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Goblin Squad Member. Organized Play Member. 15,929 posts (16,739 including aliases). 1 review. 1 list. No wishlists. 12 aliases.


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Liberty's Edge

"Range medium (100 ft. + 10 ft./level)" You can have the sphere appear in any location to which you have LOS and LOE within that range.
So, you can't make it appear inside a creature or in a location you don't see.
It is not a creature, so it can share a square with a creature and appear in that square. It will strike the creature and, as it stops moving when it strikes one, it will stop moving for the round and deal damage.

Liberty's Edge

Poisoner's gloves wrote:
In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance.

If we base how the syringe spear works on the Poisoner's Gloves, the target should receive both a Fortitude save and a Spell Resistance check.

The description was errated in the second printing of ultimate equipment.

Even more fun (i.e. headaches for the GM):

Detonate wrote:
Saving Throw Reflex half; Spell Resistance yes

The spell has a Reflex save. It is clearly meant to apply to the energy explosion, but RAW it applies to the spell as you are applying it to another person.

So RAW the target gets a Reflex save to halve the effect of the spell when it is injected, and then it halves it again when it Detonates.
Certainly not RAI, but it is the problem of using Personal effects on other people. Non-RAI effects.

APG wrote:
b Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

inject=/=imbibe

The Poisoner's Gloves explicitly says that they deliver an infusion, the syringe spear doesn't say that.

So the GM should decide if being injected is a valid way to imbibe an
infusion.

- * -

Throwing a syringe spear.

The syringe spear can be thrown and it is a two-handed weapon. No rule says that it can be thrown one-handed.

A shortspear can be thrown and is a one-handed weapon.
A longspear can't be thrown and is a two-handed weapon.

Considering the above, I would rule that you can't use two-weapon combat when throwing syringe spears. The syringe spear stay a two-handed weapon even when thrown.

Liberty's Edge

I allow the creation of new kinds of magic items, but I have played different versions of D&D for forty years and I have a good grasp of game balance. My players too are old hands at the game and rarely propose too powerful items unless it is a jest.

As an added balance factor, creating something new (not simply assembling a set of powers for a weapon and armor) requires research, so time and money. In my game world making magic items requires recipes or blueprints of how they are made. Some are learned automatically from your church and faith if you are a divine spellcaster, others from increasing spellcraft and/or the appropriate Knowledge and Craft, and some can be brought, but when you want to make something unique and new you need to research how it is made.
What I do isn't in the rules, but the rules aren't against that. There are even some hints that it is RAI if you want to play that way.

Liberty's Edge

Java Man wrote:
The mending cantrip will work on arrows.

I thought so, then realized it takes 10 minutes to repair 1 arrow ...

I doubt the rest of the group would wait while you cast Mending several times to recover a few arrows.
Even gathering all the pieces for lather repair will take time.

As one of my players said late Sunday after an NPC finished a looong tale: "I have deleted all my active spells. They timed out." As they were prepared for a fight, that was several spells.

The recipe requiring cold iron is a bit strange, as it doesn't seem to do anything, and the description says "These arrows are tightly wrapped in strands of alchemical glue."

Pro "it can be done":
For arrows special materials normally meant changing the head of the arrow. That doesn't seem to interfere with: "These arrows are tightly wrapped in strands of alchemical glue."

Against it:
The cost of a durable arrow is listed as a fixed price "1 gp". Not as "cost of the arrow+1 gp".

Considering that, the RAW seems to be " you can make a durable arrow with special materials (or a masterwork one) only if the cost of the special material is expressed as +x gp or as a multiplier of the arrow base cost.

I hope that will helpè with your GM.

Liberty's Edge

Melkiador wrote:
I remember a James Jacobs post where he wishes they’d have included the language for retraining earlier. I’d call it an officially recommended house rule to allow retraining with those kinds of options.

The bards will like that. Versatile performance would get them a nice refound on useful skills.

Liberty's Edge

This kind of thing should be discussed with the GM beforehand.

Technically what you want to do is valid, but it is so much out of bounds from the normal rules that GM input is essential.

All the Mythic rules are essentially optional material, with relatively little playtesting and development, the planes similarly, haven't been developed in depth.

