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Ansibelle's page
Organized Play Member. 78 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Looking at the rules on harvesting trophies here:
https://aonprd.com/Rules.aspx?Name=Harvesting%20Trophies&Category=Troph ies%20and%20Treasures
It says:
Quote: In order to harvest and preserve a trophy from a kill, a character must attempt three checks: one to determine what parts of the creature are worth harvesting for a trophy, one to determine if she successfully harvests the trophy components without damaging or ruining them, and one to turn the components into a permanent trophy.
Identifying Trophies: To identify what portions of a creature have value as trophies, a character must succeed at a Knowledge check determined by the creature type, as normal. The DC for this check is equal to 15 + the creature’s CR. This examination takes 1 minute to perform.
Harvesting Trophy Components: Once a character identifies potential trophies, she must attempt a skill check to harvest the relevant components. This is typically either a Survival check (for external features, such as hide, horns, teeth, or the like) or a Heal check (for internal features, such as blood, internal organs, or sweat). The DC for this check is equal to 15 + the creature’s CR. Harvesting trophy components generally takes 10 minutes of work (at the GM’s discretion, this could be as much as 1 hour of work for creatures whose bodies are particularly difficult to work with).
My question is, can you have one character make the knowledge check and a different character do the heal/survival check? So the wizard identifies the good bits and the ranger actually harvests them, sort of thing?
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Your response may be the only one, but it's still my favorite.
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Quote: Garden of Delight (Su)
At 8th level, the seducer can create a magical bower once per day. This functions as tiny hut with a caster level equal to the seducer’s witch level, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities.
This replaces the hex gained at 8th level.
Can a witch *ahem* qualify themselves to receive the benefit of this ability? I'm not sure that's RAI but RAW it seems to me like that should work...
The spell Trap The Soul (https://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul/) can be cast in a tricksy no-save way via a trigger object with "the creature's name and the trigger word" inscribed on it.
Given that the spell is largely centered around outsiders, my assumption (perhaps wrongly) is that you need the true name of the target to be able to use it on them (Eg. you can't just write "Joe Balor" on it, but you need to know Joe's true name of KEFKLSKLFKLSSFKLJFFSJLFSKLJ or what have you.)
So, do PCs have magical true names that would have to be somehow discovered for the spell to be used against them in this manner? Or is it really just a question of knowing their birth name? Or is their given name good enough?

I am playing in an absurdly overpowered game. We are using the gestalt rules (advance in two classes, taking the features and best attributes of both), started at 11th level, and through time-travel shenanigans, we are now 27th level using the epic rules from:
http://www.jessesdnd.com/sites/default/files/EpicPathfinder1.6.pdf
As a neutral evil 27th level Divination Wizard/Magician Bard with the immortality discovery, my next concern after the party deals with the threats facing the multiverse is naturally to neutralize my companions so I can rule the material plane as an immortal god-king.
My party, besides myself, contains three minimally magical melee types, who I expect I can take out of the picture using Moonstone Cats (http://www.d20pfsrd.com/mythic/mythic-magic-items/other-magic-items/), an approach that has the added bonus of keeping them around unharmed in case I need them again. If that doesn't work out, I have plenty of other options.
One of my party members (Warpriest/Slayer) is very clear in his roleplaying that he only really cares about fighting demons/devils, so as long as I don't consort with those, and I don't get TOO macabre in my rule to be ignored, I should be able to put him to good use protecting my domain from external threats. (And if I have to, he's not well optimized against me, so I'm confident I can put him down in a straight up fight.)
And that leaves the sticky wicket - our charmingly lawful good Paladin/Oracle. Utterly ferocious in melee, and my (near) equal as a spellcaster. Absurd saves, high AC, buffed to the nines, with immunities out the wazoo. He is definitely going to have a problem with my long-term plans.
