (hhuman or non-human) that have no writing system. There would be no one pantheon worshipped all across the Avistan, but rather many different pantheons worshipped by different cultures; some deities, like Pharasma may be universally known, but even they may be called, imagined and worshipped in many ways.


1 person marked this as a favorite.

We know that Belcorra died in the lighthouse, and it looks like she bled out. What happened to her body afterwards? I cannot find any mentions about it other than it's not present where she died.


I have a monster with the Cleave feat and grab ability. When it attempts to Cleave and hits an opponent, should it first make a grapple attempt, or continue with the cleave?

Core Rulebook, p. 119 wrote:
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. (...)
Bestary 2, p. 297 wrote:
Grab If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. (...)

Grab ability grants additional free action, andt it is used immediately after the attack. But the same can be said for Cleave, which grants and additional attack (not specifying what action it is), also to be performed immediately after the first one. So which should go first: Grab or Cleave?

If Grab goes first can the attacker continue the Cleave? If Cleave goes first, can the attacker still attempt to Grab the first opponent?


In most cases it's hard to imagine them just sitting on their divine throne. Some of them may spend time in a peaceful, relativly uninteresting way, practicing their hobbies (Shelyn creating art, Cayden visiting taverns, Calistria partaking in orgies etc.). But some of the gods seems to have motivation to be more active than that.

Take Iomedae for example. What was she up to since her ascension? Except supporting her followers with spells and sending out planar allies, what was she doing personally?

Does Sarenrae has any occupation beside basking others in her shining presence? Does managing his current holdings takes all of Abadar's time? What is Torag working on currently? Does Pharasma ever takes a break?


Are there any special methods for travel between coexistent planes, like Material Plane and Shadow Plane? For example, is there any way to travel from a point of one plane to the corresponding point of the other plane (assuming they are not connected with a pre-existing portal)? Plane Shift spell doesn't seem to care about coexistence of the planes and always throws you around 5 to 500 miles from your destination, and that's something I'd like to avoid.

I guess Gate spell would work, but I'm looking for something both more limited (travel only between corresponding points of coexistent planes) and lower level.


Are there any special methods for travel between coexistent planes, like Material Plane and Shadow Plane? For example, is there any way to travel from a point of one plane to the corresponding point of the other plane (assuming they are not connected with a pre-existing portal)? Plane Shift spell doesn't seem to care about coexistence of the planes and always throws you around 5 to 500 miles from your destination, and that's something I'd like to avoid.

I guess Gate spell would work, but I'm looking for something both more limited (travel only between corresponding points of coexistent planes) and lower level.


To rank up Fly skill, one needs to have either innate ability to flide or glide, or at least have a reliable means of flying everyday. However clerics don't get spell fly unless they get it from their domain, and Gozreh suprisingly doesn't grass acces to any of the domains that give fly spell.

What are other means for a human cleric (no multiclassing) to get reliable means of flying as soon as possible?


Skulls and Shackles AP was published before Advanced Class Guide, so naturally none of the NPCs in it have levels in swashbuckler class. Are there any NPCs in the AP that worth to rewrite as swashbucklers (or other ACG classes)? Has anyone done it?


1 person marked this as a favorite.

I was thinking about the alignment in Pathfinder, and I figured out it may be useful to think of it as having to components: one dependent on person's deeds, and the other based on various supernatural effects, like spells, rituals etc.

The first one can be called 'natural alignment', changing slowly and accruing through the whole life. It changes bit a bit with every aligned deed. As I understand, changing one's philosophy is not enough to immediately change the alignment, but it's a good start as it will make the person act differently. Still, it make take a long time to compensate a lifetime or sin. The atonement spell is the only way to quickly change this part of alignment.

The other part of alignment is supernatural, and depends on various magical conditions affecting the character. For example, while paladins and clerics need specific natural alignment to be able to get their class abilities, the also get supernatural alignment from the divine connections that boosts their aura. The pacts with demons or devils and other effect that change how a character is seen by detect spells would also influence only the supernatural alignment. This alignment may change fast, as magical effects come and go.