Just to point out a rule that could block what you want to do:

Quote:
Divinely Morphic and Sentient: Deities with domains in the Abyss can alter the plane at will, as can the Abyss itself.

If the Abyss wants to create the rule "This week mythic tyers are capped at 5 and LG spellcasters are limited to 4th level spells and SLA." it can do it.

It is not fair to spring that on a player in the middle of the adventure, but at the same time it is a good idea to get a grasp of what is the GM's vision on balance in these instances before starting it."

Liberty's Edge

Baboo85 wrote:
Java Man wrote:
PNG?

I'm sorry that was in italian :D

I meant "NPC" :D

Anyway...

Ok for the "distortion in the system", but 3000gp? 5000? For an item that cast a single lvl 1 spell (CL1)?
To me it seems that while I was exaggerating on one side, you are exaggerating on the other side.

Anyway I solved that by asking to my GM to have the NPC cast that freaking spell (NPC caster level 3).

Let's make an example:

- masterwork tools +2;
- item giving a +5 competence bonus: +5;
- your item, +5 luck bonus.

Our artisan, with probably 3 rank in the right crating skill, and a +1 for stats, instead of having a +7 has a +19. 271% of the base value.

What should he get when his level increases? +27 at level 5?

Check the DC of making items.

I am waiting for the next "shirt that cast Armor 1/day" thread.

Liberty's Edge

If it is a gift to an NPC artisan to get him to like you, I, as a GM (knowing that I am bending the rules a bit) would allow a set of tools for his job with a +5 competence bonus at 2,500 gp sale price.

Sure, they don't use slots on the artisan body, but they would occupy his and (and probably part of his work table) when in use, so the benefit of not using slots is negligible.

The 360 price tag, instead, is one of the distortions in the system. Using the table without the first step can generate a lot of them.

Liberty's Edge

Joynt Jezebel wrote:

Diego you are right about the Pathfinder rules of course.

You don't seem to be as good at spotting a joke. Lighten up a bit dude.

Jokes don't transmit so well on the Internet. It is better to add emojis.

Liberty's Edge

The first rule for evaluating the price of custom magic items is: "Check the existing magic item for something that does the same thing."

The effect of Crafter’s Fortune is a +5 luck bonus to a Crafting check.
As most crafter checks are done once a day, it is the equivalent of a permanent luck bonus for crafting checks.

The table shows the cost of a competence bonus, which is significantly less good than a luck bonus (plenty of stuff gives competence bonuses and you can't stack them, while a luck bonus stacks with most common effects). A +5 competence bonus costs 5x5x100=2,500 gp.

Then, if the item doesn't require to be worn to work or if it doesn't use one of the body slots the price is doubled.

All things included, if the item needs to be worn to work it would cost something like 3,000 gp. If it isn't worn something like 6,000 gp.

Liberty's Edge

Joynt Jezebel wrote:

Buckler

"This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it."

I am surprised nobody has pointed out that if you take the wording strictly literally it means you will never take any kind of penalty, i.e. it negates range penalties, those for cover, anything.

It is a little insane to interpret the rules like this. Then again, some GMs are a little insane, so why not try your luck?

First, because some GMs don't take that kind of attempt very kindly.

You don't want me to take your character sheet and verify every little detail.

Second, it has already been tried with other similar wording and it was shot down in the FAQs.

FAQs wrote:

hield Master: When Shield Master says “You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon” it seems like in context it means you don’t take the penalty for Two-Weapon Fighting, but it just says “any penalties” so it isn’t clear. Which penalties does the feat let a character ignore?

Shield Master allows a character to ignore the Two-Weapon Fighting penalties on attack rolls with a shield while wielding another weapon, but not any other penalties.
posted February 2017 | back to top

Liberty's Edge

Actually, the Succubus needs a way higher Alchemist level to make Wondrous items.

Craft Wondrous Item (Item Creation) wrote:


Prerequisite: Caster level 3rd.

The Succubus SLAs don't fulfill that requirement.

Succubus wrote:
Spell-Like Abilities (CL 12th)

She doesn't have a caster level, she has a CL for her SLA.

FAQs wrote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

So she would need:

1) Spell Knowledge;
2) the ability to use level 3 extract, so to be a level 7 Alchemist;
3) and then Craft wondrous items (and without retraining that requires her to have 17 HD).

