![]()
![]()
Boomerang Nebula wrote: Just curious does anyone else treat a rope trick like a portable hole since they are both extra dimensional spaces? In other words you can't put a bag of holding inside a rope trick and you need a source of air if you plan on being inside one for a long period of time.I wouldn't let it require an extra air supply (at the cost of having it "refresh" air through the "window", hence, as Kahel said above, I'd let heat, cold, wind and smoke get into the extradimensional space), but there are actual rules about the interactions between extradimensional spaces: PFSRD wrote:
Unless otherwise specified (Bag of Holding vs. Portable Hole), extradimensional containers can be placed into extradimensional spaces, but you can't open them there. So, you can bring your Bag of Holding, Handy Haversack or Portable Hole into your Rope Trick, but you can't access the contents in there. ![]()
Diego Rossi wrote:
Yeah, but suppressing the "raising light level"-effect of Faerie Fire doesn't necessarily suppress the "negating concealment" effect - they could be separate, and/or the "leftover" glow after darkness might be enough to outline them (especially in contrast to the even darker background). Though that doesn't really matter, since... Amakawa Yuuto wrote: /Edit: Missed it. It's in the Faerie Fire spell description: ...it doesn't work either way. ![]()
Diego Rossi wrote:
There's still Deeper Darkness, which Noble Drow (both the "Noble Drow" base race and the feat chain) can use as Spell-Like. So, keeping Faerie Fire active on your enemies while they're in Deeper Darkness would allow you to keep even enemies with Darkvision blind (and everyone down there has Darkvision, so regular Darkness does nearly nothing), without suffering any miss chance yourself. And ok, now I'm playing Rules Lawyer (I'm not that good at it, so bear with me), but...
Darkness Spell Description wrote:
Faerie Fire doesn't increase the light level, so that doesn't apply. And Darkness can be used to counter/dispel light spells (which, I'd assume, would work like using Dispel Magic, but only for light spells), but it doesn't say it automatically does so. Same with Deeper Darkness.Is there any statement saying that Darkness-effects automatically dispel any light effects in their area that I missed? Otherwise, "Faerie Fire keeps working fine" seems to be the rule, because the only automatic effect ("can't increase light level") isn't applicable. /Edit: Missed it. It's in the Faerie Fire spell description: Faerie Fire Spell Description wrote: Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally) So, you'd have to lower Darkness to spell level 1 for it to work against creatures without Darkvision, and you'd have to do the same to Deeper Darkness if you wanted to use this trick against creatures with Darkvision. ![]()
Claxon wrote: Heighten Spell is all you need. The combo is "classic" because Drow (all Drow, apparently, since none of their Alternate Racial Traits trades their Spell-Likes away) can use both Darkness and Faerie Fire as Spell-Like Abilities. So, to be able to use Heighten Spell, they'd first need to become actual casters able to cast said spells, which many of them aren't. /Edit: I'd say I was ninja'ed, but fact is that I'm generally so slow when it comes to typing (and I looked some stuff up before I answered) that it doesn't have to be a ninja. ![]()
Diabolist requires you to be "lawful neutral, lawful evil, or neutral evil", and the fluff says "Though some tread the path of the diabolist to enslave the forces of Hell and turn them toward goals other than corruption, only the most stalwart of diabolists can resist the temptations of the Pit" - so, Lawful Neutral is an option, though it's not the default expectation.
Last but not least, sure the ring of mind shielding is an option, but if the pally sees (or otherwise learns of) you stealing candies from innocent babies, you're still in for some trouble, so Lawful Neutral might be the way to go. He might think of himself as great villain, but "lesser evils" are beneath him and whenever the opportunity to "true evil" offers itself, he ends up being squeamish and makes up an excuse to himself as for why he doesn't go through with it... ...And now I'm thinking of Megamind: More obsessed with the role of "the Villain" then with actually doing bad stuff. ![]()
This slightly varies in our campaigns, but it's definitely a valid default, yeah. I mean, in the campaign I'm running, they started out in a town that accepted pretty much anyone, but that was something unusual, and mostly because the town wanted more workers and trade, so anyone who didn't cause trouble was accepted.
It depends on the setting and probably should be discussed beforehand - at least if someone wants to play an unusual race - but "pitchforks and torches" are an entirely valid reaction. And if someone calls you a stupid savage monster and you proceed to prove them right by murdering them over an insult, then yes, that's evil, not neutral. ![]()
The funny part is that Joyful Rapture has no listed effect on opponents, but is still explicitly including them in its area, which pretty much means that disrupting psychic casting is the only effect it has on enemies (it still has the regular effect on allies, though).
