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Following on from the Alchemist Fire thread, but separate enough to warrant its own:

If I use an Arrow of Slaying, or a Bane Arrow, for a specific species as an improvised melee weapon instead of as ammunition for a bow, does it still get the benefits slaying or bane properties?

What if it's used as an improvised thrown weapon?

Assume the user has Catch-Off Guard, Throw Anything, and Improvised Weapon Mastery for the purposes of this discussion.


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The Deck of Many Things is noted as a campaign killer and we all know why.

But what is the minimum level you think you'd need to be for everything it can do to be resolvable with a bit of effort?

For the sake of argument, assume a level of TO that's consistent with published guides but doesn't allow RAW tomfoolery. Pretend that you haven't necessarily just selected ALL THE PURPLE THINGS though.

Assume that you will have a party to help and just to make it interesting, assume the following party make-up:
- 1 x non-caster melee
- 1 x 6/9 support/buff spontaneous caster
- 1 x 9/9 arcane prepared caster
- 1 x Alchemist (I like alchemists :D, this is the only mandatory class)
- 1 x bizarre mishmash of 3 not very well aligned classes (To make things interesting. But assume you have the stats to support the MAD with at least a 16 in one key stat for each class and an 18 in the key stat for whatever is the 'primary' of the 3 classes. There can be some overlap of stats and abilities here, but we're looking more wiz/rogue/gunslinger than Oradin, for example)

You can assume that your PC is any one of these and also assume that the party is reasonably well coordinated and might even discuss build options to avoid overlap.

Assume your choice of either chained or unchained.

All 1st party material allowed.


So, it's not listed on the table of actions in combat. The closest is probably stabilizing a dying ally IMO

What say ye?

Does waking an ally that was put to magical sleep provoke an AoO?

Is there RAW anywhere?

If not, what do you think?


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Has any one already separately compiled a list of the best 1001 ideas threads (and similar) privately and would be willing to share it?

Otherwise I guess I'll start a labour of love in the next couple of weeks...


The Psychic Stalker Fleeting Possession ability says:

Quote:
As a standard action, a psychic stalker can enter an adjacent living creature’s body and begin to destroy its mind in a violent attempt to feel alive. The psychic stalker can initiate this process only on a creature that has taken an amount of Charisma damage equal to or greater than half the creature’s Charisma score.

It goes on to say that:

Quote:
Psychic stalkers delight in possessing creatures immune to negative energy, since the stalkers don’t affect those creatures’ Charisma scores and can inhabit them indefinitely

How, exactly, does a Psychic Stalker possess the creatures that it delights in possessing if they're immune to the damage theyneed to take in order to be possessed?


Soooo....

To learn an outsider's True Name(tm) is a Know(planes) check with a DC of 10+Target's HD.

Pazuzu, as the highest CR outsider we have Paizo stats for (I think)has 35HD for a CR45 check.

That's not impossible. It's the same as the CR to learn any of his abilities and weaknesses which seems... unintuitive.

There are some caveats around True Names(tm) not always working and I'd put a demon lord firmly in that category. But it seems like for cases where they do work, it's a pretty easy check given the power conferred by knowing the name and the general lore that many outsiders are pretty keen on this information not getting out and about.

Assuming no modifications of the CR by a wily DM (can add up to +10 'depending on the power of the creature'), how quickly could you make it trivial to learn Pazuzu's True Name(tm)?


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I just ventured into Gamer Life for the first time in a while and the place was riddled with spam from the last couple of weeks.

I think I flagged 9 single post threads just on the first page. There are heaps of newer threads with replies so I'm sure people are seeing the posts.

Is it not being reported or flagged so often anymore?

I know the staff can't catch it if it's not reported for the most part, there are just too many posts and threads each day


Delay Poison says:

Quote:
Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired

Scholarblight does 1d3 INT damage and also "More drastically, victims who fail a saving throw against scholarblight lose their ability to read or write for 24 hours, as letters and symbols seem to twist, move, and reorient themselves".

If the player has already been exposed to Scholarblight, obviously, the 1d3 INT damage has already been done, so the damage remains because Delay Poison says it does.

The other effect of Scholarblight isn't a damage effect though.

Is the inability to read or write suspended for as long as the delay is in effect or does it continue?

I'm not even sure there is RAW on this. How much do I hate my players.....?


I'm looking for a scenario or module where the players have to break in somewhere.

PFS, older D&D editions and 3PP are all fine for recommendations.

I know there are some modules where the party have to race through a museum type place and compete against other groups that might be good.