Without some major rule tweaking all that requires the Alchemist to be level 17 and to copy a 34 HD succubus with 14 alchemist levels.

Even with retraining, your simulacrum needs to be a 15 HD Succubus (i.e. a 8 HD succubus with 7 Alchemist levels) and you need a 30 HD succubus to copy.

FAQ wrote:

Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item.
The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.
posted March 2013 | back to top

Apparently, the solution was to create some archetype that can craft constructs.

Liberty's Edge

You are replying to a 13 years old thread.

And your idea doesn't work (barring special abilities). When you have used both your hands to attack, you are locked into using them to attack.
You can change the weapon wielded, but you can't switch to using them to defend.
Again specific abilities and archetyped can change that, but without specifications, we are speaking of the base rules.

Liberty's Edge

Regarding your question, the limitations of the Eidolon in no way limit the Summoned creature. They are two completely different things.

Elementals can have any shape, they aren't formless.

For example, the Air Elemental description says:
"Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings."

The problem is that your GMruling will allow the Summoned elemental to add 2 extra attacks at the cost of an evolution point, while they normally cost 3 evolution points (extra limbs+claw/slam).
If the evolution simply changes the elemental slams attacks into claw attacks there will be no problem.

Summoned creatures generally aren't particularly strong, but the Summoner has the advantage that they last for a longer time, increasing their utility.

Liberty's Edge

zza ni wrote:


Having the cohort npc sit in a portable hole for day on end sweat-shopping away is very poor treatment and should warrant an immediate confrontation and likely resining.
Zehnpai wrote:
tick her with a necklace of adaptation in his portable hole where she can sit there with crafting feats cranking out preserving flasks (and occasionally take her out to dinner to creep out the rest of the party).

That gave me a lot of creeping signals about abuse. Even a simulacrum is a creature, not a machine.

It says that explicitly in the alchemical simulacrum "The created simulacrum is a creature, not a supernatural effect."

I consider all simulacrum creatures.

They are under your "absolute command", but beyond that, they are free to do whatever they want (i.e., if you order them to "never betray me", they will never betray you, but they can be still snarky, or seductive, or betray other party members, depending on their alignment and how they are treated).

Liberty's Edge

Thank you kindly. For what it's worth, for simulacrum you don't need a piece of the target. That's only clone.

It is an old rule that wasn't ported in Pathfinder. A serious mistake.

Zehnpai wrote:


It sounds like there's no reason I can't stat a custom Succubus and let him make a simulacrum of it (at half HD). The question at this point becomes how to go about doing it in a way that is fun and interesting.

Thanks again my friends!

Simulacrum wrote:
It appears to be the same as the original,

So he can copy a generic succubus, or a specific one of which he has heard/he knows, but he can't make a simulacrum of "a succubus with this and that skill, and this specific class" unless he knows of one.

Liberty's Edge

Derklord wrote:
Belafon wrote:
A warpriest's sacred weapon, a magus's arcane pool, even other standard action abilities like a paladin's divine bond all have one thing in common: the abilities that can be added to the weapon come from a fixed, limited list for that class. Warrior Spirit is "add any weapon ability."
It's not unique, though - Occultist's Transmutation School Implement can also add any enchantment.

But the balance is a bit questionable when the Magus needs to "buy" new kinds of possible enhancements with his Arcana. The Magus is a great class for me, but it suffers a bit of backlash from "we have given too much awesome stuff to the Inquisitor and the Summoner."

Liberty's Edge

Oli Ironbar wrote:
Do you think it would be reasonable to wrap permanent debuffs into a similar system that can be treated partially with mundane means? (It seems to me it takes only a fraction of spells/day from a full caster to negate/repair these.)

While playing you want the instant/rapid removal of debuff and negative status effects. Things like Restoration to remove several negative levels before they became permanent. A Paladin can do that, but he would have to put a sizeable percentage of his resources into that.

"A fraction of spells/day" isn't a small measure. A spellcaster generally uses "a fraction of spells/day" for defense, "a fraction of spells/day" to buff himself and/or his companions, "a fraction of spells/day" to attack, and "a fraction of spells/day" to heal or remove statuses.
After you have estimated "fractions of spells/day" to four different goals, you discover that the blanket is short and some part is not covered that well.

