Nargin Haruvex

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Congrats on Kingmaker making it into editing! It must be nice to get that off your plate.

Are you going to be watching Paizocon on Twitch besides participating in your time slot?


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Yesss!!! Thank you all who worked to make this happen for giving newbie writers a chance to write content for people beyond their own tables! The presentation of the magazine is amazing and totally professional-quality, and all the artists did stunning work!


I know you're not really on social media, but do you know of any means to follow Payton Smith's current work now that he has moved on from Paizo? I miss listening to you two talk on Twitch and I haven't been able to find any accounts of his to follow.


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I apologize if this is inappropriate, but how would you feel about simply not answering people who post questions about the same issue over and over without taking your responses to heart?


"If I'm going to take the math route on this, I'll have to know what period you define as the fall of the Roman Empire."


James Jacobs wrote:

I do quite like science fiction, a lot. Just not as much as horror. If horror is at a 10 out of 10 for me, then science fiction is at about an 8 out of ten.

My favorite is Dan Simmons though.

Have you read Song of Kali or Carrion Comfort? (Those are the only two of his I've read). Along those lines, what's your favorite Dan Simmons story?


Are there any non-Paizo-affiliated content creators that cover Pathfinder/TTRPG content that you watch/listen to?


Are you doing anything to celebrate the fact it is Friday the 13th? (I'm watching Band of Bravos right now and you just referenced the movie)


Does Malevolence contain any sanity rules or other subsystems?


Have you watched the Haunting of Hill House/Bly Manor?


Have you ever considered writing a novel? With all that free time you totally always have... /sarcasm


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Let's say you try to cast a spell where the target is invalid. At what point does the spell fail in the below situations? Does the spell not even start, or is it expended without any actual effect? When a spell fails for this reason, is it obvious to the caster why it failed, or does it seem to be the same as if the target succeeded their saving throw?

1) Undead disguised as a living human, targeted by Charm Person
2) Any spell attempting to target an area beyond the line-of-effect blockage of an invisible Wall of Force


How do you feel about/deal with players trying to haggle with NPC merchants?


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Generally, most ways that turn you undead also specify that your alignment becomes evil, whether it's templates or being recreated as a specific undead creature. There aren't any rules that I know of regarding alignment shifts for good creatures that became evil undead to shift back to good, but it is something I'd allow.

It isn't really stated to be a hard rule that undead always have to be evil - ghosts are a notable exception as there have been non-evil ghosts in Paizo content. I don't think you will find any RAW rules to answer your latest questions, except that RAW most creatures become evil after being made into undead and would therefor lose abilities and class features that depend on alignment and the following of good edicts such as paladins and good clerics.

I have always ruled it that the trauma of dying "corrupts" the mind into becoming evil, but it is possible to shift back to good. One in world example of the philosophy behind this is that many people who have had experiences from dying and being resuscitated report feeling utterly at peace while dead and being reluctant and even angry at being brought back to life. In PF terms, I interpret this as the soul accepting being moved on to the next stage, and becoming twisted and resentful when a necromancer rips them back into their corpse as an intelligent undead.


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zza ni is correct, as far as I can tell. The rules clarifications from Occult Adventures regarding possession might help for future interactions. Mostly all you have to worry about are Supernatural abilities that aren't from your class.


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What was the best advice you got when you first starting writing TTRPG content professionally?


I think so. They are used pretty much interchangeably from what I can tell in similar archetypes.


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Are there any obscure fantasy or horror books you like that you think should be more well known?


I think RAW, they do not stack, as both alter their spellcasting feature. IMO I don't think it would be broken to allow it anyway, since the two archetype's alterations to spellcasting don't contradict each other. I'd allow it as a GM.

You could make the argument that since Ravener Hunter alters "the inquisitor's spells" and the Living Grimoire alters "orisons and spellcasting," they actually alter different features, but I think they are meant to be used interchangeably. For instance, like the Ravener Hunter the Deep Marshall magus also adds spells to their spell list while being restricted from certain spells but that "alters spellcasting" instead of "alters spells," while the Eldritch Scion magus changes to a Charisma-based spontaneous caster which "alters spells." I think altering spells vs spellcasting is interchangeable.