So, how might I deal with this guy? Tricking him into "falling" probably isn't an option, and would only take out his Paladin side anyway. My best thought so far is a straight fight with copious Pearl-of-Power driven advance casting of Spellbane (https://www.d20pfsrd.com/magic/all-spells/s/aroden-s-spellbane/) to neutralize his best buffs and nastiest spells, but I'd prefer something a bit less... direct.
Again, I am a 27th level Diviner Wizard/Magician Bard. Let's assume for the sake of argument that any spell on either class list is potentially on the table, and that I have a million gold to spend on this problem.
Ideas?
Looking at the bag of holding approach again, I could probably get some milage out of the life bubble spell by way of the aforementioned 10th level druid...
http://www.d20pfsrd.com/magic/all-spells/l/life-bubble/
MakuTheDark wrote: Can ya hire a wizard of 9th lvl to cast Permanency Reduce Person on them? Makes them harder to hit. Make em wizards and just spam invisibility when moving and hide them in Secure Shelter(lvl 4 conjure spell) when they sleep. That's a start, thanks! I'm worried about what happens when somebody drops a fireball, cone of cold, or similar AoE on the group though.

As a 10th level wizard, I have a quintet of 5th level human NPCs that I need to take with me into some very dangerous places so that they can perform an important hour-long ritual once per day. The question on the table is how to keep them safe from 10th level party appropriate adversaries the other 23-ish hours, including while they sleep, which unfortunately somewhat precludes stuffing them into a bag of holding with a bottle of air.
I have some resources to throw at the problem, but ideally no more than 15,000 GP, and while I can purchase just about anything Paizo has dreamed up, I cannot craft any items.
I can call upon the assistance of a 10th level druid or cleric to make this work.
One additional piece of flexibility - the NPCs may be of any class so long as they are all the same. They have no relevant equipment, but can use their class abilities (spells, etc.)
Mirror hideaway and rope trick would be amazing solutions - except for the part where I can't move them around... teleporting them in and out is a dicey proposition, because the DM has a few too many ways to make that go wrong. (Eg. they could be attacked while waiting wherever they are, teleports could be blocked, etc.)
Thoughts?
Looking at the Chuspiki here: http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/chuspiki
It seems almost certain to me that its Air Blast ability will eventually be explicitly limited to 3HD, given that the Silvanshee Agathion's lay on hands ability was revised to limit itself to 2HD and it was just 1/day, while air blast is at will.
But for now, other than that one precedent, is there any RAW or FAQ to support such a limitation?
Looking at the Reaching Vines item from the Alchemy Manual:
1. Could a spellcaster with this graft use their vines to deliver touch spells as normal, except with 10 foot reach?
2. If so, and if targeting an enemy, would they take the normal -5 for attacking with a secondary natural weapon?
Item text:
Cytillesh spores seeded beneath the subject’s skin enable the subject to extend and contract fungal vines from its wrists and forearms at will. The subject gains two vine attacks per round, which count as secondary natural attacks with a reach of 10 feet. These vines deal no damage, but the fungal-grafted creature can attempt to pull a struck target up to 5 feet toward itself, as the pull universal monster ability (Pathfinder RPG Bestiary 303).

KainPen wrote: Sunblade is a very specific item so you use the caster level listed in the box. Which is 10. actual a +1 Flaming sword requirement is Cl requirement is a 10. you take the great of of the caster levels.
as per this rule
Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
but note you can ignore the caster level requirement when crafting/upgrading and Item by adding 5 to the DC of the crafting check.
That logic seems a little weird to me - that would mean that the caster level requirement to make a +3 sword would be 9, but the caster level requirement to make a +1 flaming sword (flaming being a +1 enchantment, so a total item enhancement for purposes of cost, etc. of +2) would be 10. Does that seem right to you?
CBDunkerson wrote: For existing items the caster level is always listed right at the top of the entry;
"Aura moderate evocation; CL 10th; Weight 2 lbs.; Price 50,335 gp"
As to how they got to 10th, that gets tricky with items that don't fit the simple pattern, but I'd guess that someone estimated it was about equivalent to a +5 weapon quality overall.