Well, unless you use the guy as a healbot.

That can be the solution: one of the characters with good charisma can take Leadership and get a cleric as a cohort. That would cover most needs of debuff removal.

Liberty's Edge

You are replying to a 10-year-old thread. Why?

Liberty's Edge

Do you mean "Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)."?

Quote:

Shadow Conjuration

School illusion (shadow) [shadow]

(The two different "Shadow" are the Subschool and the Descriptor.)

The Illusion school, the Shadow subschool, and the Shadow descriptor aren't affected by the Immunity to all mind-affecting effects. It affects only the listed Subschools and the spells/effects with the listed Descriptors.

So, to answer your question, no, it doesn't work as you think.

Liberty's Edge

yonman17 wrote:
Okay then if my players are going to a location they think is 400 miles south east, how exactly do i determine where they end up if they’ve never been there before?

They determine where they try to go the same way people did before the development of modern navigational tools.

"Our destination is 400 miles to the SE. That is approximately an 8 hours walk while Shadow walking. The maps says that halfway there we will reach Mount Fang, its shadow will be visible, so we can check if we are en route. Then there is the Dark Woods, they should be even darker in the Shadow planes. When we leave them when we will be in our destination area."
Not precise, but when your destination is "about 400 miles SE" that is what you get.

Then you decide or roll some dice to see how much "off-target" they are.

You can have them make some skill checks (something like the lowest value between Knowledge Planes and Knowledge Geography) to see if they can narrow the area or if they end off course by a wide margin.

In some of the latter books, there are rules for exploring an unknown area, those can help you decide what they meet.

Liberty's Edge

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JDawg75 wrote:
One more q: I don't need the mounted skrmisher feat in order to pounce, as long as I have the ability to pounce I can pounce mounted?

AFAIK, yes. If you and your mount charge, you can use pounce. You don't need Mounted skirmisher.

Liberty's Edge

1) It costs the normal cost to make that magic item. As an example, Boots of levitation will cost 3,750 gp.

2) The skill needed is the one needed to make a normal version of the item.
Craft wondrous items is very clear about that:
"Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check."
To stay with the previous example, Alchemy is not applicable to make boots. You need Craft Leatherworking or Profession Cobbler.

Liberty's Edge

TR_Merc wrote:
My view on the rule that the DC should be based on how common the creature is in the world. I've never encoutnered an anaconda in real life, but I know a lot about them because of reading and videos I've watched. But should it be considered rare because I've never encountered one?

I think this is one of the mismatches between Golarion and real life that gives you problems with this particular rule.

Golarion is a world where the printing press is something recent and available only in some places, paper is costly, and books are even more costly.
Average people in Sandpoint (to name a place in the setting) probably don't know anything about Anacondas. There is no Internet, no educational TV, no film set in the jungle, probably no book about jungle flora and fauna, and if there is one it is in a private collection.
So, anacondas would be a rare monster when you have lived all your life in Sandpoint and searched for information there.
If you instead lived in the Mwangi jungle they would be a common monster.

Mark Hoover 330 has made a good argument why a barghest would be only an uncommon monster for people of Sandpoint. Personally, I don't think that even a single goblin tribu out of a hundred has a barghest chieftain.
The common opinion would be based on tales of some tribu having a "magical" chieftain that can kill tens (or hundreds) of militia members or soldiers. That can be the common and even uncommon level of information.
Knowing that a barghest is a juvenile form of an extraplanar creature is way more advanced knowledge.
On the other hand, the greater barghest (that isn't an advanced version of the barghest, it is the adult version) has a "built-in" increased difficulty at identifying it, as its CR is higher.

All things included, it is the job of the GM to decide how common a creature is in his world, even when playing in an official setting.

Liberty's Edge

Tom Marlow wrote:
Diego Rossi wrote:

Can you make an example?

I don't get if you are speaking of some creature that has an SU constant Freedom of movement effect, a guy with a Ring of Freedom of movement, a guy with a permanent Freedom of movement spell, or a creature with a constant Freedom of movement spell.

As a general rule, the sadistic weapon will work if the creature is the target of an Abjuration spell or spell-like ability, and it is in effect when the one wielding the weapon attacks.