I highly doubt Paizo has the bandwidth to give all their un-assigned 1e monsters roles at this point. Best practice is just to compare the monsters to previous ones with roles - is it mainly focused on attack roles? Does it rely on Stealth or another skill in its encounters? Does it rely on spellcasting over other techniques? Is it special and does it not fit the other roles?

I've always seen this as more of a general litmus test for the monster's design and not a hard categorization mechanic.


What adventure or RP experience was most influential on you in becoming a creator?


Have you ever played in the Athas/Dark Sun setting? If so, what did you think about it?


What culture(s), if any, would old Thassilon be similar to? Are the pagodas seen in the art for Xin-Shalast indicative of anything?


I know you didn't write either of these other ones, but how does Malevolence compare to other haunt dungeons like Harrowstone from Carrion Crown #1 or Foxglove Manor from Rise of the Runelords #2?


What is your favorite dungeon that you have written?


If Sandpoint had a background music track/leitmotif, what would it be?


Mild Strange Aeons spoiler:
I loved your design for the Necril Necronomicon (Necrilnomicon) in Strange Aeons. Are there any other eldritch tomes you'd like to explore in similar detail?


Do avolakia have any place in your homegames?


Disregarding whatever is in the content pipeline for Pathfinder for the near future, is there anything specific lore-wise that you are excited to eventually explore or introduce in 2e?


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Hey James. Are there any plans on adding Deep Ones or Deep One Hybrids into 2e? And possibly a Deep One Hybrid ancestry?


Do vampires get the +8 racial bonus to Climb checks which spider climb gives? Or do they just get the ability to climb sheer surfaces, without getting the +8 or the climb speed?

Vampire Template wrote:
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Spider Climb wrote:
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


The exalted prestige class gives access to a domain of your deity through the Expanded Portfolio ability. It mentions that you get the domain as a cleric of equal level as your exalted class level. My question is: do you gain the domain spells as spell-like abilities only up to effective level 10, or up to however high spell level you can cast as per a multiclass cleric? As an example, if a character is an oracle 10/exalted 10, do they only get up to 5th level domain spells as SLAs (as their effective cleric level is 10), or do they get up to 9th level domain spells because that is their maximum spell level available?

Relavent text:

Exalted Expanded Portfolio ability wrote:

At 5th level, the exalted further increases her already impressive knowledge of her chosen deity’s faith and is rewarded with increased powers in one of the spheres over which her deity holds sway. The exalted chooses a domain of her chosen deity to which she gains access, using her exalted level as her effective cleric level.

The exalted can also can use each of the chosen domain’s spells once per day as a spell-like ability, with a caster level equal to her exalted level. The exalted can use each spell-like ability only if she is able to cast divine spells of that level. If the exalted has any domain spell slots, she is also able to cast the chosen domain’s spells in those slots as normal.


It seems like otherwise the only use for this spell is to know that a teleport took place within the area and/or have a chance to recognize the destination if the brief glimpse reveals a location you have seen before. Does that seem accurate RAW?

Edit:

Dave Justus wrote:
Greater Teleport removes the need to know the layout as well, but doesn't change the need to know the location.

Reading it again, that seems to be the case.


Can Greater Teleport be used to teleport to a location seen through Trace Teleport? I understand that the brief glimpse of the location Trace Teleport allows is not sufficient for normal Teleport as per the description, but Greater Teleport doesn't need direct observation.

Perhaps the lack of geographic knowledge prevents the greater teleport?

Relevant text:

Trace Teleport wrote:
This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail. It doesn’t come with any geographic knowledge of the location, so it is not sufficient for teleport or similar magic. You can’t retry the caster level check, even if you cast trace teleport again.
Teleport wrote:
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Greater Teleport wrote:
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.