Neither part directly affects the character's behavior (although some spells that affect the alignment may do so as a second effect). In other words, alignment is descriptive, not prescriptive.

For the purposes of spells and effects, the supernatural alignment would be more important; for example if someone was a good person through mosst of the life, but then got corrupted and became a cleric of evil god, he'd have an evil aura and the previous good deeds don't mater. The natural alignment only matters if there's no supernatural component.

For mortal justice the natural alignment would be more important, as it is understood that there are many ways to temporarily change their alignment magically, but that doesn't absolve anyone of guilt or make them guilty. That's why detecting alignment with spells cannot be used as a prrof in mortal court.

But for the soul's afterlife both components matter, and if they don't match that's what Pharasma's Court is for, to determine where the soul belongs. Note however that Pharasma doesn't really care about justice, just about the stability of the cosmos, and her courts send souls wherever they fit best, not where they deserve to go.

Any thoughts?


Concordance of Rivals mentions the Seal, a fragment of previous reality that survived together with Pharasma, and it seems that Pharasma used it somehow to shape the present cosmos. But it's unclear to me what the Seal became in the current reality, and what exactly is its role. Anyone can explain?


Many spells that target creatures, but don't specify that it's only living creatures. As I understand, this not only lets the spells to affect constructs and undead, but also makes the spell remain on a dead body after a creature's death for the spell's duration.

I want to consider the spell Baleful Polymorph. It has duration permanent, so unless the spell is at some point dispelled, the affected creature will die while polymorphed. As I understand the dead body doesn't immediately return to it's true form either; a dead creature is still a creature, so the spell continues. Presumably, at this stage, the spell can still be dispelled and the body returned to normal. But what happens after a longer time, or if the body is disintegrated? Will the spell end? Especially I'd like to know the fate of the creature's gear that merged with the body when the creature was affected with Baleful Polymorph.


How Glitterdust works on other creatures when cast during the Time Stop?

On one hand it has duration, and has the targeting descriptor "Area", but on the other it affects creatures and objects in that area.


Nethys is a described as 'supremely indifferent' deity, and doesn't really care what his followers do. I wonder, what a mortal would have to do to get Nethys to react, in a positive or negative manner? By a reaction I consider showing favor/disfavor in some way, or sending a herald or another servitor with some message to the mortal. I don't count granting divine spells, as it was never really explained how deities do that, and for all we know it may happen automatically under some preestablished conditions, with no 'action' on the part of the deity necessary.

Examples of deeds that I'd like to consider are:
- killing a powerful mage
- destroying a major artifact
- creating a major artifact
- inventing/using a new powerful spell


The city of Xin-Shalast is described in Rise of Runelords: Anniversary Edition and in Lost Cities of Golarion. As written, even after millenia of being forgotten by most of the world, a significant numbers of lamias, giants, and other monsters still inhabited the legendary capital of greed.

I'd like to understand how they were able to survive. I'd assume that while Thassilon existed it was supplied from lower altitudes, or numerous mages created anough food with magic. But then Xin-Shalast was cut off from the rest of the world and forgotten. The lamias are said to raise a herd of mountain aurochs, but on that altitude there's nothing that the aurochs could eat, and even if they could find something, it would not be enough to feed a herd numbering in thousands, that by my estimations would be necessary to feed the inhabitants of the city.

So how do you think, how such a city (located at extreme altitude, cut off from the rest of the world) could sustain at least a small population?


My PCs are already in Xin-Shalst and are collecting Sihedron rings. They need just one more. They've figured out that the rune giants have them, and they are planning to sneak invisible into Shalaria during the night (as I understand, that's where the rune giants that are in charge of controling the Lower Xin-Shalst stay), find a rune giant using locate creature, and assasinate him in his sleep, take his ring, then escape.

This sems like a plan that could work, and rune giants don't really have an effective protection against that. Besides, I'd like them to succeed (we've spent a lot of time in Lower Xin-Shalast and I'd be happy to get to the Spires), but I don't want it too be too easy. I have no experience with infiltration missions and I'm seeking suggestions how to make this into something more interesting than just everything going as they planned it.

