@Diego Rossi Good catch! Just to provide a link :
@Makin And Stump Good luck, I hope that you are able to find something that suits your needs, (even if it may not be quite what you currently envisage).
I can see a few potential problems but as always, things may be up to interpretation : 1. Which Divination Spell are you using to follow the Spectral Hand? Focusing on the Enemy/a minion as the Target does not give you the co-ordinates/direction to send your Spectral Hand towards, just a picture of the Target as restricted by the Spell. Telepathic Bond does not do what you suggest. Spells:
I am going to cover as many relevant Divination Spells for coverage - they may be higher level than you want but Insect Spies, Greater is a [6/7] Spell, so ... Arcane Eye
Clairaudience/Clairvoyance
Insect Spies and Insect Spies, Greater
Prying Eyes and Prying Eyes, Greater
Questing Stone
Scrying and Scrying, Greater
See Through Stone
The spell does not negate concealment for those creatures hiding behind stone objects (the stone is still an obstacle to your attacks).'
Spherescry
Symbol of Scrying
Telepathic Bond
Format: telepathy 100 ft.
Vicarious View
Watchful Animal
Witness
2. Line of Effect - mileage will vary on interpretation. I read this as whilst the Spectral Hand delivers the Spell, it at no point is stated to be treated as the Caster, (that would be your actual Character). So even if you can accurately direct your Spectral Hand, by having a solid barrier you are prevented from Casting your Spell on the Target. Thoughts:
Spectral Hand '... allowing you to deliver low-level, touch range spells at a distance.' '... any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack.' - It references the P.C. as the Caster, delivery by the Spectral Hand and adding a Bonus to the P.C.'s Attack Roll, (as if the P.C. is the attacker despite using the Spectral Hand). Familiar
Line of Effect
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.'
Again, always with the proviso that others may interpret things differently.
I would check out the Delayed Bomb, Remote Bomb and Syringe Stirge Discoveries; depending on interpretation you might be able to use the Fire Brand Discovery. Games that use the Hero Point system allow Characters to gain an extra Action, whilst a friendly 9th Level [PrC] Pathfinder Chronicler can give you an extra Standard Action.
Dragon78 wrote: So what pocket versions do you guys own? The Core Rulebook, Bestiary I, Gamemastery Guide and Advanced Player's Guide. I would have liked the mythic books as pocket editions; I also bought the hardcover Ultimate Campaign before there was a pocket edition, otherwise I would have picked that version up.
I would treat along the lines of a Battlepot Cauldron, which states that it can be wielded 2H as a +1 Heavy Mace, (using the handles), but unlike the Battelpot Cauldron it would still be treated as an Improvised Weapon.
d%--------Time on Material Plane---Time on Erratic Time Plane
Looking at the description of the Erratic Time Planar Trait, I would interpret it as stating that each Plane with said trait has a shifting flow of time, rather than a fixed one following a single Roll upon creation. For example, the G.M. could Roll a 05, meaning that I experience 1 Round but events on the Material Plane go much faster. They then Roll again the next Round, (with a 25), not needing to Roll again for another in-game hour, and so on. As the Player, I would not Roll as it is the erratic flow of the environment, plus as an inhabitant I would experience time "normally" and so should not know how the time flow is moving.
Java Man wrote: Humanoids with 1 racial hd do exchange it for class levels, but grindylow are aberrations. Do you have a link for this? I cannot find a reference for any Creatures exchanging 1 Racial H.D. but that could just be me missing it. If so, I might have a couple of stored N.P.C.s to adjust ... N.B.: I could only find this relating to the first H.D. being Racial, and this which refers to Racial H.D. Stacking with Class levels, (in that particular scenario). Neither mention replacement by Class Level.