The Hollow Serpent,Cayhound,Linnorm, Crag Linnorm, ect. have the constant defensive effect of "Freedom of Movment". Wanted to know the interaction if one of these kind of creatures (going to pop up in my game) was hit with a sadistic runeforged weapon.

Hollow Serpent, Cayhound

Spell-Like Abilities
Constant—freedom of movement

Spell-like, it will work.

Linnorm, Crag
Freedom of Movement (Ex)

Exceptional ability, the bane effect will not trigger.

From my point of view, it doesn't matter what is the source of the abjuration spell, only that it is a spell. For the background, it uses Evocation and Necromantic magic. Abjuration is a banned school for Evocation or Necromantic Thassilonian Specialists and they can't cast the spells at all, so it is reasonable that the bane effect will target all kinds of Abjuration spells.

Abjurer instead is a specific specialist school of magic, so the bane effect triggers for the standard Abjurer of the CRB and the Thassilonian Specialists Envy (Abjuration) school, but not against other casters that know or have memorized Abjuration spells (as long as they aren't the target of one).

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Can you make an example?

I don't get if you are speaking of some creature that has an SU constant Freedom of movement effect, a guy with a Ring of Freedom of movement, a guy with a permanent Freedom of movement spell, or a creature with a constant Freedom of movement spell.

As a general rule, the sadistic weapon will work if the creature is the target of an Abjuration spell or spell-like ability, and it is in effect when the one wielding the weapon attacks.

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The problem, as usual for a lot of Knowledge checks, is what the player knows against what the character knows.

RAW, "A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information."

So, with a successful check, you should get something like: "It is a barghest, a creature from Hell." In reality even that gives several useful information, not only one. As a minimum, it translates to: "It is a LE outsider." and those are 3 useful pieces of information.
Knowing its plane of origin you know that it is an outsider with the Lawful and Evil subtypes, and that allows you to know 2 kinds of bane weapons that work against it and that Anarchic and Holy weapons do extra damage.

Knowing that with a basic check can be acceptable, but a lot of players will know way more, as they read the different bestiaries. They will recall what type of DR it has, probably have some idea of its spells and attack routine, and other special abilities (if any).

The best solution I have found so far is to give out information without giving the name of the creature.
"It is one of the canine creatures from Hell."
The players still know that it is a LE outsider, but are unsure if it is a Hell Hound, Barghest, or some other creature.

Liberty's Edge

Quote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions.

Note that

Quote:
For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions.

doesn't limit "an attack" to "who is a foe depends on the invisible character's perceptions", it adds that to the list.

If you try to cast a spell on someone you consider a friend but who considers your act an attack (like a Confused friend) you are attacking him, even if, from your point of view you are helping him.

When checking if something is an attack, you first check if the action is an attack in the general sense of the term, then, if not, if it is an attack in the spell definition.

Offensive actions like Summoning creatures or casting spells in empathy areas aren't attacks.

Last but not least, the caster can't play mental gymnastics trying to say that a foe is a friend. What matters is his real opinion.

Liberty's Edge

Mysterious Stranger wrote:
Instead of creating two new categories I would combine all 4 into a single category of alignment bonus. The whole reason to have categories for bonuses is to prevent stacking. As it stands now there is a question of whether a holy and profane bonus stack, adding two more similar type makes that even worse.

I think they are automatically incompatible if on different axes, but yes, calling them "Divine Gift (CE)" or "Dvinie Gift (CN)" and having them non-stacking works perfectly.

Liberty's Edge

About stacking multiple abilities on the same cauldron:

As it is a customized item, I would consider whether the abilities can be used simultaneously or not before applying the multiplier. If the added ability will not work when any other abilities are in use I will lower the multiplier.

Then there is the multiplier because the cauldron doesn't use a body slot. I would consider if:
- the cauldron has combat utility or not;
- the actual size of the cauldron.
If the cauldron has no combat use and is large (not the game definition, simply an RL large cauldron) I will not apply the modifier.
It matters little if an item uses a body slot when I can always stow it away before entering a dangerous area.

Liberty's Edge

I think in Pathfinder 2 she is CN and the Redeemer Queen, but this is the first ed. Advice forum.

That said, personally, I would invent a name for a chaotic bonus. If we have holy and profane bonuses, I don't see when we don't have orderly and anarchic bonuses that can be granted with the appropriate spells or abilities.

