# DocWatson's page

Goblin Squad Member. Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 63 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.

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I received an e-mail response on the issue, and the problem has been resolved.

This post can be closed. Thanks!

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Hello,

I received the wrong product on my recent order (36262144).

I was supposed to receive Starfinder AP # 34, but instead I received Pathfinder AP # 161.

Can I make an exchange for the correct book?

I had sent an email 10 days ago, but have not received a response.

Thanks!

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Hello,

Please cancel my current subscription to the Pathfinder Adventure Card Game, and Pathfinder Cards.

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I did specify the fighter in question could do 5 points per round. Maybe its a level 1 fighter? I wanted to keep it simple for the example..

Even at 10 hp of damage per round, you are looking at about 1.9 hours to cut a hole in a stone wall. That is still a significant amount of time to be hacking away at a wall.

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This sounds like a math problem. Making some assumptions...

Quote:
A fighter wants to use his adamantine dagger to cut a 4 foot diameter circular opening in a 5 inch thick stone wall. How long will it take? He can cause 5 HP in damage to the stone per round.

Stone has 15 HP per inch (inch^3? Sure, why not), and the fighter wants to basically cut a stone cylinder about 150 inches in circumference and 5 inches thick.

The fighter has to cut through about 11,250 HP of stone (ignoring hardness).

At 5 HP of damage per round, it will take about 2,250 rounds, or about 3.75 hours to cut through the stone.

That's my take on the question, anyway...

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Hello,

It looks like this order is still in pending status. Are there any troubles with the order?

Any help or info would be appreciated.

Thanks, and Merry Christmas!

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That works for me.

Thank you!

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This order still shows pending.

I'm just checking to see if the order has a any problems holding it back.

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Ah, ok. I don't see the message now. Glad to know things are on track.

Thanks for your time. I appreciate the work you guys do!

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On this order there is a note saying, "Waiting for backordered product(s)."

I was curious as to which item was back ordered? I did not see a mention of any delayed items in the sticky thread.

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No, the forums are still acting the same.

To make things even odder, the forums work normally when I am signed out of the site, but act up when I am signed in. Completely clearing my browser of its cache and cookies didn't help. This is using Chrome.

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It's happening for me across 3 different PCs.

/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG loads everything on the page except for the message threads. If I click 'Focus' the page loads as normal, but when I click 'Defocus' the page loads without the message threads.

Quite odd. In fact now that I look around /paizo/messageboards/paizoPublishing/pathfinder doesn't load correctly, and all the subforums appear light blue.

Here is a screenshot.

I hope that helps...

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Thanks for the help!

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Part of my order still shows pending, and I was curious about the status of it.

I have received all of my order except for the Pathfinder Adventure Card Game: Rise of the Runelords Base Set.

The shipping notice did indicate that my order was being shipped in two packages.

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A touch spell uses 1d20 + STR + BAB against an enemy's touch AC.

A ranged touch spell uses uses 1d20 + DEX + BAB against an enemy's touch AC.

I am unaware of any Caster level bonuses to hit, unless there is a specific class ability that adds that.

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Yes, I have to agree. All XP rewards should be pooled and then divided amongst the players.

However, in my game I level by fiat. If the AP recommends that the players should be level four before storming the castle, I simple make sure they are level four before they storm the castle. Makes it easier to keep track of power levels, and encourages the players to enjoy the ride and not just strive for XP (that's the theory anyway).

I am running a different game that has a bunch of side quests mixed in. The side quests make leveling by fiat a little fuzzy in determining when the players should gain a level. In this case I privately keep track of XP gained, and I only tell my players when they have gained a level.

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It's probably not PFS legal, but there is Spell Research.

I don't see anything restricting Spell Research from being used to cross spell lists. I would think there would be a divide between Divine and Arcane sources for spells to consider. I guess that would be up to the GM.

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My players have finished the Witchtower dungeon, and were able to get by the clockwork servant leaving it intact. My players are now hooked on the idea of modifying the Clockwork Servant to work for the party.

The group only has three players, so I don't think the Clockwork Servant will be overpowering. I am now considering how I could make this work (I told the group their knowledge of clockworks was insufficient to do anything with the thing at the moment).