Level isn't an issue.

I'll be converting it to my homebrew so basically just need something with a good building map that has some of the defences outlined and could believably be the place where something tha the party need to steal is stored.

Any good suggestions?


So...

I have a Zen Archer monk player. Yes, they're very nice from a DPR perspective sometimes, but officially they can't be done using UC monk.

I also don't think UC monk is particularly sweat-worthy anyway from a DM perspective. I have a wizard and a cleric in the party so the monk isn't going to keep up regardless.

So I was going to look at combining the few benefits of regular monk into the UC monk. Like faster Will save progression for example(UC monk still at +1 when OG monk is at +4).

I would then look at how this might affect Zen Archer and come up with a reasonable load-out for the hypermonk.

Has anybody done this, thought about this, woken up in a sweat from a nightmare where this happened?

Any thoughts, warnings, sarcastic remarks?


So...

I have a Zen Archer monk player. Yes, they're very nice from a DPR perspective sometimes, but officially they can't be done using UC monk.

I also don't think UC monk is particularly sweat-worthy anyway from a DM perspective. I have a wizard and a cleric in the party so the monk isn't going to keep up regardless.

So I was going to look at combining the few benefits of regular monk into the UC monk. Like faster Will save progression for example(UC monk still at +1 when OG monk is at +4).

I would then look at how this might affect Zen Archer and come up with a reasonable load-out for the hypermonk.

Has anybody done this, thought about this, woken up in a sweat from a nightmare where this happened?

Any thoughts, warnings, sarcastic remarks?


I have a player who wants to pose as a worshiper of Lymneiris while secretly being devoted to Ardad Lili.

I can't see Lymnieris being super happy with this.

Has anyone put together any ideas for boons and curses for them?

Wasn't sure if here or 2E homebrew would make more sense....


So...

I'm just in the early days of a new campaign in my homebrew world and I'll be playing with two new to the game players (they've played some Cthulu but not much), one player with a some small experience (about a year, maybe two) and two players who have been gaming for decades, but aren't too familiar with Pathfinder.

Everyone is starting at level 5.

Part of the story that will eventually affect the players is that the leader of the country they are currently in, and whom they currently work for through their mercenary company, has essentially been on the throne for millenia thanks to certain magical properties he imbued in the crown. It has a pseudo-magic-jar effect, which only works on members of his bloodline, and instantly allows him to take over their bodies once they put on the crown.

Long story short, the party now have a reason to soon visit the cemetery in which the royal tomb resides and I want to leak some details of his cunning plan without turning this into priority one for the players. They have other things they're trying to do for now, and that's ok, they don't have the raw strength to deal with this yet anyway.

The royal crypt keeper is a necromancer of some note and is, by necessity, in on the ruse. The PCs shouldn't have to engage him in combat on this encounter and he would be an epic level encounter if they did. He is also deathgagged, so if they do decide to ice the fool, they can't compel his shade to assist.

I was toying with the idea of haunts to indicate that all is not right in the royal crypt but wanted to see if the genius hivemind could suggest how they would go about it.

I haven't fully decided if the ruler's body needs to still exist for the crown to work or other smaller details like that.


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So here's the thing...

My group are playing longstanding members of a mercenary outfit with a strict code. The code includes the usual mercenary rules:

The outfit comes first.
The outift must endure.
Always heed the contract.
Never willingly leave a comrade behind.

After our first session, one of my players decided he wasn't too keen on the characters he was usng and asked if he could switch them out. Since we were only one session in, I, in my infinite benevolence, said we would just retcon his two new characters into the group but his previous two characters would become NPCs.

Fast-forward to the end of the next session, where one of these NPCs was captured and dragged screaming into the bushes by a random encounter (not entirely random, I'd planned it to add some colour to a detail that came up during character creation, but unrelated to their current mission).

The entire party voted unanimously to forge ahead with their mission rather than attempt any form of rescue.

We had a bit of a back and forth, where I explained to them in numerous forms that this went against the outfit's code and would likely have repurcussions.

They insisted that they were following the code by putting the outfit first and honouring the contract.

I explained that they would know from experience that the code wasn't interpreted in this way but left the decision to them. It's not my job to tell them they can't jump off a cliff, it's my job to roll the falling damage.

I've no interest in punishing the players for this decision. But their characters can definitely expect punishment.

Does anyone have any suggestions for good in-character punishements from the leader of the outfit that would be fun to roleplay.

The rest of the outfit will already treat them worse once word gets out.