Liberty's Edge

Besides the usual JJ isn't a rule guys, there is this:

James Jacobs wrote:
2) Mindless undead only use a tiny fragment of the soul. That's enough to prevent a creature from being resurrected, but not enough to prevent them from being judged.

The post states that being raised as a mindless undead corrupts a fragment of the soul.

About the "factory": how long does a body stay in a mortician's office?
It is very reasonable for it to be blessed by Hallow and shaped so that storing the bodies counts as "interred" if the mortician doesn't want to be devoured by an undead.

Liberty's Edge

@Sir Longears

Pathfinder/D&D lacks plenty of spells that, while uninteresting for adventurers, would be extremely interesting for followers of a religion.

AD&D1 Unearthen Arcana had a spell, Ceremony. It had several effects, depending on the caster level, but they were mostly fluff meant to represent the RL religious ceremonies.

A way to bless a departing soul so that he won't risk becoming undead is something that almost all non-evil religious will want.

About Hallow, my opinion is that the effect will protect the soul while it travels to the beyond.

I hadn't made this digression before to avoid writing one of my usual walls of text, I think that the mere body, if brought outside the hallowed area, could be animate, but only as a skeleton or zombie (or other similar undead that don't retain even a vestige of the original deceased soul or mind).
Pathfinder, with the changes made to skeleton and zombies, that have become evil creatures instead of neutral necromantic automatons like in previous versions of the game had made the difference between "merely animated bodies" and "corrupted souls undead" a bit more complicated.

Personally, while the needed combustibles could be a problem in some regions, I don't see why cremation isn't widespread.
Alternatively, to conserve combustibles, it is possible to use Excarnation. (Sandman had a nice story about that.)

If there isn't a body, most undead will not form.

Liberty's Edge

Enduring Blessing wrote:
Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
Extend wrote:

Extend Spell (Metamagic) You can make your spells last twice as long.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

I think there is a problem with the order of the operations.

When you cast a spell using the Extend Spell Metamagic the duration that is extended is that of the spell. Then you apply Enduring Blessing.
Not the other way around.

So applying the Extend Spell Metamagic doesn't multiply the Enduring Blessing effect. Enduring Blessing substitutes the spell duration with its effect, regardless of whether the spell duration is extended or not.

What you are trying to extend is the SU effect of Enduring Blessing, not the spell duration, and Extend can't do that.

Liberty's Edge

First, let's look at what the spell says:

Hallow: "Hallow makes a particular site, building, or structure a holy site."

The spell makes the site holy, not the bodies in it.

"Third, any dead body interred in a hallowed site cannot be turned into an undead creature."

Being interred in the hallowed holy site changes the bodies so that they can be tuned into undead.

I agree with Pizza Lord, the site changes the bodies of the dead so that they can't be turned into undead, but that happens only if the bodies are purposefully interred in the site (so the guy killed by a ghoul and dragged into its lairs tunnels will raise as a ghoul).

Essentially, to be forever resistant to being animated as an undead you need the proper funeral rites, simply dining in the place isn't enough.

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The "only" need to temporarily incapacitate the other caster and then deliver a coup-de-grace with an artifact. A coup-de-grace is an automatically critical hit.

Liberty's Edge

For the people who think that the Sphere can move two times, how do you think that works for dealing damage?

Does the Sphere move once, enter a creature square, stop, deal damage, then back up and re-enter the square, dealing damage again?
or
Does it move twice and deal damage only at the end of all of its moves?

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Azothath wrote:


  don't worry, in 10 years they'll necro this thread with some off topic insight

Or an attempt to have you click a link, so the poster gets a push or gain in some game he is playing.

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Belafon wrote:
CRB page 180 wrote:

Speed

Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell.
Humans have a movement speed of 30' per round but can move twice (for a total of 60'). So the spell's movement speed/rate isn't necessarily the limiting factor.

Humans have a basic speed of 30', and a Flaming sphere moves 30 feet per round.. They are two different statements.

CRB wrote:
If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed.

The Flaming sphere doesn't have a speed at all. It has a distance it can move in a round.

Check the rest of that line too:

CRB wrote:
As part of this movement, it can ascend or jump up to 30 feet to strike a target.(1) If it enters a space with a creature, it stops moving for the round(2) and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall.