I'd also like to flesh out Shalaria in more detials, in case if it cames up. For example, how many cloud and storm giant still inhabit it? What are their living conditions? What would be some interesting places in Shahlaria that the PCs can stumble into?


When someone is affected with suggestion, and the [suggestion does not say anything like 'immediately', 'as soon as possible' can the affected people delay the fullfilment of the suggestion by rationalized it is more sensible to do it later? Can they delay until the suggestion duration wears off?

For example, let's say that during the fight someone was targeted with suggestion "To cure your affliction, visit the temple priest." and they failed their save. Would they abandon the fight and immediately start seeking the priest? Or can they decide that the fight is more pressing, and they can wait with healing themselves until after the fight?

Another example, let's say a villain sends a demand to one of the PCs in their sleep, suggesting them to visit a specific place. Assuming the PC fails their save, would they wake up and head there the first thing in the morning, or could they decide it makes sense to wait for other PCs to wake up, prepare their daily spells, and maybe eat the breakfast first? Can they first tell other PCs about the sending they received (As far as I understand there's nothing in the spell ssaying they won't remember it) and cause other PCs to check if there's a compulsion on them?

You can say that it's only a problem for badly worded suggestions, but suggestions need to sound reasonable, and if you add additional specification s how and when the suggested action is supposed to be performed, they may fail to satisfy this condition. Keeping suggestion simple may sometimes be preferable.


What it takes for a person sleeping normal, non-magical sleep to wake up?

I believe that wounding them wakes them immediately, end even in sleep they are allowed to make Perception checks (although with a Penalty) and if they sense danger they can wake up? But would being affected by an effect that does not cause hit point damage, but requires a save would wake them up (especially if they succeed the save)? Few examples I'd like to consider: charm person spell, wisdom drain touch (like the one that lamias have), scrying spell, detect thoughts spell, long lasting poison taking effect.


Charm spells make tha target to consider only the caster their trusted friend and ally; it doesn't include caster's allies, right?

Let's consider this situation: a PC wizard charmes an ogre, the ogre instantly considers the wizard a friend, but he still sees other PCs as enemies; because of that he would still attack other PCs, and a Charisma check would be necessary to convince him to let them go (as this isn't something he'd ordinarily do); is that correct?

Second question: Charm Person also says that the target perceives the caster's words and actions in the most favorable way; does it work like as automatic succes in Bluff? For example if the aforementioned wizard tells the ogre that other PCs are also friendly towards the ogre, would the ogre believe automatically (because of the charm he wouldn't consider his friendly wizard lying), or would Bluff be required (because it's still a lie)?


Does the Dimensional Anchor cast during the calling of an outsider only prevents its escape, or would it also block the attempts to get rid of it with spells like Dismissal, Banishment and Plane Shift, cast by someone else? For example, if the would-be binder failed to bind the outsider at the first try and wants to send the outsider back before it gets another chance to free itself, can he do it?


I'm trying to flesh out the structure of society in ancient Thassilon in more detail. The giants are described as basicaly slaves and thrown in one bag, but I believe there would still be many distiction between their situations. After all, IRL the position of a slave in a quarry was different than the one serving in a rich person's house. And I think that every species of giants have different talents and would be put to a different work. So I'm trying to figure out the jobs for various types of giants (other than soldiers, as they all could be put in this role when necessary).

Hill giants: Stupid and simple, they don't have any talent except for their physical strength. As such they were used in jobs where finesse isn't important and pure strength is enough: porters, ditch-diggers, lumberjacks. They were also used instead in place of draft animals, pulling ploughs and powering milling, pomps and other such machines.

Stone giants: Possesing almost supernatural understanding of stone and its qualities, they did most of the construction work-related, from mining the stone in quarries to masonry. The more inteligent ones could even become architects. They may also work in mines, though because of their size I think this job would usually be given to some smaller-sized slaves, like kobolds.