I don't think we can infer the special weapon caster level requirement from the CL of the item. A +1 Flaming sword would have a CL of 10, but a caster level requirement of only 3. (Though of course you couldn't even have the feat at 3rd level...)
Edit - Also, 10 doesn't work as an answer because the rule says we're multiplying by 3 to get there, and 10 isn't evenly divisible by 3.
Per the magic item creation rules:
"Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon abilities."
So what is the caster level requirement to create a Sun Blade?
http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/su n-blade
Is it 6 (3 x the normal +2 enhancement bonus), 12 (3 x its +4 enhancement bonus vs evil) or something else keyed off one of its other properties?
AwesomenessDog wrote: Glord Funkelhand wrote: It's been a while since I looked at the Monk, but doesn't the Monk treat "Monk Weapons" as "unarmed" with regards to his abilities? No, because then they would use unarmed damage, which was not monk weapon's intent. If you want damage you're better of using an unarmed strike, monk weapons were designed for combat maneuver checks. Though in this case the monk weapon is actually substantially better from a damage perspective... average 9.5 per hit vs 6.5 per hit for the unarmed strike.

Wanting to make sure I'm understanding this right. Assuming a level 6 unchained monk with 14 strength and a +1 sansetsukon (2h monk weapon):
Their "normal" full attack progression would be:
+9 / +4 for (1d10 + 4) per hit
Turning it into a flurry makes it into:
+9 / +4 / +9 for (1d10+4) per hit.
Spending a ki point to tack an extra attack on the flurry on turns it into:
+9 / +4 / +9 for (1d10+4) per hit plus the extra unarmed strike at +8 for (1d8+2)
And if the unchained monk happened to do all of the above (flurry + spend ki point) while hasted, the sequence would work out as:
+10 / +5 / +10 / +10 for (1d10+4) per hit plus the extra unarmed strike at +9 for (1d8+2)
Is all of the above correct? The thing that seems weird to me is that the extra attack from ki has to be made with an unarmed strike and can't be made using the weapon... but the RAW (below) seems pretty clear...
"By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects."
http://www.d20pfsrd.com/mythic/mythic-feats/spell-focus-mythic
RAW: "Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell's targets to roll their saving throws twice, taking the lower result."
So does that mean that the final bonus if you have all 3 feats is +3 (+1 from mythic spell focus) or +4 (+1 from mythic spell focus to each of the lesser feats)?
As the title suggests:
1. If I have a bag of holding in an anti-magic field, can I put things into it as I would a simple non-magical cloth bag?
2. If not, why not? After all it is specifically described as being a bag in the flavor text, and its not like the anti-magic field can hold it shut...
3. If so, what happens to the things in the "mundane" inside of the bag when I leave the anti-magic field?
Cyrad wrote: This is giving me way too many ideas. I'm now brainstorming a plot where an evil guy commits mass murder or assassinations by mind controlling cats and having them coup de grace their owners.
I mean, why not? I had a villain try to spread a plague by baleful polymorphing infected people into cats and giving them away as pets.
I love every part of this.
Melkiador wrote: The problem is that the game assumes the "average person" is level 1, where the real world "average person" makes more sense at around level 2 or 3. Truth. I honestly think you'd get a great product for low-fantasy if one took levels 2-7 and re-incremented them into a complete game. Like epic 6, but less of a hack...
Deadmanwalking wrote: Uh...squirrels and cats both have identical to-hit and AC. So...the squirrel/cat thing? Doesn't actually work like that. If the squirrel is the attacker and uses hit and run tactics it breaks even...but that's all it does. False.
http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat
http://www.d20pfsrd.com/bestiary/monster-listings/animals/squirrel
Squirrel vs. Commoner doesn't work out so well for the Commoner either, most likely...

