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Aside from the verbal component aspect of the Teleport Spell, is there any sound created either when the teleported creatures leave or arrive? Seems like their might be like a "whoosh" sound created, but interested in others opinions. My players are lvl 13 now and started using it more often in and out of combat. How do other GM's handle this? Thanks!
I'm reading through Vault's of Madness and its not clear to me exactly what Juliver know's about what is going on below in Ilumera. It just says, "The serpentfolk there are on some sort of mission, under the leadership of a powerful priest." What details does she know? Is that the extent of what she knows? Thanks!
One of my players has a sword that can cast Sunbeam. In the description of the spell near the bottom is states... "In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save." We've been playing for a few years now and we have yet to encounter a creature that specifically says it is sensitive to light, which always draws a frown for my player when she tries to use the sword on a new type of creature and I tell her, "Nope, not sensitive to light." Is there a list by chance somewhere that lists creatures that are specifically sensitive to light, or can someone give me some examples of some? Or are most undead naturally sensitive to light and I'm overlooking something? Thanks!
Question regarding the use of the Teleportation spell. When used, do the travelers temporarily travel through the Astral plane on their way to their destination? Just curious about the details behind the curtain, if you will. Trying to make the description a bit more dramatic, other than, "Ok you cast the spell, [rolls dice], ok you make it." Thanks!
If someone who is wearing say plate mail armor and has the Freedom of Movement spell cast on them underwater, do they sink to the bottom but can still move and fight normally? Do they need to make swim checks? Do they just float about? I understand that it doesn't grant them the ability to breath underwater, just trying to understand fully how this spell would work in this situation. Thanks!
I'm running my PC's through the Serpents Skull AP and they encountered Jigeke the Exile in the Race to Ruin module. Anyway, one of them got zapped for (4) negative levels during the encounter from his Enervation spell. My question is three fold, first, when a character is afflicted with negative levels, what do they actually feel or experience physically? How would you describe it to them what they're feeling from the effects of the spell, both as the spell is taking effect and how would they feel afterwards? Trying to assist my PC with role-playing his affliction. Two, how does a healer using magic or mundane skills (healing skill) determine medically what has happened to them? Three, is there a way magically to restore the negative levels? The spell says they wear off over time, but wondering if there is a way to "heal" or "cure" the affliction without having to wait it out? Thanks much!
Hope I posted this in the right place... I'm looking for information on what would a Pathfinder Society Venture Captain would require (or the Society in general) for PC's to join? This is strictly from a role-playing aspect. Are there contracts? Is there a ritual or ceremony? What does the Pathfinder Society expect from their members? Is there a code of conduct? What do the PC's get in return? Are there any benefits other than being sent on dangerous quests? Is the PF Society a secretive group? Is there any good source material on how the inner workings of the Pathfinder Society works? Any information or insight would be great, thanks!
I created a plot device in my home game, whereas, the PC's were put in a very sticky situation. A close ally (NPC Paladin party member) was kidnapped by a powerful group, where upon his heart was magically removed and used in a summoning ritual to summon and bind a minor demon. The body was put into a magically alter state in which it was not alive nor dead (stasis), and left the heart pumping. The PC's where then given a few choices; A) destroy the heart and the demon would be banished back to its home plane, but kill their friend, or B) retrieve the heart from its resting place in hopes of trying to find a way to re-attach it to their friends body and save his life, which would then set the demon loose to wreak havoc upon the city, or C) give the group the information they wanted and the heart would be given back to them and the demon banished. They chose D) destroy the demon and retrieve the heart by force. Now that they have the beating heart and the body that is in a magically altered state, they are looking for magical ways to re-attach the heart to their friend’s body to save his life. This is where I need your help. Admittedly I'm not familiar with the entire PF grimoire so I'm soliciting for ideas other than the Regenerate Spell or Wish Spell that could pull this feat off. Magical items are fine too. Any ideas?
I guess this is both a rules question and a GM question. Historically I've always rolled SR in secret for the PC's. My thought was that they wouldn't know if a creature/NPC has spell resistance, but now I'm starting to question that. Certainly you could argue that after the first failed SR that the PC's would know that the spell failed because it was resisted, or would they? Would they automatically know, or is a Spellcraft check in order, and if so, what would be the DC? Should SR checks be done by the GM when PC's try to cast a spell on a SR creature, or should the PC's roll this? Thanks!
If a creature has Protection from Evil on them I understand that Summononed Evil creatures cannot make natural weapon attacks against or touch them unless they attack the Evil creature first. Does this also apply to weapons or improvised weapons in their hands that the Evil creature may have? I think the answer is no, but just want to make sure. Thanks!
Apologize if this has been answered before, but I wasn't able to find anything. What happens when you use Detect Magic on a scroll? 1) Does it emit a magical aura?
Thanks for your help!
I was reading through a PF Society adventure (Race for Runecarved Key?) and it made mention of an Order of the Hell Knight's having a presence in Magnimar. I don't recall the Magnimar source book mentioning it, though admittedly I haven't read it cover to cover yet. Why would that be? Where is it located? Does anyone have anymore details about it? Many thanks!
Greetings fellow Pathfinders, I was hoping someone has already done the leg work here. I'm looking for an in-depth city encounter chart specifically for Magnimar, but any city might do if I can easily make changes to it. I have the Magnimar source book which has some encounter charts for critters, but I'm looking for interesting encounters that one might have in a big city, outside of a random monster. Certainly a few could be on the list. Anyone have any good sources? Many thanks in advance.
Greetings fellow Pathfinder's! I'm looking for some PF module ideas to run a PF game with my girlfriend. She's going to be playing 2 characters (no NPC's as of yet); a 1st level Elven Rogue raised on the city streets, and a 1st level Human Urban Ranger that has Detect Magic as a spell-like ability. I'm looking for suggestions for PF module/adventures that you would think would work for a this small party. I'm a seasoned GM, but she's only been playing PF for the last few months. Normally I would just create something from scratch, but time is my enemy. I need something that will be fun, but also require as little tweaking as possible on my part. I'm pretty good at scaling encounters to fit a party size, so that shouldn't be a problem. Any suggestions would be great! Thank you! |