Frost giants: I ahve a bit of a problem with them. They don't seem to posses many talents in crafts, except some weaponmaking, and even in that the fire giants are a better choice. I can't see much use for them outside the army.

Fire giants: Talented with metal, they were put to work in foundries and forges.

Cloud giants: The fact that they are one of the most cultured giant races suggest that they've had a prestigious position among other slaves. They could be the house slaves and handle more less physical work, as scribes, entertainers and servants.

Taiga giants: Their connection with nature predisposes them to work in food production as farmers, herders and hunters.

Storm giants: I don't see much use for them except the coastal areas, where they can benefit from their water-breathing ability in sea-related jobs. They are very militaristic, suggesting that they were used mainly in the army, similarily to frost giants.

I'd like to hear your opinions and other ideas how various giants were utilized in Thassilon.


Would iridescent spincle ioun stone make the user immune to the altitude sickness, or does the altitude sickness has other cause than just the lack of air?


1 person marked this as a favorite.

Wind Walk spell allows to transform back and forth between gaseous and solid forms, with each transformation taking 5 rounds. Does it also apply to the first transformation that happens upon casting the spell? Or does the first transformation happen immediately after the spell is cast, without delay?


Does True Seeing combined with Detect Evil (or other appropriate Detect Alignment spell) allows to see through Undetectable Alignment? If not, is there any way to see through it?


Using Detect Magic, against somehing like Alarm spell, which creates an emanation, do I detect magic in the whole area of emanation, or only on the object that is emanating? In other words, does the magic aura of a enmanation spell is spread out over the area, or concentrated on the object? It matters if the object has total cover, for example it's behind a wall corner or on the other side of the door. Special case to consider: this total cover is supposed to block detect magic, but not the emanation in question.


How to properly calculate stats of an oni ogre mage that assumes the form of a stone giant using his change shape ability? The ability is supposed to work like giant form I, and impose several size bonuses, but the oni mage is Large to begin with, so I'm not sure that's correct in its case.


I'm trying to create a spell that fits the standard description of Nethys destroying and reconstructing at the same time. I also want it to be able to able to repair items that are missing some pieces (for example severly burned; I know it's a discussed topic whether make whole can restore them). This is what I came up with. I ask for your opinions.

Two Hands of Nethys
School: transmutation
Level: sorcerer/wizard 6
Casting Time: 1 standard action
Range: touch (see text)
Target: one damaged or destroyed object up to 5 lb./level
Duration: instantenous
Saving Throw: Will negates (harmless, object), Fortitude negates (see text);
Spell Resitance: yes (object)

The spell restores 1d6+1 points of damage per level (maximum 20d6+20) to the touched object. You don't need to have all of its pieces, but you need at least most of it. If the item was magical, its magic is restored if your caster level is at least equal to that of the item. The magic of single-use items (like potions and scrolls) and items with finite number of charges (like wands) is not restored.

At the same time, the spell damages items around the caster. The damage dealt to each unattended item in 20 ft. burst is equal to half of the damage restored to the item touched. Attended items get a Fortitude save to negate the damage. This damage ignores hardness. Magic items are not damaged by the spell.


Nethys's domain is drifting through Maelstrom, a giant desert mesa on a stone slab the size of a planet, with thousands of wizard's towers around it's edge. Compared to its surroundings, it's an island of stability, but the weather is often wild and unpredictable.

In the case of most gods, it's ease to say what is the primary race of the outsiders in their domain. But I have problem with Nethys. For what race would live in his domain?

Nethys is N, and his domain is located in Maelstrom, so I looked first into N and CN outsiders. But the only major Outer Sphere races among these are aeons, psychopomps, proteans. Psychopomps serve Pharasma. Aeons are dedicated to their own agendas. Proteans tolerate Nethys, but most of them doesn't seem very magic-oriented. None of those seem to fit.

Do you have any ideas?