Cyrad wrote: To be fair, if a cat had human intelligence, it could very well murder a human quite easily in their sleep. The only thing that bothers me is that a cat has 3 hit points whereas a rat and a bug (greensting scorpion) have 4 hit points. What's up with that? I am similarly bemused by the fact that in a fight to the death, a well-played Pathfinder squirrel will probably beat a cat. They both have 3 HP and do 1 damage per hit, and the cat has 3 attacks, so it sounds like it should be easy for the cat - but the squirrel is a size category smaller and has 2 more dex, so winds up at +4 to hit and +4 to AC relative to the cat.
Thus, the squirrel hits on a roll of 6+ while the cat needs a roll of 14+. Still, if they just stood and fought head to head, the cat would still win, on average, because of its three attacks. But wait - the squirrel has Acrobatics +6 while the cat has a CMD of 6. So the squirrel can attack and then tumble away with a guaranteed success every round, denying the cat the ability to make more than one attack per round, at which point the cat is pretty much screwed, even if it won initiative, because it is making 1 attack/round at a 35% to hit, and the squirrel is making 1 attack/round at 75% to hit.
Of course, no rational DM would ever fight a squirrel that way - they would just have it run to the nearest tree and climb-speed away - but it's pretty silly that it is possible.
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LazarX wrote: Are Hosuecat vs. Commoner battles a thing in your worlds? If not, why bother?
This is a wargame not a simulation.
Because I'm working on a jokey supplement for one-shot purposes where it might come up.
I'm not sure why Pathfinder being a wargame (a questionable claim in and of itself) would excuse it handling certain types of combat badly. If anything, wouldn't that make it worse?
Ciaran Barnes wrote: And here is where it all falls to hell. Dang it reality! For your amusement value, the reason I care is that I am toying with putting together a parody supplement called "Ultimate Cat"... it would include cats as a PC race, four 10-level base classes specifically for cats, a set of cat feats, etc. It's pretty silly, and totally unbalanced (on the "weak" side) with anything else, but could make for fun one-shots.
Ciaran Barnes wrote: I'm kind of in favor of leaving the "problem" as it is, purely for amusement if nothing else. In general, so am I... but I'm prepping something where it matters.
Ciaran Barnes wrote: You could also "fix" it by removing the minimum 1 point of damage (except for crits) That makes it absurdly difficult for tiny and smaller animals to hurt each other, or to use their poison, and doesn't solve the coup de grace problem.
Ciaran Barnes wrote: implementing maybe DR 1/- per size category smaller the attacker is. I thought of that - it's more elegant, but the problem is that then a cat (tiny) can then only hurt a dog (small) on a crit... and while a dog is clearly stronger than a cat, it's probably not THAT much stronger.

I am trying to come up with a succinct rules-based fix that makes combat interactions on the extreme low end of the CR-world work a little more coherently without breaking things up the scale.
Specific holes in the current rules I aim to fix:
1. A standard cat is more than a match for a level 1 human commoner in combat.
2. A standard cat can deliver a coup de grace with a high probability of success vs. the aforementioned commoner. (Kinda makes you think twice about when you wake up with your cat on your chest, huh?)
3. A standard cat cannot do lethal damage to its prey (except by way of stacking on excessive nonlethal damage).
Here are my changes:
----------------------
Original: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.
Revised: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage. If the attacker is larger than the target, they may choose to instead deal 1 point of lethal damage. If the attacker is two or more size categories smaller than the target, a non-critical hit deals no damage of any kind, but is still considered to have done so for the purpose of delivering poisons and similar effects.
----------------------
Original: You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.
Revised: You automatically hit and score a critical hit. If you do at least two points of damage and the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.
----------------------
Thoughts?
Obviously this creates a little more complexity than the base rules, but it wouldn't come up in play very much. It doesn't do much for halfling and gnome commoners - but they logically should be more vulnerable to tiny predators than their larger counterparts anyway, so I'm not super broken up about that.
If it doesn't work, my guess would be that the ability would function with only disarm, trip, and sunder, since those three maneuvers can be performed with any weapon...
Edit: Ninjaed
RAW: "At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons."
