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Scarab Sages

Elven chain
Someone can explain me why that specific armor costs 5150 gp and not 4150 gp?

Is really +1000 gp for use the light armor proficiency or that's an errata?

And another question. Can you add a new ability or upgrade the enhancement of a specific weapon or armor? Can you make a Celestial armor +4 or a Holy Flame Tongue?

Thanks!!!!

Scarab Sages

¡Hi!

I'm agree that the raise rules need a full revision because they penalising same the GM as the player. However, I don't like so much the revised rules, because when you can cast Raise Dead, you can cast also Restoration, and the negative level have not the desired effect in game.
I was twisting some spells and the raising rules with this and the Psionic Revivify power in mind. Please tell me that you think about it.

* * *

Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
Raise Dead lets a cleric reconnect a corpse’s psyche with its body, restoring life to a recently deceased creature. The spell must be casted within 1 round of the victim’s death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
If the subject’s soul is not willing to return, she receives a Will saving throw.
A raised creature -1 hit points (but stable) after being restored to life. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spells.
A creature raised first time by this spell gains permanently the Raised subtype and an undead aura equivalent to a creature of undead subtype of 2 HD that can be detected by Detect Undead or similar abilities. Each new spell casting on that creature adds +2 HD equivalents to this aura. A living creature of Raised subtype whose Undead Aura is bigger that his Constitution Ability Score can’t be raised by this spell.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Material Component: Diamonds worth a total of least 5,000 gp.

Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. . If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 1 day per caster level.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health.
A creature raised by Resurrection gains only +1 HD to his Undead Aura, and the Raised subtype if she hasn’t when the spell is cast.
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

True Resurrection
Conjuration (Healing)
Level: Clr 9
Casting Time: 10 minutes
This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. . If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.
A creature raised by a true Resurrection spell not gain the Raised Subtype or increments her Undead Aura.
Even true resurrection can’t restore to life a creature who has died of old age.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.

* * *
Raised Subtype
These creatures were back to life and always have an undead aura around them. A raised creature can be detected by effects that identify undead creatures even they are alive.
Traits: A Raised creature posesses the following traits (unless otherwise noted in the creature's entry).
--Undead Aura (Ex): A Raised creature has a particularly necromantic aura corresponding to the accumuled HD received by the creature due raise dead or resurrection spells that can be detected by detect undead spells or equivalent abilities.

Scarab Sages

Hi everyone!

I don't know if anyone had this problem too.

In our games, the fact of the domain & school powers was spell-like abilities, and not spells, had a lot of secundary problems. Various examples:

*Our wizard used his magic missile power (Evocation) being grappled by a choker without need doing a spellcraft check.
*Later, the same wizard, captured by the villains, used his 1st level power (a sobrenatural effect, not an SLA) to break the ropes that were tying him. Again and again until the rope was disitegrated by the acid.
*The cleric, with the Charm domain, using her charm person ability (becase it hasn't verbal, somatic or material components, only a light concentration and a mental command) to charm a shoopkeer and don't pay her buying with a lot of witness.
*The evil cleric, tied and gagged using his lesser confusion power (from Madness domain) in the middle of the law court that was going to judge him.

All this actions couldn't done if we put a note in both classes saying that his SLA and supernatural abilities derivated from domain & school powers have verbal, somatic and material components (same as warlock)if the spell that simules have them.
Therefore both classes have its powers but they are not obtaining an unfair advantage from them using as mental command actions...

Cheers!

Scarab Sages

¡Hi!

We are considering to do the Big Game Hunter a combat feat in our playtesting of the Pathfinder RPG with RotR...

What do you think? It should be a combat feat or a normal feat?

Scarab Sages

Alpha 2 p. 43 wrote:

Creatures with a fly speed receive this

skill for free as a class skill. They also receive a bonus
(or penalty) on all Fly checks depending on their
maneuverability.

Now it means fly skill with HD ranks plus 3 ranks for free? Or a flying creature must spend its own skill ranks on it?

I like we are returning to skill points, but it needs a clarification.

Cheers!

Scarab Sages

I'd like share an idea about sneak attack with you.

Sneak attack works always (as Alpha says) except monsters with a new defense similar to Fortification Special Armor Ability. It is necessary to add this new defense to each monster individually.

*Heavy fortification: 100% to ignore criticals & sneak
Elementals, Oozes, Incorporeal undead & Other creatures without anatomy

*Moderate fortification: 75% to ignore criticals & sneak
Constructs & Golem-like creatures such as skeletons or liches

*Light fortification: 25% to ignore criticals & sneak
Plant creatures & and most of the corporeal undead such as vampires or zombies

*No fortification: 0% to ignore criticals & sneak
Corpse-like creatures such as ghouls that are organical creatures (diggestive system for ghouls, etc)

Add to each monster on new MM an appropiate defense vs sneaks & criticals and it's perfectly backwards compatible with 3.5 Edition. Sneak attack is improved but not overpowered.

Cheers!
Thanks to Paizo for the release!!!!