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5 people marked this as FAQ candidate. 1 person marked this as a favorite.

I have a question about the application of this mythic ability. Here is the description... for them who appreciate having the reference...

Spoiler:
[i]Mythic Adventures p.48[i]
Transfer Magic (Su):
Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn't cause it to revert to the original target. If the transferred magic can't affect you(for example, if it doesn't affect creatures of your type), it ends immediately as if dispelled. You can't use this ability to transfer continuous bonuses from magic items , such as an armor bonus from bracers of armor.

What I take from this is that any active magical effect is subject to this mythic (Su) ability. To start with, I understand that this does not allow for taking spell-like abilities that a creature may be able to activate and then use yourself, it must be an active magical effect.

So, does this include Spell-like abilities(Sp) or Supernatural(Su) abilities that a creature may have? Or possibly Spell-like Abilities that can be activated at will (that are currently active)? The description for Spell-Like abilities states that they can be dispelled. Given the text states that if the magic cannot effect you and that the effect ends immediately as though it were dispelled. Would this imply that anything that can be suppressed/negated by an antimagic field could be subject to 'Transfer Magic'?


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doc the grey wrote:
The name really says it all but I'm really looking for a good program that allows me to build and store maps with and allows for the creation of maps of rather large sizes. Right now I have a dungeon I'm working on who's bottom floor is about 2 flip mats wide (thin ways) by 2 long (long ways) and I'm having trouble finding a free program that allows for a space big enough for that size.

I don't think it's quite what you're looking for, but I just discovered this and I think it's unbelievable!

http://donjon.bin.sh/

Sounds like you're looking for more of a dungeon manager though...


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Ex-ANTI-PALADIN FTW ... wants to be good, and is trying to absolve himself, but he struggles with swinging his alignment from the downright fun he used to have.

Ogre Bard ... think Vogon Poetry Afficianado (Hitchhikers Guide to the Galaxy) ... uses the party in his poetry possibly announcing weaknesses while casting a demoralizing spell...

Pick whatever character you like and give them a cursed wondrous item, like haunted boots with a self target or Buffon's Sword ... maybe the new NPC comes bearing gifts in the form of belts that are supposed to be Belts of Giant Strength or something or the other, but are actually Girdle(s) of Opposite Gender ...


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I searched and didn't find anyone having asked this point, so ... reading through the descriptions of the racial traits, I noticed that the change shape description lists +10 racial bonus on disguise checks to appear human.

Quote:
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

... but then reading the description for Realistic Likeness... it provides +10 circumstance bonus on disguise checks

Quote:
Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, ]granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

Since it specifically states two difference types of bonuses, that would stack, does this mean that a level 1 Kitsune with realistic likeness would have an automatic +20 to be disguised as any individual they've met before?


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My character is a Sorcerer Sylph with Cloud Gazer feat. As a racial trait I have darkvision(60ft). My question has 2 parts:

1. If I cast Obscuring Mist, since it is created magically, the way I read it is that it satisfies the Cloud Gazer condition for the triple the distance seen. Agree or Disagree

2. Would this apply to my Darkvision(60ft). In a dark cave, I cast Obscuring Mist, is my darkvision distance tripled to receive 180ft?

Sources cited below:

Advanced Race Guide pg. 157 Sylph Racial Traits wrote:
Darkvision: Sylphs can see in the dark up to 60 feet.
Advanced Race Guide pg. 159 Sylph Feats wrote:

Cloud Gazer

Your insight into your elemental heritage gives you a clarity of sight few humans possess.
Prerequisite:: Sylph.
Benefit:: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.
Pathfinder Core pg. 317 wrote:

Obscuring Mist

School conjuration (creation); Level cleric 1, druid 1, sorcerer/
wizard 1
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level (D)
Saving Throw: none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.