That being said, the easiest way to crash psychic spellcasting is probably still the demoralise action. Shaken is definitely a fear effect. Also, still and silent spells can still be useful if you're paralysed and somesuch, though you should probably avoid getting paralysed in the first place. Being restricted to mental actions is always bad news, one way or another. But if you really want to secretly cast spells, [there's a feat for that]. Yes, it requires one prerequisite feat and an opposed skillcheck, but the feat helps with said skillcheck, and being able to cast spells without anyone knowing it was you should be easily worth it if you're the kind of person who'd abuse such secrecy. Also, you'll note that psychic casters can still usually ignore most of the penalties other casters would suffer from on said skillcheck. ![]()
UnArcaneElection wrote: Actually, D&D itself doesn't use the Tolkein races like Tolkein did. In D&D, Elves aren't immortal, and don't emigrate to a certain restricted area of the world, [...] Unless you're playing in the Faerûn-Setting, where most Elves just move to the fae realm "mirror" of a specific island before they die. ![]()
Saldiven wrote: The magic section specifies that a wizard spend a certain amount of time performing spell research, and that is the basis for the new spells. I wouldn't think it appropriate to charge money for these spells, personally, but a time requirement is certainly appropriate and is even supported by the CRB, though it doesn't give any particular amount of time. So, basically the same as fighter bonus feats. Which brings us back to what I think it the core disagreement:* One side here thinks that having to role-play training time is boring and cuts into the time that could be used to play epic heroes, and thus simply chooses to consider training to happen "off-screen" during rest and/or as part of, well, actively using their abilities during play, and new levels simply gained when XP allow it. (Note: It's even possible to craft items while adventuring, just with less work per day. Thus, researching new spells while adventuring should be possible, too.) * And the other side thinks this isn't detailed enough. (Technically, there's also the "middle ground" of people having their level up happen during the next extended rest for bookkeeping reasons, and there are those that don't use XP anyway and can pretty much hand-wave when level up happens, and probably a few other variations but I think "training is boring" and "lack of training is unrealistic" are the main points here.) Which are pretty much just differences in opinion and play style, but I wouldn't call one side any more correct than the other (though I admit that I consider hand-waving training more enjoyable, but that's subjective).
![]()
Skylancer4 wrote:
Wasn't in that list, and not in the monster finder either - but I did find it with a general google search. It's the Curst, from "Monsters of Faerun". Created by casting Bestow Curse and Wish/Miracle in close succession on a victim, they're... odd undead. They can't be turned, and they can be healed by regular healing magic, but they can't be killed by damage, only by Remove Curse, which causes them to "crumble to dust with a smile".
This template is nearly identical to the one in the book, and mostly just irons out a few kinks - it's probably a bit better (as in "easier to adjudicate" - it actually gains a few penalties, more ways to kill it, and never mention that regular healing magic works on them - but the original template had a few a bit harder to adjudicate things in it, like just giving every Curst a 1d4 slam attack without adjusting for size, 9 out of 10 Curst getting a fixed Intelligence score of 8 while the last 1 out of 10 retain their int scores, and making no mention about how their "5% chance for craziness every 10 minutes" should be handled in combat...). ![]()
3.5 had a type of undead that did this - I forgot how they could be killed, but casting "break curse" was a necessary part of it.
...to bad I completely forgot their name. ![]()
Goddity wrote: The trick is to have cast it before you enter the room. Detect Magic gives you info based on "how long you study a particular area or subject", not based on when you cast it. So, you still need to concentrate for three rounds before you see where any magic aura comes from. That is, unless you use it through a wooden door, before opening it. That could work.
![]()
Lathiira wrote:
Also, it has to be possible to invent "new" spells, what else would arcane research be for? (In-fluff-new, mostly, but "this spell was invented by that character" is a thing.) If this isn't possible, then there's just a fixed set of spells possible in the world, and if you destroy the last scroll of a spell, you might just erase knowledge of that spell forever because no one could "invent" it anew. That, or sorcerers are the ones who *actually* drive magic research ahead, and the fact that they're the only ones who can actually come up with new grade 7-9 spells is an endless source of shame for wizards....