(1) The sphere moves 30' even if it is vertical movement. Normally going up reduces your movement.

(2) The spare stops moving if it enters a creature's space. Again, not what normal movements do. With normal movement, you can't stop in another creature's square.

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It's not exactly a RAW argument, but the witch is spending an action to cover the light one round and another action to uncover it the next round? Or does she want to do that for free?

The witch wants a game advantage, getting an advantage normally has an action cost.

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AwesomenessDog wrote:
It's not like undead and elementals need to breathe, and plants technically already breathe air.

But that is part of their Type, and you don't change your Type.

If you polymorph into a fire elemental you can walk into a fire and die for lack of air ...

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Warning: bekean is spamming links to game sites.

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Warning: bekean is spamming links to game sites.

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"Aug 21, 2011, 01:20 am"
I suppose he has already resolved his problem.

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AwesomenessDog wrote:
Wait, "If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing." doesn't imply you retain the ability to breathe air, well maybe the burrow option does, but it can also be read that you only breathe in the swimming (in water) or burrowing state, i.e. not breathing air.

It is not on the list of abilities you lose.

If you lose the ability to breathe air when you change to a form that normally doesn't do it, all the undead anatomy, plant shape, and elemental body forms are useless.

It is one of the problems that was overlooked when Paizo decided that using one of those spells doesn't change your type.

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Derklord wrote:
It makes no sense, of course, as how to breathe is a feature of the body, and thus should be dictated by the body. Not by what your pre-polymorphed body was or that your mind knows how to breath air.

I agree, it should be one of the abilities that depend on how your body works, but Pathfinder polymorph is essentially a guy donning a rubber suit and putting up a bit of makeup to play at being a monster.

Quote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

RAW, the ability to breathe air is neither SU nor EX, so you can breathe air.

Mostly, it Is one of those things that is glossed over, as resolving it is complicated.

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Azothath wrote:

Best Wild Shape (no templates etc) thread, 2017

Best Wild Shape Druid 6 thread, 2013
Polymorphamory Guide, last edit 2017(?)

Not sure about wildshape allowing you to breathe air when you take an aquatic form by RAW (but it allows you to breathe air when becoming a fire elemental, so probably it does), but my Gm allowed it and I had a lot of fun turning into an Air walking giant octopus.

Cthulhu times. ;-)

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Derklord wrote:
Diego Rossi wrote:
Snake, Constrictor Snake Melee bite +5 (1d4+4 plus grab)

Dire Tiger Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19-20 plus grab)

Hm, three chances to grab at or one... damn, tough decision!

I should have been more specific (my bad!), but the point still stands. The stock standard large combat form is way better than any snake when it comes to grappling.

Agreed. Felines are always better!

AwesomenessDog wrote:
Ignoring that yeah snake forms are underpowered, and maybe this is a valid question to raise in the rules forum, but I would assume you could fudge the size within at least one size category by simply wildshaping into a "dire" (read giant templated) or young template version of the creature. No Huge snakes, be a dire emperor cobra or young Giant Anaconda.

Wildshape is a Polymorph effect. And Polymorph says:

CRB wrote:
Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

A Druid can't wildshape into a templated creature. The creature needs to exist in some of the Bestiaries as a specific entry or it should have been added to the "official" fauna of the world by the GM.

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3rd edition has the Stormwrack book.
Not exactly Pathfinder, but it is on par with most third-party material as compatibility and balance.

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Derklord wrote:


valhella wrote:
Snakes make good battlefield control with Venom, or by grappling someone and constricting for damage.
Poison is too slow to be good in most battles, and snakes are not good at grappling at all. I you want to grapple, you want something with the Grab ability.

Snake, Constrictor Snake Melee bite +5 (1d4+4 plus grab)

The main problem with snakes is that there are 2 generic ones: Constrictor Snake and Venomous Snake and 3 specific ones: Asp, Emperor Cobra, and Giant Anaconda (four with the Viper Familiar), with no large or huge constrictor snake, and no small or huge venomous snake.

Considering what we have in nature on Earth and what we could have in a fantasy world it is a lackluster list.
Third-party material can help here, if the GM allows it.

Generally, other forms work better.