Assuming an unarmed strike, does this ability work with grapple? If not, what maneuvers if any does it work with, again assuming an unarmed strike, and why are they different?
Archetype Link: http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-a rchetypes/sensei
Nefreet wrote: Is someone looking to make a Songbird of Doom? Not quite - restricted to "core" classes in this game, so no swashbuckler or slayer. Their build is focused locking down enemies via stunning fist / bewildering koan / enforcer, plus social shenanigans.
Cleric 1 / Thug Rogue 2 / Sensei/Ki Mystic Monk 4 / Exploiter Wizard 1
Cleric gives ability to use wisdom to social skills via conversion inquisition
Thug rogue gives 1d6 of sneak attack, access to rogue talents via feats, bunch of skill proficiencies, ability to make things frightened for a round via intimidate checks.
Monk gives Ki for bewildering koan, plus WIS to AC/Hit/etc. and a bunch of feats, saves, etc.
Exploiter wizard lets him use scrolls without UMD, gives a familiar for +init via the exploit, and misc. handy things (cantrips, etc.) plus access to archaist exploits via feats.
If anyone can confirm that the ring in question indeed only grants stats as per Beast Shape II, that would also be lovely. Thanks!

I have a monk that has acquired a Ring of Seven Lovely Colors, which lets him turn into a "raven" (gaining the fly speed, and other beast shape II type benefits thereby even though it uses beast shape IV, which is bizarre but another topic). However, we've got some questions I would like feedback on my answers to:
Q: While a raven, will he be able to use his unarmed strike (albeit reduced with the appropriate size modifiers)?
A: As far as I can tell, yes. It might be a bit silly, but he can do it. He is still a Monk.
Q: If he was under the effects of a Magic Weapon or Magic Fang spell (both of which work for a Monk's unarmed strike), would it continue to effect his unarmed strike while in bird form?
A: As far as I can tell, it should...
Q: If he is just going to use unarmed strike and ignore the raven natural attack, does he even need Feral Combat Training to use Stunning Fist, etc. as normal while in raven form?
A: As far as I can tell, no.
Can anyone point to RAW or FAQ that contradicts any of these three rulings?
I am running a game with a Level 2 party that is being pursued by a literal army of thousands of low-level orcs whose leader they assassinated with a feather token catapult (!). They are hoping to lead said army into a trap laid by the human noble who sent them on the mission, and I'm struggling a little bit with the mechanics of the chase.
So far, I'm thinking survival and ride checks for the party's progress, with increasingly difficult CON checks to avoid fatigue, etc. as the chase will go on without a proper break for 4-5 days. Opposed to them will be several groups of orcs, and anytime one of those groups overtakes the party, they'll have an encounter.
Would love any additional ideas to make the chase more exciting and varied. Thanks!
From my reading of the rules here:
http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-i tem-creation
it seems like it one should be able to make almost any "normal" magic item into a tattoo equivalent simply by doubling the cost.
My question is this - given that one is effectively paying for the item to be slotless, are there any rules to suggest that such a "tattoo" item must occupy a slot that corresponds to the one occupied by the "normal" item it is based on? (I could see a "logic/fluff" argument for this in some cases, less so in others.)
For example, if I made a magical tattoo equivalent to say, a hat of disguise, could I put it in, say, one of the "ring" tattoo slots, instead of the "head" tattoo slot?
The idea of "coating" something with dye hurts my brain, but that would still only put the cost at 1800 GP, which isn't bad.
I'm wondering how much Truecolor Dye one would need to color an entire cloak to be worn by a medium creature. The item description says that one vial is enough to coat a square foot of material - but that sounds like you're using it as paint, rather than as dye, which isn't really the same thing. (Nor do we know the standard square footage of a cloak in pathfinder, or whether we would have to do both sides or whether it would soak through).
I'm pretty sure there is no RAW on the issue of dying clothing (though I'd love to see it if there is) - otherwise, how would you rule it if you were running a game with a PC who wanted to do this?