Downtime Rules

Using Downtime Rules, is it possible to build multiple rooms simulatenously, assuming one stays within the Settlement Spending Limit? I understand, that one does make the construction work oneself, one hires workers to do that (Labor), so I don't see why not, but I can't find it clearly stated onle way or the other.


Does interacting with a part of a complex illusion makes you aware that the whole thing is an illusion? For example, if you creata an illusion of a forest with hallucinatory terrain, does one only need to interact with one tree to dibelieve the whole illusion?


Do spells with range unlimited require line of effect? Can they be used to target a creature on another plane?

Specifically I'm wondering about the spell nightmare, which doesn't seem to have any clarification in its description.


If a monster can use spell-like abilities at some given caster level, does it count as having given caster level for the purpose of qualifying for feats, like Spirit Ally or Destructive Dispel?


Eidolon (specifically I'm talking about unchained, but they don't seem to differ in this regard) can have an armor or natural armor bonus:

Quote:
Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.

If one chooses the armor bonus, does it mean that the eidolon can be summoned with what looks like an armor and is detachable? It would still technically be a part of the eidolon, and it would vanish if it is banished, but meanwhile, could it be used as an armor by another creature?


I wan't to put a following situation in Pathfinder rules: A Huge dragon wants to grab a PC with its maw and lift them in the air. The Dragon has more than enough Strength to carry the PC and possess the Flyby Attack feat. What rules should I used for that?

First thing that comes to mind is grapple Combat Maneuver with its bite. But that doesn't seem to allow to move the PC on the round it was caught, and on the following rounds the dragon needs to choose whether it moves or deals damage to the PC with its bite. Moreover, even when its not dealing any damage, it effectively slows down the dragon to 1/4 of his speed (the dragon needs to spend a standard action to maintain the grapple, and then can move up to half of his remaing move speed), all this despite the fact that PC is far below Light Load for the dragon. It just doesn't seem right.

The grapple rules just don't seem to fit well the case when one of the opponents is significantly bigger and stronger.

Are there any other rules that would let me play this out more realistically?


If the summoner falls asleep, his eidolon is banished, and while away, it doesn't recover any hit points. However, if the summoner stays awake, can the eidolon recover hit points by resting? It's an outsider after all, and I'm not sure if non-native outsider get any benefits for resting.


My players managed to create a runeslave and then forget about it. They've long since left Jorgenfist, although they may return at some point to visit the library. The runeslave is now the sole inhabitant of Jorgenfist. Any ideas how to utilize the situation?


For a monster with Change Shape ability, what kind of action is it to dismiss it and return to their true form?


I get that you may want to do it for the divine magic he grants. You may also be forced to.

But if you're not a spellcaster, and you don't live in Nidal, why would you worship Zon-Kuthon? He gives nothign in return, not even counsel or consolation, and if you want to be a cruel, sadistic tormentor, you can do it just as well without getting involved in the religion.


Let as assume that a spellcaster casts a spell potentialy affecting multiple creatures, but which has no visible effect and each creature can save independently (for example zone of truth).

Does the spellcaster automatically know which creatures were affected? If not, is there a way for him to know?


My PCs (lvl 12) attempted to teleport to the Academae in Korvosa (specifically to its main gate) but due to the teleport roll, they are going to end up in a "Similar Area". Any ideas where I could send them?


1 person marked this as FAQ candidate.

The description of detect magic spell says

Quote:
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

The description of arcane sight spell says

Quote:
The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell.

Does arcane sight allow the user to see weaker magical auras, the kind that are concealed or distorted by the presence of stronger auras?


There are some creatures that have the ability to grant wishes but with limitation that it is for another creature only.

My question is: Is it possible to make a wish to such creature unintentionally? For example, if you express a wish in the presence of a veiled glabrezu, can it choose to fulfill that wish on its own (twisting it while at it)? If so, does the wish need to be expressed in some specific way, or can a casual comment or command (like "We need some beef for the dinner", or "Move faster!" spoke to a companion) be interpeted as a wish?
Or is it necessary for the wish-maker and the wish-granting creature to cooperate in some way, for example the wish-maker needs be aware he is making a magical wish and needs to word the wish in a specific way ("I wish that ...")?