Using Craft Construct seems the most obvious, but the requirements are a little high for this particular module. I was thinking of requiring both Craft Wondrous Items and Knowledge: Engineering to be able to attempt to reprogram the Clockwork Servant.

Once the Clockwork Servant is reprogrammed, I was thinking of treating it like an animal companion. The Clockwork Servant would have 4 tricks the players could program into it, and a Knowledge: Engineering roll would be used to control the clockwork in place of Handle Animal.

So do you think this would work ok? I'm fairly sure a CR 2 clockwork won't wreck the module, but I thought I'd ask on the side of caution.

Are there any other considerations on this idea?

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The Pathfinder Wiki has them listed in a category view, though it looks like many of the entries are incomplete.

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Hmm, as an additional question the rules say:

PRD wrote:
You begin play with a Fame equal to your character level + your Charisma modifier.

Would this mean you begin play with that many Prestige Points as well?

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Heh.

"It's not the fall that hurts, it's the sudden stop!"

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Heh, I should have read the board a bit better. I posted a similar question in the GM thread.

I like the idea that the Blade can change into one of the seven Skymetals if the PCs have that shard. I might use that, but add it to the Energy Attunement ability (or it unlocks at that time).

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I have a player that is going to be a Bladebound Magus, and I was looking for some advice.

I was going to have the PC find the blade in the dungeon as the PCs approach level 3. Any recommendations as to what the blade's purpose should be?

I'm not quite sure what the ultimate aims or antagonists of the AP will be (haven't read that far).

Maybe the elimination of all Thassilonian spellcasters?
Maybe to ensure the Star is reforged? Maybe to prevent the Star from being reforged?

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Heh, ok. Missed that.

So the area outside of the Darkness spell would just be really bright.

So a Darkness spell creates an appreciable boundary between Inside and Outside the spell for light. Good to know.

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So, does adding additional sunrods around but outside Darkness's area of effect affect the ambient light of an area?

(Just to be that guy. Sorry!)

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Background: I am GM'ing a Shattered Star campaign, and I am adding a Cloistered Cleric Party Companion NPC to help with knowledge skills, translations, and healing. Ultimate Campaign just arrived, so I thought I'd give the character a drawback. I then noticed an interesting interaction between the Drawback Meticulous and the Cloistered Clerics's Breadth of Knowledge. I am of two views on this interaction.

My question: Does the Drawback: Meticulous affect normally disallowed Untrained Skill Checks granted by a Class feature such as the Cloistered Cleric's Breadth of Knowledge?

The applicable rule text:

Ultimate Magic wrote:
Breadth of Knowledge: At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.
Ultimate Campaign wrote:
Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you are untrained.

**

VIEW 1: Yes. Breadth of Knowledge simply makes knowledge skills like climb or stealth. If you don't have a rank in the skill, it's untrained. -2 to the skill check. A drawback is a drawback.

VIEW 2: No. A class feature like Breadth of Knowledge is a kind of training, since normally you wouldn't be allowed to make an untrained knowledge skill check at all! The drawback shouldn't negate a class feature like that.

Normally, I would probably go with view 1 if one of my players mentioned it; however, this NPC's purpose is to be a non-combat knowledge monkey. I am going with view 2 for this NPC. In a couple of levels, the question won't matter anyway.

I'm mostly asking to see how different GM's would rule on this. What is your view on the matter? A related question, how often do you GM's bend the rules a little for an NPC?

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I have two wet-erase battlemats that I use. The largest one I use to draw out the dungeon as it is explored, typically at 10' per square. I have a smaller one I use to draw out the current room or section if a fight is taking place.

For multi-session dungeons, I have a 1" gridded easel-pad of paper that I'll use to draw out the dungeon. I can pre-draw some of the rooms to speed things along.

Instead of minis, I like to use a couple of dozen 1" wooden discs from a craft store with some 1/2" circle labels on them. I write PC names on theirs, and M1 to M20 for the monsters with a couple for bosses. Put a label on the other side for being prone, and you just flip the disc when a monster goes down.