Although this is end of the line stuff, at Level 20 you can grab the Alternative Capstone Perfect Body, Flawless Mind (Ex) for a +8 Untyped to Constitution (if you so desire). If you allow Mythic, a Mythic Hero Tier 10 can gain a Permanent +10 Untyped Bonus to Constitution. Shakier options :
LordKailas wrote: edit: I looked at the celestial armor again and it does state that it faintly radiates transmutation [good]. Since good is in brackets I wouldn't expect the armor to show up if someone casts detect good. It will show up if someone casts detect magic and only then if they get high enough on their check to get more than just "it radiates faint transmutation magic". So, wearing it doesn't really cause the person to radiate good. Apologies if I sound too nit-picky but [1] Detect Good's entry indicates that Celestial Armour would be picked up : Detect Good, Core Rulebook, p.267 wrote: This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.Celestial Armor, Ultimate Equipment p.125, Core Rulebook p.464 wrote: Aura faint transmutation [good]
gourry187 wrote: per brew potion, a potion under the value of 250gp can be brewed in 2 hours. Assuming an 8hr work day .... that would be 4x CLW potions per day That unfortunately does not work : Magic Item Creation, Core Rulebook, p.548 wrote: The creator also needs a fairly quiet, comfortable, and well lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by +5.Hence why the posters above are highlighting workarounds. As per the O.P.'s mention of Alchemist workarounds :
Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round Description This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract. Potion/Elixir Discoveries, Advanced Player's Guide, p.29 wrote: Dilution: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. An alchemist must be at least 12th level before selecting this discovery.An Investigator can also obtain this Discovery : Other Talents, Advanced Player's Guide, p.32 wrote: Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagenUM, and poison conversionUC. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.For those with access to Domains/Subdomains : Alchemy Subdomain, Divine Anthology, p.22 wrote: Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells. You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.The Alchemy Subdomain is an option for the Artifice and Magic Domains. You can get a Hex variant of Potions 1/day:
If you want something in line with Spells, you can always infuse them with the Healing or Major Healing Hexes to act like the Cure Wounds line. Finally, it does not increase the number of Potions Crafted per day but this expensive Magic Item does enable a Potion/Extract to affect multiple Creatures:
Description This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils. Construction Requirements Craft Wondrous Item, alchemical allocation (Advanced Player's Guide); Cost 1,100 gp (1st), 1,500 gp (2nd), 1,900 gp (3rd) Not exactly a first choice option, however it would allow you to make the most of expensive Potions that take days to Craft, (or simply healing up multiple downed/Paralyzed/Ability Damaged Allies at once in an emergency situation).
"Huh, you thought that you were the only Party that <x> works with? Got fingers in a lot of pies, that one." All of my P.C.s have "Secondary Parties" that they may have been called out to help (or wrangle). My main one is a crotchety healer that I play out in-game as helping(?) N.P.C.s at the end of the day whilst others wind down in inns, which has kind of set the tone now for missing Characters to have gotten stuck dealing with other business "off screen". If it is unexpectedly down to only a couple of P.C.s left, then I go with a Secondary Party side-story, which enables character development outside of the more Combat/work-focused main game. Heck, if it was enjoyable but unfinished in a session, the Secondary Party N.P.C.s are jaegered by everyone, which is a nice way of letting Players in on things without their P.C.s ever knowing. Sometimes this stops curious Players having their P.C.s uncharacteristically poking around trying to find out everything about a Character in-game. Sometimes.
The Spellcaster gains the Profane Bonuses, both examples state this, (see above from @Firebug). In regards to the intended benefits - honestly O.P. I am unsure, however examples/Monsters can infrequently be calculated incorrectly, (human error, as is life), so I would personally err on the side of the main Spell section. Additionally, I see the other benefits as "legal protection" for the Spellcaster from being turned on/attacked (so as to uphold the contract), so the defensive Armour Class Bonus personally seems slightly more appropriate. Unfortunately there is no errata on the product page and the Additional Resources page states that this Spell is P.F.S. legal without mentioning any clarifications.
What Character Level will he be joining your group at? If you want more Class choices on the table his backstory could incorporate the Story Feat Protector of the People. With the goal achieved in the backstory, (or the completion coinciding with a little help from your Party as a reason to begin adventuring), he will get : * The Craft Construct Feat without having to meet prerequisites.