Planar Infusions feats (from Planar Adventures) require a connection to the plane in question, usually from being there for an extended period of time or through prolonged contact, etc. I don't see any such requirements for other generic Conduit feats, as they only list ranks in a skill as a prerequisite. Do they rely upon Planar Infusion feats? For example, for a character who has had no contact with the plane the Maelstrom and does not have the Maelstrom Planar Infusion feat, can they choose the Malleable Form Conduit feat?


Wouldn't the Lesser Globe on Invuln part of the supernatural Protective Aura prevent the Dispel Magic from hitting the Greater Angelic Aspect? Or does the part of Lesser Globe that specifies that Dispel Magic can affect it still apply, and therefor allow Greater Angelic Aspect to be dispelled?

Also, semi-related side question: can you benefit from buff spells that are level 3 or lower while Lesser Globe (or this equivalent effect) are up? Apologies if this has already been answered elsewhere.


Lesser Globe of Invulnerability specifies that Dispel Magic can still affect it. Greater Angelic Aspect includes a Lesser Globe of Invulnerability affect. Can Dispel Magic affect Greater Angelic Aspect through the Lesser Globe component? If so, is the whole spell dispelled, or just the Globe component?

Lesser Globe of Invulnerability wrote:
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.
Greater Angelic Aspect wrote:

This spell functions like lesser angelic aspect, except you gain low-light vision; darkvision 60 feet; DR 10/evil; immunity to acid, cold, and petrification; resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura and truespeech as supernatural abilities for the duration of the spell. Also, your wings give you a fly speed of 60 feet with good maneuverability.

Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet.

Truespeech allows you to speak with any creature that has a language, as though using the tongues spell.


Ah, didn't see that, my bad.


Xenocrat wrote:
Brissan wrote:
Remember that as a psychic caster, any spells with Thought components have +10 to the concentration DC if a move action isn't used to focus. It isn't insurmountable but does make spell combat more difficult for the spiritualist.
There's a cheap magic item in the same book that published the Phantom Blade that makes centering a swift rather than move action.

!!!

Ectoplasmatist w/ Magus VMC here I come!


Remember that as a psychic caster, any spells with Thought components have +10 to the concentration DC if a move action isn't used to focus. It isn't insurmountable but does make spell combat more difficult for the spiritualist.


If a caster is affected by the spell Suffocation, are they unable to make verbal components? I know that holding your breath underwater works differently, which makes sense as you can still make noises and try to speak underwater, but verbal components specify "you must be able to speak in a strong voice." I searched other threads on the spell Suffocation but didn't see any definitive answers.


If a character notices a (non-persistent) haunt during its manifestation and damages it with positive energy without dealing enough to disperse it, and the haunt then does its surprise round and then ends, does that damage dealt to the haunt carry over between resets? Or does it go back to full hp when it resets?


For the Soul Haunting effect in the Cathedral/Catacombs of Renchurch, is the soul of those who die within it trapped immediately, or only when they become a haunt 1d4 hours after their death?

Text for reference:
The soul of a living creature who dies
within the halls of Renchurch Cathedral or its catacombs is
soured and corrupted by the cathedral’s malign influence,
manifesting near the scene of its death 1d4 hours later as
a haunt with a CR equal to its original Hit Dice and its
alignment shifted to evil. Similar to a soul bind effect (CL
20th), the souls are trapped within the cathedral itself,
and spells such as raise dead, reincarnation, and resurrection
function only if both the soul and the body are removed from
the cathedral.


Sorry to double post but I thought I might as well contribute if I can help someone else.

Eisenbaer wrote:

Couple of things popped up with encountering the Hounds of Tindalos in the Mysterium.

How big is the door to the meditation sphere chamber? Is it big enough to take the mirror that summons the Hounds into it? Would that be sufficient to stop the Hounds, if they don't have an angle to teleport out of the room with?
Also, is a single Hound affected by the Ripping Gaze of its fellows?
Further, if a creature saves out of the effect of the Gaze, do the Hounds getting resummoned via the mirror reset the 24 hour timer on being affected by the Ripping Gaze?