Second question: Can the wish-granting creature decide not to grant the wish after hearing what it is, or does it need to activate its ability beforehand, and it cannot back down after the wish is spoken? For example if someone is making a wish to a glabrezu, and words it so pedanticaly, that the glabrezu cannot find a way to twist it, can the glabrezu simply choose not fullfilling it at all?


My players are approaching the end of book 4 and I'm planning for the part in the Lamashtu's Shrine under Sandpoint, I'd like to hear your opinions and advice.

Spoiler:
First, I'd like to avoid sending town guards to the sinkhole to their deaths. I've had enough of "Police Are Useless" trope in this game already. Especially since if they entered the sinkhole, thee first thing they would have found out is that it lead to the catacombs that they already know about since the PCs made their existence public. They would have no reason to go deeper and get attacked by the hounds of Lamashtu. And if they acted quickly, the passage to the lower level would still be blocked anyway. I'm thinking of another story.

I have already established that Brodert Quirk was spending a lot of the time in the cattacombs, investigating, making notes and searching for any archeological findings. He was assisted by an acolyte from the cathedral that helped him. I'm going to tell that when the runewell in the catacombs exploded and the sinkhole formed, he was close and got hurt in the accident. Additionalaly, afflicted by such arcane energy he was bedridden with some magical illness that Father Zantus wasn't able to remove. Worried about how the catacombs endured the earthquake, and yet not being able to move, he has sent his assistant to check on it. Now, unlike the guards, this assistant would have all the reasons to check the catacombs thoroughly, and if he had found a new passage he might not be able to resist checking it, ultimately falling prey to Scribbler's hounds.

Alternatively I can make it that Brodert was mostly fine and after receiving some healing went back to check on the catacombs himself, but knowing that his expertise may yet be useful later, I'm hesitant to make him die like that. He can speak Thassilonian, so maybe he could survive, being held by Scribbler as a source of information? But if Scribbler had him already he wouldn't need to trade information with the PCs.

Skipping ahead to the meeting with glabrezu Yerrin-Ku. I'm not sure what to make of it. He's not some brute that will ataack party on sight. Yet he is ultimately bound to protect the shrine and cannot let them as they please either. I think he may use veil lo look like Brodert's assistant, allowing for some interaction before he attacks. Yet I'm puzzled on how to use such deception.

Alternatively, I was thinking that he could pretend to be a statue of Lamashtu, so that when he starts the fight the PCs would assume he's a creature of a completely different type, but apparently you cannot use veil to appear to be a perfectly still object.


Can you use veil spell to look like an inanimate object (for example a statue)? Or, if you for example assume the look of a gargoyle, can you decide to look like gargoyle using its freeze ability? If yes, do you have to stay perfectly sill while doing so, or can you perform some actions, as long as you do not move to a different space?


Earth Glide is described as similar to swimming trough water. Would penalties for fighting underwater apply for underground fight (fighting inside the ground, not in a cave)?

Can a creature that is earthgliding use its spells and spell-like abilities against other creature that is earthgliding, or would the earth between block the line of effect?

Earth Glide description also suggest that the creature using it doesn't create any ripple or other sign of its presence. WCanit still be detectected with tremorsense, or would earth glide be to tremorsense like invisibility is to normal sight?


I'm thinking of making a giant witchfire (that formed from an annis hag) for my campaign.

Giant template increases the creature's Strength and Constitution. Undead don't have the Constitution score though, and use Charisma instead. Incorporeal creatures don't even have Strength score. Should I increase its Charisma instead of Constituation?

Giant template increases natural armor. Incorporeal creatures don't have natural armor. Should I give it a different type of armor instead?

Giant template increases the damage dice by 1 step. Although listed in attacks, witchfire's incorporeal touch and witchfire bolt feel more like supernatural abil;ites. SHould its damage be increased?

Witrchfire can use disguise self at will. Can it use it to hide its flames?