Please note that actual Robots are constructed differently to most other Constructs, requiring : * [Feat] Craft Robot.
If he is set on a Robot then perhaps you can meet him halfway? With the Craft Construct and Technologist Feats he can create a Recycled Construct and use the Recycled Robot method. The reduced C.R. might actually play well with the Protector of the People for reduced Costs, getting a glitchy/"quirky" friend for the sake of two Feats (and a fair amount of money) ... Once the mechanical marvel falls too far behind it will fall to the G.M. to decide if/how/when your son will come across another Robot to salvage. For a Construct that simply fights for its controller, I would recommend a [37 000gp/19 000gp] Clockwork Soldier. If the Strength or Cost/Price is too much for where you are starting, you can always apply the Recycled Construct Template to that, (reducing the Cost by half), alongside the Degenerate Template, (reducing all Ability Scores by -4 for Strength 24).
Gilfalas wrote:
I cannot find a F.A.Q. like that, do you know under which section it was posted? All that I can find is the below non-F.A.Q. reference (which states the opposite) : Immunity (Ex or Su), Bestiary, p.301 wrote: A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Format: Immune acid, fire, paralysis
Senko wrote:
Deities are split into categories according to their Divine Power : * (True/Full) Deities - these grant five Domains.* Demigods - these grant four Domains. * Quasi Deities - these grant one to four Domains, (and inc. Mythic Characters with Divine Source).
A quick jotting of ideas below : Off the cuff: W.I.T.C.H.
* Will = Kineticist:Aether x/Vigilante(Warlock) 8, with Electricity Mystic Bolts, plus Warlock Talents Elemental Armour:Electricity and Social Simulacrum (Sp). * Irma = Kineticist:Water/Vigilante(Warlock) 8, with Cold Mystic Bolts, plus Warlock Talent Social Simulacrum (Sp). * Taranee = Kineticist:Fire/Vigilante(Warlock) 8, plus Warlock Talents Elemental Armour:Fire and Social Simulacrum (Sp). * Cornelia = Kineticist:Wood/Earth(/Aether) x, with the Wild Talent:Universal Mobile Blast. * Hay-Lin = Kineticst:Air x. Their Vigilante:Warlock "Spellbook" would be the (Artifact) Heart of Kandrakar, for which their connection counts as "being in possession of". All would be able to reach a Kineticist Level granting them Kinetic Form to embody their Element. === Cardcaptor Sakura
=== Power Rangers
Couple it with [6] Transfer Familiar to be able to grant a Party member the duplicate Familiar, (e.g., boosting someone's low Skill with the right Familiar Bonus, Alertness, Share Spells; etc.).
Dasrak wrote:
I thought that 'DR/Magic or Silver' was the either/or option, whereas 'DR/Magic and Silver' would require both to overcome Damage Reduction, (e.g., a Silver Weapon with an Enhancement, possibly the [3] Silver Darts Spell; etc.)? Damage Reduction (Ex) or (Su), Universal Monster Rules, Bestiary 1, p.299 wrote: A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be of both types to overcome this kind of damage reduction. A weapon that is only one type is still subject to damage reduction.
Eh, just burn it down until there are only small pieces left, then make liberal use of [4] Make Whole, Greater ... :p
Goblin_Priest wrote: Sounds like Pokemon. Whilst there are bound to be some that cannot be affected, most defeated Enemies can be dealt with by utilizing [5] Baleful Polymorph and a [2 000gp] Replenishing Aquarium Ball, Standard or a sturdier [4 000gp] Replenishing Aquarium Ball, Greater. ✓ Monster concept reduced to a cuter version.
Yep ...
JiCi wrote:
They can do this if they take select the Kitsune Race Trait Nine-Tailed Scion, as it allows them to choose Magical Tail instead of many of the Bonus Feat(s) granted by their Favoured Class, (see link for restrictions). The trait specifically calls out Bloodline Feats as compatible.