To run the battle I use Combat Manager on a laptop. (http://combatmanager.com/ : Excellent program)

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I'd be interested in a cleaned up and expanded Words of Power ruleset.

A GM section that has a list of some common WoP spells for NPCs would also be useful. That would make it a little easier to throw a Word Caster at my players.

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Some ideas taking inspiration from Escaflowne: Levistone!

Levistone can form the base or lower strata of the islands. Levistone has an "at rest" buoyancy or float at 1 atmosphere, so all you need for a ship is a raft strapped to a couple of large rocks and a sail!

Imagine a horde of goblin raiders riding the air currents on boulders they caught with a net!

The primary islands can all float near the same height for ease of mapping. "Asteroid fields" of free levistone can make effective obstacles cutting off sections of the map. That and the dangerous creatures that tend to nest in such areas.

Levistone can be made into an alloy if you know how, so advanced nations can have "Ironclads of the Sky" in their fleets.

Also levistone sinks when heated and rises when chilled allowing for some exploration at different heights!

Icy ruins can exist at extreme heights, while fiery domains lay at dangerous depths.

*****

A world in the sky would definitely be an interesting setting to play. I might have use this idea should I ever run a homebrew.

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All the people I have played with don't mind starting over at level 1.

Starting over is seen as a chance to play something new: a new class, a new race, a new concept, etc.

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Faq'd

My view on it:
All non-magical light sources within the area of effect are suppressed, and do not give out light per the spell description. Without these specific suppressed light sources, what light would the area at large have?

Sunlight would provide bright light. Starlight and moonlight would be dim. Unsuppressed light sources such as torches, fire, lava, or cave fungus would provide average dim light, to maybe bright depending.

Then the light within the area of effect is lowered a step.

I would say ambient light is the amount of non-magical light present in an area excluding any suppressed light sources.

Just my 2 cp.

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Hmm... With the planes being locked in your world, maybe Divine magic fell out of favor due to the Gods no longer being accessible. Arcane magic was simply a better option for those wanting to gain power.

While the planes are locked, perhaps only allow Divine magic up to level 3 spells? Clerics are still around and useful, but the Church has lost power and influence due to this limitation.

Just an idea.

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Backed!

Looking forward to this AP's release.

I'm still running my players through Way of the Wicked, and it has been a great experience. Though my players might be a little too evil sometimes...

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Thanks.

Making the race a 10 RP race would be easy enough by swapping out the ability score modifiers from advanced to standard.

I'd probably go with:
-2 Str, +2 Dex, +2 Int (Standard: 0 RP). Usagi are intelligent and agile, but physically weak.

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Here is the custom race for rabbit-folk in use in my campaign.

Usagi, or rabbit folk, are lapine shape-shifters known for their love of learning and community. Usagi possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic rabbit. Usagi treasure community and make steadfast companions.

-2 Str, +4 Dex, +2 Wis, +2 Int, +2 Cha (Advanced: 4 RP): Usagi are extremely agile both mentally and physically as well as companionable, but are physically weak.

Medium Humanoid (0 RP): Usagi are medium creatures and have no bonuses or penalties due to their size.

Fast (1 RP): Usagi have a base land speed of 40 feet.

Low-light vision (1 RP): Usagi can see twice as far as humans in conditions of dim light.

Change Shape, Lesser (3 RP): An Usagi can assume the appearance of a specific single human form of the same sex. An Usagi in human form cannot use the Jump ability, but gains a +10 racial bonus to Disguise checks to appear human. Changing shape is a standard action.

Prey (Skill Training: 1 RP): Stealth and Perception are always class skills for an Usagi.

Gifted Linguist (2 RP): +4 on linguistics checks and they gain an additional language each time they put a rank into the Linguistic skill.

Jumper (2 RP): Usagi are always considered to have a running start when making an Acrobatics check to jump.

Languages (Standard: 0 RP): Usagi begin play speaking Common and Sylvan. Usagi with high intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Dwarven, Gnome, and Tengu.