Also, this "have to mention their feats so they can gain them when they level" just leads to repetitive "My character practices X before he goes to bed" (imagine it said in the most bored, expressionless voice you can). If you think that sounds boring and repetitive - well, that's why it's usually assumed to happen off-screen, next to "gathering dry wood for the camp fire". ![]()
One, "Immediate Action" is actually a defined term, and triggering a Mesmerist Trick isn't one. But that's probably just nitpicking. Two - RAW, no. You can't trigger tricks outside of the trigger condition. You can waive and void them without triggering them so you can implant another trick, but since the only mention of how to trigger them is "as a free action, even if it isn't their turn, as long as the trigger condition is met", that's the only way you get. That being said, I don't think anything would break if standard action triggering was allowed. ![]()
N. Jolly wrote: I'm of the opinion that the elements should have been split more, which means lightning, ice, and gravity would have all gotten their own element. Eh, I wouldn't mind Ice as seperate, if only so I could better build Snow Queen Elsa (Kineticist seems more appropriate than spontanous caster, and prepared caster is completely unfitting). And the "more, but 'thinner' elements" approach would make it easier to make "custom combinations", like Fire & Ice as direct heat control, or house-ruling that Electricity is only available as a Fire-upgrade, Wood only as a Water-upgrade, and Metal only as an Earth-upgrade.So yah, I agree that more modularity would be nice. @Tels: My point was that, assuming that the link between "Void" and "Gravity" was "Space", it'd make about as much sense as a link between fire and cold (a better example would probably be that space is as much connected to "gravity" as it is to "air" - space is primarily defined by the absence of both).
![]()
The list in the "Archives of Nethys" is more extensive (...to the degree of even including some (marked) 3.5 poisons), but I don't know if any (or rather, how many) are missing. ![]()
Somehow, I think Gravity is associated with Void because of space (as in, "the empty void between the stars", not as in "storage space")... ...which is rather ironic, given that the connection between gravity and space is that space is about the only place where gravity is as good as entirely absent. It's like giving fire a cold attack - "Fire is about heat, so I can drain heat away too, right?" /Edit: N. Jolly wrote: I suppose you could do water/wood (thematically tied), but earth/void isn't great either. Near-random, but still somewhat related tidbit... You've probably at least heard of the Four Heavenly Beasts in East Asian mythology:The Azure Dragon (representing Wood and the east), the Vermilion Bird (representing Fire and the south), the White Tiger (representing Metal and the west), and the Black Turtle (representing Water and the north). Well, China and Japan have different ideas about what's in the center.
![]()
The "just a short list"-disclaimer seems more like it was just put there because it was in the original book, and to keep a loophole open so you (or later books) can add more poisons.
Here, have a link to the Archive of Nethys:
That might still not be 100%, but it's probably still pretty complete. ![]()
It reminds me of a D&D 3.5 feat in the Faerun setting: "Heretic Faith". It allowed a cleric to be two steps away from his patron deity, instead of only one step. So, you could be lawful evil and worship a lawful good deity, or could be chaotic neutral and worship a lawful neutral deity.
'Course, in 3.5 Faerun, deities were even more important than in regular D&D: If you weren't faithful to your god, the god of death would judge you as "False", keep your soul and punish it (so no one had to wonder why a pacifistic god of martyrdom would punish worshipers who failed him - he doesn't, those worshipers never even reach him).
People with "Heretic Faith" could cast divine spells even though they actively disagreed with their gods, but after death they were still judged as "false worshippers" by the death god and punished for eternity (or until resurrected). So, yah - it had a minor, fluffy benefit: Being one step further away from your god's alignment than is usually allowed. In Pathfinder, that's probably better served with a Trait. ![]()
_Ozy_ wrote: 2) and even if you think it's 'always' active, only the 'significant' portion of the weapon is brilliant energy, so the hilt would stop it from falling through the earth and allow you to hold it just fine. If only the "significant portion" is turned into light, then the still solid "insignificant portion" of an arrow will stop it from passing through a wall. Which is probably the biggest argument for "does not ignore cover". But hey, it's from the first sentence, which pretty much everyone agrees is just fluff. ![]()
Artanthos wrote: If the ruling is sheathing a weapon suppresses the effect, problem solved. The brilliant energy effect is suppressed while the weapon is sheathed. Flaming and similar weapons only activate "upon command", and since the description ends with "The effect remains until another command is given.", they can obviously be deactivated for carrying and storage. Brilliant Energy is continually, there's no way to deactivate it. ![]()
Diego Rossi wrote:
So, to sum it up: You're saying "Discern Location" doesn't actually give you the location of the target. Only the name of the location of the target. If I looked it up on a (suitably precise) map, would I then know the location?![]()
Artanthos wrote: Tell me, do you also rule that flaming arrows set the users quiver on fire? Or does the arrow only ignite when used? Nah. What I did was reductio ad absurdum: I took the stance "Ignores non-living matter" and took it to its ridiculous conclusion. In praxis, I'd work with "Brilliant Energy" simply as an abstract rule: It makes weapons ignore armor. No more, no less, the same way energy weapons only deal energy damage when they're used for proper attacks, not when they're stored - it doesn't seem realistic, but that's what the rules say.![]()