Slim Jim wrote:
Racial Heritage does not have that stipulation, only Planar Heritage. Regardless ... * Tengu Wings - you sprout wings (as an (Sp)) that you did not have already, so even if the stipulation had been applied to Racial Heritage it would not be a problem. * Draconice Glide - you grow a pair of wings that you did not have already, so even if the stipulation had been applied to Racial Heritage it would not be a problem. Draconic Paragon - this strengthens said wings added by Draconic Glide to the point of providing flight. The stipulation directly applies to Planar Heritage/Aasimar - but fortunately is again irrelevant to this method : * Angel Wings - you "gain" (grow) wings that you did not have already, so it is not a problem. There are no requisite physical features required by the above methods, since the Races involved do not have wings either and the Feats take that into account by granting a pair of wings (to said wingless Creatures). However, the stipulation does prevent a Human from just taking Grasping Tail to gain a semi-aposable tail. (Despite not being stated as a requisite, Tail Terror still could not be applied to something not there anyway, so that Kobold Feat could not be coupled with the wings.)
At Ch. Lvl. 5 Tengu's can take the Feat Tengu Wings to gain giant Crow Wings granting Fly 30ft.(Average) - although only as a 1/day (Sp), for 1 min./Ch. Lvl. A Sorcerer/Barbarian can gain wings via certain Bloodlines, such as Celestial (Sorcerer 9) or Draconic (Sorcerer 15). Anyone with enough Feats in the Eldritch Heritage chain can also gain wings via this method, which leads me onto ... Humans with the Racial Heritage/Planar Heritage Feat - enjoy picking Racial Feats from the Aasimar, Kobold or Tengu lists.
Sam Phelan wrote:
Dear Sam, I just e-mailed back before seeing this, as there are two unresolved issues that will keep recurring :* The items were incorrect, so I used the Cart issue itself to update the order to the seven items that I originally ordered. Please note that I sent my confirmation e-mail with the correct items on it to Customer Services but it was not referenced at all, (I stated it in my thread in this forum under 'Order 9276155').
Additionally, my bank has already received a request for the original amount on 30th November, (which is slightly more than what the Cart now shows), so I want to ensure that I am not going to get charged twice ... Kind regards, BENSLAYER
Katina Davis wrote:
Is the Cart/Order History issue being looked into? A few more have popped up in the Customer Services forum, (inc. mine). To summarize : Carts are staying full, order payments are being charged, however the Order Histories are showing 0 items/Completed. This all occurred as soon as the Sale issues were being looked into.
You stated the rules and then did what you said that you would do, so on that score it is fine. However, your group being unhappy is an issue that I suggest you adjust for. A possible compromise can be found in the Downtime Rules under Earn XP - when P.C.s have missed a session and fallen behind, there is a quick-and-dirty way of catching up. Applying this for those who missed out on XP Encounters too might soften things, (e.g., in a subsequent session they have a quick scuffle in town that earns them higher XP than it normally would), especially when the XP is capped to the top in the Party. This way the benefit for the "leading" P.C. would only last for a short time and could be more about the in-game bragging rights of the Character. If your group knows that there is a net in place to keep things fair, (by that I mean opportunities to catch up if an individual attempts to race ahead), then they are likely to feel more comfortable. @Derklord I think that the O.P. is referring to "solo XP" because only one P.C. was involved, that "shared XP" refers to their previous campaigns having everyone gaining XP at the same rate regardless of who participated in XP granting Encounters or not.
Aaron Shanks wrote: We are experiencing technical problems with the sale. We have someone working on it now. We will post updates when we have them. Thank you. Just an update that whilst the sale links now work, the actual order process is glitching ... I (and another customer) fully submitted an order, the Order History was fine, however the Cart did not reset itself. The Cart indicated against each item that they had already been ordered/purchased, so I later cleared it - which altered my Order to 0 items, $0.00 total payment (but having sent a payment request/received authorization for the real amount). I followed suit with the other customer by creating a thread in the Customer Service forum, (and e-mailed Customer Services for when they come return), to deal with it but wanted to raise it here in case it is a byproduct of the technical glitch with the sale.