(Total RP == 14 RP)

Alternate Racial Traits:

Ujina: Some Usagi are born with an innate resistance to detection. They are generally marked at birth with solid black fur. Ujina add +1 to the caster level of their abjuration spells. Ujina also gain the following spell-like abilities: constant -- nondetection; 1/day -- faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level. This (Enclave Protector: 2 RP) replaces Gifted Linguist.

Warborn: While most Usagi study the art of speech, others train to be defenders of the warren. Warborn receive Weapon Finesse as a bonus feat (Nimble Attacks: 2 RP). This replaces Gifted Linguist.

Returned Soul: Some Usagi are believed to be the reborn souls of great heroes of the past. They instinctively recall the traditional weapons of the Usagi. They are proficient in the Wakizashi and No-Tsurugi (use stat line from Elven Curve Blade). This (Weapon familiarity: 1 RP) replaces Prey.

Edit: Corrected stats. Hopefully I have caught all the errors.

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One of my players is playing a Ujina. The race is quite similar to the Kitsune, but a rabbit instead of a fox. The race is a shape-shifter type.

Unfortunately I am at work, and I don't have access to the details. I could post them if you like. The race is an advanced race (14 RP I think).

Like the Kitsune, the Ujina are based on Japanese folklore (or so I am told).

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These modified rules look quite nice.

Are these rules meant to be with the standard monk damage progression, or with a flat d6 damage through all levels (from another thread)?

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Hmm, I've been informed that this issue may have already been corrected in the HeroLab file.

If so (can't check at the moment), never mind...

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I have a question, and maybe a bug report...

Who takes the "Improved Animal Companion" feat (and the rest of the line), the ranger or the companion?

It is listed as available under "Ranger Feat" in the "Ranger Talents" section so it appears it is taken by the ranger; however, the HeroLabs file lists the feat as taken by the companion (it is not listed in the ranger feats).

So which is correct?

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I would have to day since Deeper Darkness doesn't stack, it does not overlap either.

2 DD spells would either do the following:

1) Cast first DD. Then cast second DD. The first becomes irrelevant as the second casting subsumes the first and basically just increased duration.

2) Individual castings of DD work like bubbles. Two castings next to each other work (increases total area of darkness) but have a boundary between them (like the film on the outside of a bubble). There is no overlap nor stacking.

If a light spell is cast and it will suppress both DD castings.

I might get more involved with a light bubble vs. a dark bubble, but it would be depend on the context. No need to complicate things. :p

That's how I'd rule it, anyway.

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My players are really looking forward to playing. I'm almost done with the Player's Guide/ Houserule document, and then it's just scheduling.

One thing I didn't see is a recommended number of PCs. It feels like 4 is the "best" number, but I was curious if anyone felt 3 would be too difficult, or 5 or 6 too many? How many PCs are in your campaigns?

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I think of magic as the manipulation of the fabric of reality. It makes sense to me that any spell would have some kind of observable effect as a spellcaster warps existence to his whim. This effect could be visual (threads of light) or audible (hum or crackling). It could be a perceived aura or pressure on the back of the mind. It could be a little portal to an elemental plane.

I also think of components as a kind on mnemonic device a spellcaster uses to help control and focus this reality warping power. Maybe components simply allow a spellcater to cast a spell at its most efficient.

Metamagic feats increase the spell level required to cast a spell. Removing a component can then be seen as removing a mnemonic device to cast a spell less efficiently by dumping more raw power into the spell. This means whatever observable effect (if there is one) would be made more apparent. Embiggened, even.

So, perhaps this more apparent effect would offset the lack of a spell component to make identifying a spell via spellcraft a wash. No penalty, nor bonus to spellcraft.

Just some of my thoughts. I didn't mean to interrupt. Please continue your back and forth.

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Heh, Zaiobe has become interesting for my group.

My group had split up do cover ground a little quicker which led the barbarian to meet her in the tower alone. She was not aggressive, and the barbarian allowed her to touch him to communicate. She communicated her intent to kill Kikonu with his help, but not the details of the plan. The barbarian left to discuss it with the rest of the party.

The PCs agreed to help her, but argued for about 30 minutes on whether or not Zaiobe was going to betray them, or if they should betray her first...