1) B3, the concealed door to the meditation chamber, isn't given an exact size, but it is described as a door set into the ceiling with a ladder leaning against the wall leading up to it, so I assumed it to be a trapdoor taking up a single 5 foot square. It's probably plenty wide enough to lug a standing mirror up.

2) The Angled Entry of Hounds of Tindalos only restricts where they teleport to, not where they teleport from. They can only teleport into places that have fixed angles and are not outdoors. It states they can use their teleportation/plane shift powers anywhere, but their destination point must be an angle. So therefore having the mirror in the meditation chamber would not prevent the hounds from teleporting out of the chamber into the halls below.

3)

Universal Monster Rules - Gaze wrote:
A creature is immune to gaze attacks of others of its kind unless otherwise noted.

4) The description of the guardian mirror says that "when slain, the entire pack re-emerges with full hit points" (paraphrasing). This seems to be saying it is the same hounds as before, but restored to full HP, in which case any creatures would retain their immunity to the gaze attacks of whichever individual hounds they saved against. Which makes me feel bad for not realizing this when I ran the Mysterium myself, leading to the deaths of several PCs. The hounds being resummoned would not reset the 24 hour timers.


Just finished running the module. It seems like Part Three in Okeno doesn't have enough experience to hit level 13 from level 12. Adding up all the experience from every creature, including the slaves from Blossoming Thorn, it nets to only about 224,800 experience, which is only 56,200 each if it is split between party of 4 people. The party would need to be substantially above the experience threshold of hitting 12th level after the Mysterium in order to end up 13th level at the end of the adventure (12th level is 220,000 xp and 13th is 315,000). As UristmcRoleplayer pointed out above, it is quite possible the PCs will entirely skip Mun's lab after finding out the Necronomicon is in Katheer, as my PCs did, so it is likely they will be closer to the minimum XP threshold for 12th level when entering Okeno.


The fact that mesmerist hypnotic stares don't require the target to actually look at the mesmerist (can't be avoided by traditional anti-gaze means), and that the mesmerist can use the stare even while blinded, seem to imply that the mesmerist doesn't need line of effect or sight at all.

Scenarios:
1. If a mesmerist is aware of a creature in another room, separated by a wall, would they be able to use hypnotic stare on them?

2. If a mesmerist has line of sight and is using their stare on an enemy, and then moves out of sight behind a wall, is his gaze broken?

3. If an enemy otherwise has total concealment and the mesmerist doesn't perceive them (such as when invisible or more than 10ft into a fog cloud), but the mesmerist knows they are in the 30ft vicinity, can they target the enemy with their stare?


Okay, thanks.


Barbarian VMC wrote:


A character who chooses barbarian as her secondary class gains the following secondary class features.

Rage: At 3rd level, she gains the rage class feature for a number of rounds per day equal to her Constitution modifier + her character level.

Uncanny Dodge: At 7th level, she gains uncanny dodge.

Rage Power: At 11th level, she gains a rage power. For the purpose of which rage powers she can select, her effective barbarian level is equal to 1/2 her character level, but for the purpose of the rage power’s effect, her effective barbarian level is equal to her full character level.

Damage Reduction: At 15th level, she gains DR 3/—.

Greater Rage: At 19th level, she gains greater rage.

If a VMC Barbarian were to take the Extra Rage feat after gaining their first rage power at level 11, would that rage power be restricted by half level as well? Or does the VMC text only apply to the rage power gained at 11th level?


Got it, thanks.


Warpriest Fervor wrote:
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
Conductive Weapon Enchantment wrote:

A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands.

A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).

If a good/evil warpriest uses their fervor ability to damage undead/living creatures respectively through a conductive weapon, does it provoke attacks of opportunity like using the fervor ability to deal damage normally does?