I submitted an order (during this sale) and the payment request is in my bank account's Pending Payments queue. However, my Order History shows 0 items and a Status of Completed. It also states both that the $25.76 payment has been authorized at the bottom whilst the Order Total is $0.00 in the order section. Like the thread Order 9113387 (for a separate customer), my cart was left with my items still in it after I processed the payment so after a couple of minutes I removed them; when I later checked my Order History was wrong. :/ Can someone confirm that my 7 items have been ordered or if I have to re-submit? If required, I saved a pdf of the Order History page when it showed the correct information, (which has proven prudent). Any help will be much appreciated! EDIT: I also have an e-mail confirmation of the real amounts.
Is anyone else having trouble getting the pages to load? I have tried multiple browsers, erasing caches/cookies/histories but the sales pages just come up blank. I signed in, reloading or coming via other pages, however the links all get stuck showing a sign-in url, (even after coming out of all Paizo pages/clearing stuff). :/
If the Target is knocked Unconscious they cannot attempt to hold their breath - once swallowed there will not exactly be a lot of breathable air ... If they are Conscious then it will take longer and risk escape, although really this is for capturing weak, 1HD Commoner children that will have a difficult time. Add to this the Round by Round possibility of the Nauseated Condition preventing Attacks to escape and it could be hard for Opponents with a lower Fortitude Bonus, (especially if the Witch wears one of the Belts for Con+2/3/6 to up the D.C.). On top of this a Witch can take control of the situation - hit them and their Ally inside gets hurt too. "Hurt me and the food-baby gets it!" "Thanks for tenderizing the meat - want to give it another bash?" "Ooo, they have stopped fighting back, they must be Unconscious. Thank you so much." Of course, if you are trying to go against the set-up with a Neutral/Good Alignment then capturing a known Enemy and forcibly transporting them to an unfavourable location (via the stomach express) before recommencing Combat is not too shabby. There are too many Opponents to deal with at once? Save one for later. A noodle-armed Spellcaster is dropping Fireballs left and right? Take them out of the fight until their minions have been dealt with or someone Casts an anti-magic Spell.
Personally I like the idea of utilizing Hollow Ones. Perhaps the 'crazy folk' are the 5% of unstable versions, or the B.B.E.G. was one that took Class Levels to emulate its creator, taking over their twisted legacy by making more Hollow Ones. You can sprinkle clues during confusing incidents in the campaign that increasingly indicate various horrors but no concrete evidence. In fact, this gives you an "out" if there is a T.P.K. before the "big reveal", whereby the Party instead later awaken naked, divested of equipment and strangely sore. Only at the end do they realize why they were spared - the B.B.E.G. used them as "materials" for new Hollow Ones, then discarded the assumed to be dying Party, (it turns out P.C.s can benefit from plot armour too!). The horror comes in the Party learning what happened to them, having to kill subservient, distorted versions of themselves/each other, then spending the rest of their lives (if they survive the final Encounter) wondering who in their lives is "real" and who is "Hollow" ...
My game is on hiatus as collectively we are not very experienced, there have been various health issues and I am the most enthusiastic ... However, I intend to stick with PF1e. * It is a homebrew variant of Golarion still in the early levels; so far it is mostly Human Opponents, although we were moving onto an Aberration-themed arc.
I know that it is male heavy but we are balancing this by having more significant female N.P.C. interactions/connections - that have nothing to do with "fade to black" scenarios. There is/will be a peppering of other non-binary folks too.
Link to Iconics for reference. I have never bothered to use the Iconics so do not have a concrete opinion; as @MrCharisma has stated, they look like it depends on what you are looking for as they tend to lean towards a niche/theme.
* Any Vigilante that chooses the Stalker Specialization can select Rogue Talent (Ex) from Level 2 for Ki Pool (Ex).
If you carry on with the rest of the written Ability you will find that it is expressly stated that an Alchemist can benefit from another Alchemist's Mutagen:
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. The Mutagen is inert in a non-Alchemist's possession, however it becomes active in the hands of any Alchemist.
^ Just in case there is any confusion, I believe they mean the Evolved Companion Feat, (which can be taken multiple times).