Bags of Holding, and by extension Handy Haversacks (whose insides are described as "like a Bag of Holding"), rupture when pierced by sharp objects. Since you can't sheath a Brilliant Energy weapon, those are out. The quiver or other stuff made explicitly for weapons would probably work, though. Still, you need to get a "Get the weapon back from any distance"-trick, or the first disarm is going to rob you of your blade forever. ![]()
Ok then, let's take "ignores non-living matter" to its logical conclusion:
The description of "brilliant energy" was most likely written with swords in mind. Yes, their blades (the significant portions) ignore nonliving objects, but their hilts, I assume, do not. Hence, they stay on the ground instead of falling through it, and can be kept without having to keep them held all the time. ![]()
I admit, I have no idea how the "only front half of the ammunition turns to energy"-interpretation could be made to work with bullets, sling-stones, very small arrows and similar (normal-sized bolts can still be "only front half turned to energy"), but as you said: FrodoOf9Fingers wrote: Also, one word we might forget from time to time: Magic. Perhaps the arrow is interacting with a thin layer of magic in the atmosphere, causing the fletching to work as intended even though it doesn't interact with the air around it O.o "Long, long ago, an epic god-wizard living by the cost decided that cover-bypassing Brilliant Energy weapons were a threat to the balance of the world, and hence made it so cover blocks them. Because magic." ![]()
To be fair, by erasing yourself, you also cast True Ressurection on all allies in a 50ft emanation.
Sure, the character can't ever be brought back, not even with wish/miracle, his name can't be spoken anymore (let's ignore all problems with that) and every written instance of his name becomes a blank space, so for the character himself it's pretty bad. But it can have its uses. ![]()
FrodoOf9Fingers wrote: As a side note, I hope everyone knows that each brilliant energy arrow costs 1,000 gold. Not cheap, especially if your shooting 5+ a round. "Projectile weapons with this ability bestow this power upon their ammunition." Gauss wrote:
Unless we take "half measures" literally and turn half the arrow into light. That's more than plenty enough to penetrate armour, but not enough to penetrate cover. And if we really, really want to be realistic?
![]()
CWheezy wrote: Ah you are correct. Instead, you would get your wishes, then immediately destroy both contracts, solving the inssue You forgot to read "Breaking an infernal contract": "Should both copies of a contract be destroyed, any effects caused by the contract are canceled or reversed and the mortal's soul goes to its normal place of rest after death and can be resurrected as normal." Breaking the contract undoes the wishes. ![]()
StDrake wrote: The shaft itself is insignificant damage-wise. It could perhaps deal like what..0,4 damage? ok rounded down like everything else is that's still 0. The shaft is still heavier and propelled with more force than a throwing dart. In fact, not all arrows need to have a "head" - a sharpened wooden shaft with some fletching to keep it stable will to just fine against skin and flesh. Not that it makes a difference, since an arrow with head would probably have a blunt shaft (and thus do less damage than an arrow with just a sharpened shaft), and an arrow's fletching would probably just rip off on impact (which would also cause the arrow to lose direction and fall to the ground).That being said, I remember a D&D 3.5 discussion about someone building a "dungeon sniper" using some form of remote sense who could clear out a dungeon without even entering it. ![]()
boring7 wrote: You're supposed to link the comic. Appologies, but I don't remember in which comic I read that joke. I thought it was Goblins, but this is the only Drow-related joke I can find in there. ![]()
If you can't even leave, then I'm going to repeat what Valandil said: Valandil Ancalime wrote: Have you tried Infernal Healing, Path of Glory or Fractions of Heal and Harm, all cleric spells that can heal. Remember, a cleric has no "spells known" - if it's on the cleric list, and not opposed to her or her deity's alignment, she can cast it. Also:
Valandil Ancalime wrote:
I second this. At last, the "can't leave the forest because riddle" and such make me want to second the "burn the forest down"-idea. ![]()
As others have mentioned, I'd advise looking into "Infernal Healing" since it isn't 'real' healing, and since it draws its powers from hell stuff that interferes with regular healing shouldn't matter. Was the Cleric spell used "Healing Warmth"? Or was it a spell&feat combo like "Glorious Heat" and a fire spell? ![]()
cnetarian wrote: An incorporeal touch attack goes through armor and presumably clothing as well. A regular touch attack disregards armor (not AC), which only means that chain shirt provides the same amount of protection as a cotton shirt. Since the base AC of 10 remains for touch attack AC (and deflection & dodge effects), and AC "represents how hard it is for opponents to land a solid, damaging blow" there is more required of a touch attack than just a touch. Of course, a ruling that touch attacks have to touch exposed flesh would result in characters adventuring in mummy costumes but a touch attack has to represent more than just a touch. If you had to touch skin, Full Plate + Helm would give you a crazy high touch AC. If it mattered at all what you're wearing, bikinis would give you a penalty to touch AC (because there's nearly only flesh to touch). But no, a Bikini offers the same protection from touch ACs as a full plate - arguably even more, since a bikini has no max dex bonus. Hence, touch attacks come down to only one thing: Can you touch someone?The base-AC of 10 is "How hard is it to hit a target of average (10) dexterity".