Byakko wrote: Btw, just *in case* someone was thinking about combining this with a familiar archetype.... most familiar archetypes (eg Mauler) can't be used on Improved Familiars since they lack Speak with Animals of Their Kind. (this won't work even with the Animal patron) Thanks also for reminding us of that. It looks like they can be a Sage or an Emissary though.
A Nycar (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/nycar) is one of the improved familiar options. It has both regeneration and ferocity.
Given that regeneration means it can't die unless exposed to its weakness (cold iron) and ferocity means it doesn't go down until its HP equals its negative con, at which point it dies... what happens when it takes a bunch of damage, reducing it below its negative con?
Right now, I would probably rule that at the point a monster with ferocity would normally die, a Nycar falls unconscious until its regeneration brings it back above 0 HP, but I'd love to hear other views...

Oncoming_Storm wrote: Actually I don't think Animal Ally becomes useless, it's the only way I know of to gain a medium animal for a medium Paladin, RAW. If there's another way to do it within the rules I'd like to know. Divine Bond wrote: The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6. I don't see anything in the RAW that states you MUST take a mount of a size you can actually ride. It just says what is typical. Since a dog is expressly called out as a suitable product of the ability, I don't see it as requiring GM fiat.
In places where you MUST take a mount you can ride, the rules generally say so - as in the Beast Rider cavalier archetype, for example.
... come to think of it, I think that makes taking animal ally in the first place completely superfluous :P
Based on the RAW and John Compton's statement here:
http://paizo.com/threads/rzs2q9f7&page=3?The-ARG-race-restriction-and-f avored-class#141
You would indeed wind up with a 7th level companion, but thereafter your companion's effective level would be limited such that it would only ever have one more HD than you. So, at 12th level, your companion would be at most level 16.
But, the above has yet to be codified in an official FAQ as far as I know, and I frankly think it is pretty silly. If you were at my table, I would rule that your animal companion would go to 5th level, and I would let you retrain the feat since it is now clearly superfluous.
My main basis for that ruling is how the Boon Companion feat works (http://www.d20pfsrd.com/feats/general-feats/boon-companion).
Would a gnome rogue that takes the ki pool talent be eligible for the Bewildering Koan and/or Extra Ki feats? Can't tell if getting a ki pool VIA a class feature is the same for satisfying perquisites as having it AS a class feature...
Zwordsman wrote:
I like the first few. .but an hour and i'm sure that eldritch horror would've found and snuffed out the explosion. .that i assume would cover some door or something to freedom (Like Alone in the Dark style).
I suppose that depends if the eldritch horror has any knowledge that helps it understand alchemy. It might - but that seems less likely than it knowing all about any magical approach you might take. ;)
Zwordsman wrote: i see no reason ever to not just spend a min trying to hit it with flaming arrows in most cases.. or throwing a smaller bomb into it.. or spark spell or all that.. No? What if the explosion is meant to distract guards while the party does something else somewhere else? Or what if you'd like time to establish an alibi about your involvement with it (I can't possibly have been involved, I was very visibly giving a bardic performance on the other side of town!)? Or what if you'd like time to get out of the coal mine before your explosion collapses it on the eldritch horrors contained therein?
The alchemical item Phosphorescent Gel (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-ot her-substances#TOC-Gel-Phosphorescent) seems basically designed to be a fuse for a bomb - but there don't seem to be rules on how to build or assess damage from such a thing if, for example, one wanted to blow a hole through a city wall.
Let's assume that we're working without alchemist (class) bombs. Given that, is there a way within the RAW to effectively build such a thing?

I am trying to put together a list of all of the permanent magical effects that a low level character can create and leave behind, absent the permanency spell. These can be effects that hang around until activated (explosive runes), effects that endure indefinitely (arcane lock) or the creation of "real" items that don't eventually vanish (except through the normal processes of nature). I'm also excluding all the items with patches that you tear off to make things.
Parameters: Less than 6000 GP (magic item price, or spell components), spells 4th level or lower.