Can you please link to where you found the Dust/Mist Wight Variants? I cannot find them on Archives of Nethys; I do find them added on for the d20pfsrd entry, however it does not source where these variant options were added from, (most of it is from the Bestiary 1 entry). I am wondering if the site included 3PP in this entry, (it often does), which would explain why there is a question mark over how these variants function. The Frost Wright is an official variant which is why it is worded more clearly.
It is from the Monster Codex, so is more of a themed Archetype that was not really meant to get much mileage, (hence it may not have been looked at thoroughly or was a deliberate "stealth" limitation). As it stands your Suggestion (Sp) is not replaced but is effectively unusable - except as a prerequisite for Archetypes. I could only find three that were compatible, (inc. other factors) : * Buccaneer.
You may want to take inspiration from the Spellbooks section on A.o.N., however I would still take them with a pinch of salt ... Very quick check:
Erages Journeyman's Manual (Spellbook, Level 7 Magus)
Magus 7 - Int. 13 for 3rd Level Spells [1] = 3 + 2 + 2 (+ 1 for INT+1) = 8 [2] = 2 + 2 + 2 = 6 [3] = 2 Actually has the same [1] = 8 [2] = 6 [3] = 2 = Nyzam's Remedies (Formula Book, Level 3 Alchemist)
= Mastery of Word and Thought (Spellbook, Level 20 Enchanter)
My suggestion would be to add their basic allotment from Class progression, (e.g., a Wizard 1 is [1] 3+INT, Wizard 2 is [1] 3+INT+2; etc), and add none to many depending on the encounters you imagine for their N.P.C. life stories. Someone who is stuck at home on the farm will not have many opportunities to swap Spells, have time to research Spells nor find accomplished peers to pay for Spellbook access, even if they (somehow) reach middle levels. However, once they get into higher levels, (e.g., 12+), I would say that they could only have reached that point with exposure to an adventurer/researcher lifestyle - or at least access to those living that way. Therefore these would gain more additions, usually dependent on Settlement or their backstory. Wealth, Settlement access, theme and Spellcasting Modifiers all come into play. If you want to limit how many new Spells these N.P.C.s can offer your P.C.s, remember that if they are often interacting, (and possibly want to become Cohorts), then they have similar interests/lives, so will have a lot of crossover in the Spells that they have. If you want to give a particular Spell to your Party, then an N.P.C. with a similar interest might have already researched/scribed it. Regardless of other calculations, I would always cap the amount based on what wealth gain the Spells represent - travelling, Spellcasting fees and Spellbook access, favours/bribes ... all the things that the P.C.s would have to do. So basically, what amount of treasure/time saving do they represent?
I like this, it is close to how I play using upper and lower cases to determine things : Alignment = game world rules/magical "frequency" detection or "tagging"; alignment = mortal morality; etc. Simplified thoughts: Both Celestials and Fiends can be made out of Souls that started out the same way (Positive Energy Plane ~> new Soul), so I treat their bodies/energies as simply "tagged" as Evil/Good/etc., so that they ping on whatever radar. Then they pick up a resonating frequency from Alignment concepts that in turn influence them, rather than giving concepts substance in of themselves. So more Evil now "owns" these Devil atoms rather than those atoms being made of Evil.
I guess the real question from your post is whether Pharasma cares about "mortal morality", (I am not so sure), or if she simply follows the game world rules. My game has Alignment partially imposed/influenced by Deities, (esp. since it keeps their portfolios consistent and prevents fluctuations allowing crossover with Enemy Deities that might try to steal aspects ...). This explains the rigidity of it and why Deities can appear to run on a different form of morality, usually hand-waived as "seeing a bigger picture" or being "objective".
* They are Evil, Immortal beings and as such many have developed a sense of arrogance - how could finite, mortal Creatures withstand their might? Also recklessness derived from a sense of being eternal.
Also, some linked references :
Conjuration, Core Rulebook, p.209:
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range. Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. Healing: Certain divine conjurations heal creatures or even bring them back to life. Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have. Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. Summon Monster I:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). Summon Nature's Ally I: A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
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