The PCs returned and agreed to help Zaiobe and to follow her plan.

When the plan was executed, Zaiobe got a critical hit for almost max damage. Kikonu rolled really bat on his initiative, and he went down without returning a hit (so sad!).

During the after battle regroup, Zaiobe landed to conclude the bargain (the PCs would help and get whatever Kikonu had on him, and she would leave in peace. I was playing her strait). The barbarian shook hands with her, but refused to let go. The wizard (party face) then grabbed the barbarian to break up an impending fight. Zaiobe broke free and then left after being waved off by the wizard.

The PCs saw Zaiobe flying overhead heading south as they we leaving the castle. The barbarian swore to continue the fight. I decided to let him try.

Fast forward a bit. The PCs are in Sandpoint, and they have heard a rumor that a harpy has been seen near the area with the Red Bishop...

They hire a boat out to the island. While making their way to the monastery, an arrow zips by and hits the ground in the middle of the group (they totally failed to notice Zaiobe). At this point the wizard convinces the barbarian to let him talk to her first.

After some discussion, some insane diplomacy rolls, and a hero point spent, the wizard has managed to convince Zaiobe to join their caravan and help them take out the Red Bishop!

So now my plan...

Zaiobe was not made an oracle by Pazuzu, but by some force that opposes Pazuzu. She is destined to meet and travel with the PCs to find and destroy a Pazuzu cult somewhere in Tian Xia.

So, for those in the know, is there a good place in the AP for this development to come to fruition?

I'm sliding Zaiobe to just this side of CN, and she has promised the group to try to reform her more violent ways. There might be a romance budding between her and the wizard, but he might also have an interest in Ameiko...

Fun times!

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Is book 3 going to be available in print as well?

I really like what you've done so far. This campaign will definitely get run after our current one finishes up.

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I've been running my players through this AP, and so far it has been a blast!

In Brinewall...:
The ranger managed to find one of the secret entrances into Brinewall Castle... They were not expecting a run in with the half-fiend decapus first thing!

For the custom treasure, I used a dragon / elemental theme:

For the Ranger:
+1 Seeking Darkwood Composite Longbow (STR 1)
A Sky Dragon is carved on it, and it has the name "Gentle Breeze."

For the Druid:
+1 Mithral Scimitar
A Sea Dragon is engraved upon it, and it has the name "Sterling River."

For the Barbarian:
+1 Cold Iron Dwarven Waraxe
A Forest Dragon is engraved on it, and its name is "Roaring Mountain."

For the Wizard:
+1 Spell Storing Darkwood Quarterstaff
A Underworld Dragon is carved on it. Its name is "Radient Flame."

All are designed in the style of Tien Xia, and match the Imperial Dragon on the Warding Box. Each player gets a weapon worth around 4500 gp.

Destiny!

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Hmm... The intelligent item rules don't seen to have the ability to give an item feats.

How much do you think giving an intelligent item a feat should cost?

Give the chest a couple levels in fleet, and it can at least chase down a halfling.

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Eos wrote:
Well i wouldn't go with floating disc, it has to have legs lots and lots of them. :)

That could make for an unusual adventure...

"Why are we raiding goblin villages again?"

"I told you, I need about a hundred pairs of legs to make this awesome chest!"

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I've been using this great program in a Serpent's Skull campaign, and have had noticed a couple of problems with the monster entries.

The entries for a Chemosit lists it having a DR 15/-, immunity , and spells it shouldn't have for a CR 4 (my group may never let me live down that fight before I caught the mistake).

Also the Plague Zombie had DR 10/Cold Iron, and spells and skills it shouldn't have.

Most of the stats are correct, but thy have... added flavor.

Maybe something got messed up when the monster list was compiled?

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It's not a real adventure unless you measure your progress by furlongs per fortnight.

:p

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How about if after a will save is made, the target is immune to the spell for a day, or cannot be targeted for a time?

That would make the spell similar to some of the hexes.

If a creature fails its save, wouldn't attacking itself be a standard action using up the creature's actions (unless it has multiple base attacks)?

# Wishlists and Lists

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