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In Golarion Mythos, the elves originated from a different planet and come to Golarion, prior to Earthfall. With the impeding cataclysm, they opted to return home except for a stubborn few who thought that going underground would provide them safety. While underground the cataclysm shook the foundations of Golarion so much so that an ancient evil was awoken (Rovagug). Rovagug's spreading awareness combined with the Darkland's strange radiations, touched the elves and corrupted/transformed them into the dark elves we know today as drow.
Here's my question, it appears as though the elven physical nature is extremely reactive to their environment. So here's my question, apparently the overwhelmingly malevolent mind of Rovugug the Destroyer was so effecting to those elves that it saturated their very core, which altered their psyche, demeanor, and physical appearance. It would then seem likely or possible that a likewise benevolent, charitable, ultimately good mind touching the drow could have the same effect.
Without speculating on the mindset of the elves who descended into the Caves of the Craven ... whether they were pliant to the evil whims of Rovugug, perhaps susceptible to the transformation because of their stubbornness to stay against the wishes of their kind... I'd be curious to hear/see a story or thoughts on whether they could be turned back...
is there a way to get email notifications from paizo forums? I love asking questions here, but I wish I could get notified of when a response has been posted.

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I have a question about the application of this mythic ability. Here is the description... for them who appreciate having the reference...
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'?
As absurd as it would be, is it possible for a Sorcerer with some bloodline to somehow later gain a second bloodline?

So, I've got a Sylph Sorcerer(2)/Rogue(1) Elemental Bloodline(Air) with the Magical Knack trait
Quote: Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level. Quote: Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. Quote: Favored Class: Sorcerer: Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power. Lastly...
Quote: Bloodline Power:Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Caster Level is where I am struggling... His flat caster level is Sorc(2). With Magical Knack, the caster level becomes (Sorc(2) +2)=4 with a limit of the total Hit Die or character level(3). Adding in Favored class bonus of +1/2, whether the CL is figured at 2 or 3, the bonus should be +1 for a effective caster level of 4, resulting in an Elemental Ray that does 1d6+2 dmg.
If another level of Sorcerer is gained this would become Sorc(3)+2 (with a limit of 4) +(1/2 levels *4) resulting in 1d6+4?
OR
If another level of Rogue is gained this would become Sorc(2)+2 (with a limit of 4) +1/2 levels * 4) also resulting in 1d6+4?
Ultimately, I'm looking for validation. I THINK I understand how it's all supposed to come together, but it's a little confusing.
I'm curious ... what is the least played class(s) in Pathfinder? Let me specify, published classes (not including 3rd party).

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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?
So I'm playing with my two sons at home and have started an adventure with them where while they sleep they assume the place of a young would be hero just starting at the Hero's School. So far they've 'discovered' their classes, and rolled up their ability scores. That ended with the foreshadowing that the next session would be a meeting with an advisor would would help them select a class.
One thing I'm wondering a way to give them a chance to play through some of the core class types. One option I had thought of was a few illusionary where their class and abilities were 'imprinted' on a fighter, a caster, and a healer type. Where I'm getting hung up on that idea is how they may 'discover' their skills, traits, and feats.
Thoughts, comments, suggestions?

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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.
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