So far I've got:
Items
Ring of Arcane Signets
Copycat Siphon
Philter of Love
Truecolor Dye
Robe of Infinite Twine
Stubborn Nail
Tree Feather Token
Sovereign Glue
Stone of Alarm
Marvelous Pigments
Eversmoking Bottle
Mallet of Building
Oathbreaker's Band
Apple of Eternal Sleep
Gloves of Shaping
Replenishing Aquarium Ball
Spells
Arcane Mark
Sow Thought
Anonymous Interaction
Arcane Lock
Blindness/Deafness
Carry Companion
Decompose Corpse
Sculpt Corpse
Magic Mouth
Phantom Trap
Retrieve Item (sort of)
Sentry Skull
Steal Voice
Expeditious Excavation
Warp Wood
Explosive Runes
False Alibi
Glyph of Warding
Oath of Justice
Sepia Snake Sigil
Rune of Mirroring
Symbol of Warding
Symbol of Laughter
Symbol of Revelation
Symbol of Slowing
Steal Book
Stolen Light
Symbol of Healing
Bestow Curse
Calcific Touch
Greater Brand
Modify Memory
Mythic Severance
Rennovation
Rest Eternal
Sacrifice (sort of)
What are your favorites? What have I missed?
I will definitely check out the rise of the runelords stuff, but this is in an unconnected setting, so I don't want to go too far down the path of dealing with rune magic, etc.
Sissyl wrote: You COULD reverse the tests and see if the heroes would act in accordance with the seven virtues instead. So you'd get chastity, temperance, charity, diligence, patience, kindness and humility instead. Interesting thought.... hm.... any thoughts on how PCs might interestingly demonstrate chastity and temperance? Those strike me as the least obvious of the seven...
Thank you for the input so far everyone - very helpful!
For lust, I'm currently leaning towards a "deceptive beauty" angle - possibly a siren sort of thing... choice of two corridors, one filled with apparent danger, but with the sound of lovely music... one apparently safe, but with discordant, off-putting sounds... the "trick" is that the corridors are actually exactly as they appear... if you fall for the "beauty" despite the other information available to you, you walk right into a hallway of traps...

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I am putting together a dungeon based on the classic seven deadly sins (wrath, greed, sloth, pride, lust, envy, and gluttony) - the idea being that the party will face seven scenarios, the "safe" outcome to each being contingent on their not behaving in accord with the sin in question. (And if they do, then bad things happen.)
The challenges will not be expressly signposted as such - this isn't an initiation rite, but rather a layered protection around a powerful artifact. It is totally possible that a particularly unthinking party will simply blunder through, triggering each of the bad things in turn, without ever figuring out what is going on.
For the challenge of wrath, the party will be presented with a couple of irritating (but non-threatening) NPCs. Obviously, deciding to attack said NPCs is the "fail" state, while simply passing them by is the "success" state.
For the challenge of greed, there will be a traditional "don't touch the treasure" situation.
For the challenge of sloth, the party will have to perform tedious manual labor. Attempts to entirely bypass said labor will likely trigger the fail state, but if they can figure out how to do it more efficiently or do it with magic, they might well get away with that.
What sort of challenges do you think I should use for pride, envy, lust, and gluttony? I would prefer ideas that are driven by player choice, rather than by requiring party members to make saves, etc. (Eg. If something bad happens, it should be because a party member chose to act foolishly, not because they failed a save.)
FWIW - Though this does not need to restrict anything, the dungeon was (per the setting lore) put together by an epic-level bard.
zza ni wrote: breaking doors\walls is hard. also might be hard to know that anyone is on the other side... Which I suppose is an argument (if you can make the DC reliably) for entering rooms this way ALL THE TIME. Which would probably get old, after a couple of sessions, now that I think about it. Also, you'd never be able to stay at the same inn twice. :P
EDIT - If one wants to be practical about it, I suppose http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/glove s-of-reconnaissance is always an option...
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