Since the failure chance for "Hitting armor instead of exposed flesh" is ignored for touch AC, hitting armor instead of exposed flesh doesn't matter. Hence, hitting armor is the same as hitting the targed when it comes to touch attacks. ![]()
Alex G St-Amand wrote: I don't, but I know a ****load of players and GMs who like using Doppelgangers that way, Hell, 'Doppelgangers' stories usually have some forms of it. Some of the Doppelganger stories I know have it as a side note, but it's rarely the core of the story. If GMs can't come up with alternatives, that's even more reason to include them in a Monsterous Codex, to show alternatives.![]()
Alex G St-Amand wrote: This kind of thing might be why it wouldn't be easy. (remember Paizo stuff is usually PG-13 friendly) That's... not really relevant, in any way. Sure, Ditto can be used to breed with any Pokemon. So what? That doesn't mean Doppelganger reproduction has to be handled in any more detail than, say... Half-Dragons (who are "only rarely the result of dragons mating with other creatures"). Or Half-Orks, Half-Elves... If the only ideas you can come up with when thinking about doppelgangers are X-rated, then you should get your mind out of the gutter =P ![]()
He held three, which is impressive enough in and off itself. Being able to successfully use all of them at once is a different matter. An ability to hold three weapons, but only actually using two of them at once in any given round, would seem more fitting for a first-level character. It'd still be the equivalent to switching between weapons as a free action (instead of sheathing/dropping the first weapon, then drawing another, the character would simply attack with another weapon he holds). (Also, I'd advise against taking such anime comparisons to serious. Take Dragon Ball/Dragon Ball Z: Should we write off young Gohan as crazy racial bonuses? If yes, should we make a race like that available to players?) ![]()
cnetarian wrote: That said I suppose the rogue could be climbing on clothing instead of flesh. Given that Touch-AC ignores armor, including shields, that shouldn't make a difference. A touch is a touch, and clothing counts as part of the target for this purpose. That being said - RAW it doesn't matter, you can climb and someone while missing with the touch spell. ![]()
Gramlag wrote: I get the example made by Davor here, i feel i should just be padantic and point out that a Gould cannot have a ghost as it is undead thus has no soul. but name a creature with an on hit effect from a physical attack like snake venom and he would be correct To be pedantic right back at you, the spell "Magic Jar" states that intelligent undead (which includes Ghouls) do have souls. (However, more than a few things hint that an undead's soul and body don't have to be from the same person)I agree on the "Dragon Breath stays functional", though. ![]()
AwesomenessDog wrote: My interpretation of the rule is that a small long sword and a medium short sword are both tiny sized therefore no difference in mechanic size and there is no significant difference in physical dimensions size by the descriptions of the weapons.The "description of the weapons" isn't actually part of the rules, it's just so you get an impression what the weapon is. Hence, the only thing staying is "Same size", and dozens of weapons have the same size. AwesomenessDog wrote: In real life this would make even more sense, a short sword (say roman glatus) is designed for stabbing and puncture wounds but can still be used for slashing all be it with less efficiency. A long sword (say Excalibur) is designed for slashing and hacking but can still be used to poke and stab, albeit with less efficiency. This efficiency could be represented with a -2 attack in pathfinder systems. While that's a nice houserule, it's not exactly the same. A large short sword, while having the same size as a longsword, isn't the same as a longsword. It has different proportions, the blade would be shorter than a longsword and the grip longer. The...cross-thingy? would also be larger. Even worse for a huge dagger: A longsword's blade is several times longer than its grip. A dagger's blade is usually less than twice the length of its grip. Making it a huge dagger would give you a foot-long handle with a less than two foot long blade. That's not a longsword, by any means. So, long story short: No, it's not the same. You could make it a houserule if you're the GM, or ask your GM to introduce it, but honestly? It seems more like this would fall under "improvised weapon". Stabbing with a longsword is *hard*, -4 should cover that.
|