Areelu Vorlesh

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The Dervish of Dawn archetype says -

Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him.

Inspire Greatness says -

Inspire Greatness (Su): A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

So does the Dervish of Dawn get four d10 extra hit dice, or only two? Are the bonus hit dice included with what gets doubled or is it just the numerical bonuses to attack rolls and Fort saves that are doubled?


This is the text under Bardic performances:

1st level - Starting a bardic performance is a standard action, but it can be maintained each round as a free action...

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

If I am a Bard of 13th level or higher may I chose to expend a move action instead of a swift action to start my performance? The reason I may want to do this is if I have another swift action I want to use in the round (like cast a quickened spell), but the rules prohibit the use of two swift actions in one round. It seems odd that as written I could do this from levels 7-12 (start a performance as a move action, then quick cast as a swift, and still have a standard action left). But then at 13th level I lose that option because now I must use up my swift action to start my performance and thus can no longer quick cast? That doesn't make sense. I would rule that a high level Bard has the choice to use the options available to them at the lower levels if they want to. Agree or disagree?


If I am a Bard and have previously cast Zone of Silence on myself, am I free to cast spells with verbal components and use magic items with command words? They all would work normally correct? (Except for those with sonic based effects as the spell states.)


According to the spell's description (see below), if the victim of this spell is attacked they can act normally for one round if they succeed on the saving throw. Does that mean on the following round(s) they once again cannot attack or cast spells? (Unless they are attacked again of course).

Spell description:
A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell's duration, the creature's speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will saving throw. If the saving throw succeeds, the creature can make act normally for 1 round. If the saving throw fails, the creature moves half its speed away from the attacker as its next action.

Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see the Diplomacy skill, Core Rulebook 94), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state.


Pied Piping

Part of the spell description is below. It says that affected creatures can take no actions other than listening and following - does this mean they are not allowed to talk or communicate with anyone around them? Can they use hand signals, point, wave, etc?

The duration is concentration + 1 round per level. It also says targets in the area of effect continue making saving throws until they fail, and new targets entering the area also need to make saves until they fail. However, my question is this - what if I cast the spell and the very next round I stop concentrating. According to the description the spell continues for 1 round per level after I cease concentrating. So therefore, do the targets (new and existing ones) still make saves each round until the 1 round per level duration is used up? And what does the last line of the spell description mean - i.e. what is the difference between the spell ceasing and the spell wearing off? Aren't they one and the same?

Duration concentration + 1 round/level

...Affected creatures can take no actions other than listening to your music and following you if you move. Those entering the area while the spell is in effect must also successfully save or be compelled to come to you.

The attractive power of the spell does not cause affected creatures to put themselves in jeopardy and they have enough presence of mind to avoid or negotiate around obstacles and other perilous hazards. If unable to approach or follow you without endangering themselves, they simply wait, swaying to the music, until you pass out of range, at which point they regain their senses after 1 round/caster level. If circumstances change once you move out of range, making it possible for affected creatures to resume their attempts to get near you they do so, and, if they manage to return to within the area of the spell before it wears off, the spell continues as normal. If attacked, affected creatures can take defensive measures, even going so far as to avoid existing threats by moving out of the area of the spell, but cannot make attacks themselves or take any other actions until the effects of the spell wear off. The effects of the spell persist for 1 round/caster level even after you stop concentrating. Once the spell ceases, the affected creatures continue to stay near you until the effects of the spell wear off.


If a caster uses Telekinesis on a willing party member to move them 20 ft does this movement provoke AOOs from the square he left and from any squares he passed through? Conversely, if I moved an enemy in this fashion would this movement provoke AOOs from my allies?


The spell description says you cause four 5ft squares to glow at the start of the spell. Other than the restriction that one must be in the caster's space how far away can the other three be placed? Must they be contiguous with the caster's square or can they be spread out to where other party members are standing when cast? If so how far apart can they be? I know in later rounds the caster can expand them and create additional squares and those have to be contiguous with the ones previous, but do the first four have to be contiguous?


According to the spell description the attack bonus is determined by the character's BAB plus his related ability score bonus. Can this total be further augmented by spells or conditions such as Haste, Inspire Courage from a Bard's performance, magic weapon spells, and anything similar?


If the party Bard has an inspire courage performance active and discordant voice working, and someone uses a ring of telekinesis to hurl 9 crossbow bolts at an opponent within 30 ft does each attack get the inspire courage attack and damage bonus and do the bolts also get the 1d6 extra sonic damage per bolt that hits?