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Happler wrote:

Nothing states that it has to be a cut diamond. Only diamond that be worth the set value.

Things like this always get weird when you start to ask value to whom? A large uncut diamond would be worth a great deal to a gem cutter (who can cut it to their own desire). But that is a level of economics that almost no RPG gets into. Gold is always worth "x" per ounce, never changing by location, time, etc..

Which is why the simplest solution is to have one PC pay the other 20,000 for one of the smaller diamonds, raising it's value to 20k prior to casting the spell.


Claxon wrote:
Remember, Nereid's Grace spell is supposed to be racially limited to Undines only, and then only to Witch's and Druid's. Whom the spell isn't particularly good for.

Until it's enchanted into an item, which is subject of this thread.

It's possible the GM might allow other races and classes to use the item.


KuntaSS wrote:
I don't really think you have to be evil to convince an evil guy not to kill you. You might just convince the guy "Hey let us come and take your leader away in shackles and if you testify against him in court and take up an honest living we won't have to put you away/ kill you as well." It's something agreeable to both parties.

Certainly, but without special circumstances, you might be looking at a DC in the 50s or 60s, since you are stacking up so many negative modifiers. That would be a legendary talking down indeed!


Serpent wrote:
Good to remember: "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future."

I believe this is a short-hand version of what I was trying to imply in my prior post.

Unless some kind of Marvel Comics style misunderstanding has taken place, if they are trying to kill your party, you'd have to basically be offering to change sides to 'team evil' for a diplomacy check to work.

Otherwise you'd be lying, and need a bluff check instead.


Oddly that effect is actually available via a spell:

As for non-spell items, sure, just like items that have feat effects.

However, the GM will indeed have to sign off on something like that as appropriate for the current game group and setting.


Caimbuel wrote:
Knee jerk banning, got to love it, seriously, review and ban what ya like, honestly blood money shenanigans is all I worry about in my game, maybe my players are different, who knows YMMV

Yes, prohibiting something that seems dubious until researched in more detail is definitely 'Knee-Jerking'. It would be so much better to allow a player to take the class, then yank it away from them after a few sessions of play.


Anzyr wrote:
Shaman is a very potent class that has a pretty amazing chassis. ... Not going to lie, it's my new favorite class.

Unfortunately with praise like this, given Anzyr's implied extremely high powered play style from prior threads, this invokes an almost automatic ban of the class at my table.

I'm going to do more research into the class details, but this makes me not allow it by default.


Keep in mind that while rolls are abstract, you'd really need to be saying things they agreed with due to their natures and cultures.

If the NPCs are evil, and your party is not, this is actually a bluff check instead.

Unless you were sincere in saying they should spare your lives so you can leave the town gates open for the orc tribe to perform a midnight raid.


In the film "Fantastic Voyage" an entire shrunk nuclear powered submarine is left inside the patient, whom appears to suffer no harm when the shrinking duration expires...


Cyrad wrote:

I would personally make the following changes to this feat:

1. You have to choose a metamagic feat you already have.

2. It significantly increases the casting time rather than merely makes you cast it like a spontaneous caster. Perhaps it doubles the casting time? Swift/Immediate become standard actions. Standard actions become 1 round.

3. You must succeed at a Knowledge (engineering) check for the spell to trigger. No forcing everyone at the table to wait 10 minutes for you to do math in the middle of combat.

So in other words, you can apply a metamagic for free at the cost of casting time and a skill check.

This is best fix I've seen, short of outright banning it.

If I really wanted to keep the feat in the game I'd go with that fix.

The problem is, free metamagic is still bad, and I'd likely ban it anyway based on the fixed version being too powerful.

The fact that the actual feat is vastly worse is laughable.


the secret fire wrote:
This is a meaningful and potentially terrifying drawback (almost enough to make me not want to take Quick Study as an Arcanist, now that I think of it), but I know how a lot of people play, and I doubt it will come up as often as it really should.

I foresee lots of partly filled traveling spell books, so that only a subset of spell records can be taken out with a single hit.

Also expect a master backup spellbook stashed in an extra-dimensional space. For re-copying spells to replace the sundered books.


master_marshmallow wrote:
It takes 3 rounds to change and cast your spell -> not very usable in combat.

If a fight is running long, because the enemy is hard, but there is that ONE spell that would shut that enemy down, then it would be very relevant in that combat.

Outside combat, the change out is so fast GM's likely won't be rolling for wandering encounters, the party won't even have to pull back. You can have the spell swapped while the room is looted.


Splendor wrote:
In the real world air you breath in contains about 20% oxygen and you breathe out about 15% oxygen, so in a area with low-oxygen every breath you breathe out would help replenish the air quality.

Why would the exhaled oxygen leave the magical Air Bubble surrounding your head?


Also consider that the attacker can end the grapple as a free action.

If touching the target is pain inducing, or possibly just tastes bad, nothing says they can't take that action in the same round they made the grab.


johnlocke90 wrote:
No, your wish didn't revert the wizard into a commoner. You only wished for the "copies clones, simulacrums and such" but you never actually wished to strip the wizard himself of his power. This would make things a little more difficult, but the wizard can still pull off the explosive rune suitcase trick.

...WHOOOSH...


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Well, it's been fun and informative to watch the batting back and forth of the little details.

For one thing, it's taught me that Explosive Runes and similar spells clearly need some house ruling.

Not because that would change the outcome of the conflict, but to prevent argument and confusion in games where PC's might try to overproduce free magical traps.

The fact of the matter is the hypothetical wizard, as many posters have explained, would only stand so much of a chance as the GM decided to allow.

Here's one silly, but entirely RAW legal example:

1) Cthluhu awakens, already briefed on any major foes or obstacles by the dreams of his worshipers.
2) Before he sits up to get breakfast he Wishes for all copies, clones, simulacrums and such of said wizard to be permanently stripped of any magical powers, reverting said wizard(s) into a powerless commoner(s).
3) This is an extraordinary use of Wish, so the GM must approve this use.
4) GM approves the Wish and applies it's effects.


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FLite wrote:
Anzyr seems to just be assuming that his character can do whatever he wants, and because the system does not have a rule "If you aquire more than 1,000,000 gp, there is a 20% chance each week that someone will attempt to rob you" that there is no chance that he will be robbed because the system doesn't say it can happen.

Amusingly in Conan d20 they have this "High Living" wealth rule:

Page 122 wrote:
Every week, all characters will spend a minimum of 50% of their current wealth on high living, if that wealth is currently over 50 silver pieces.


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Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.
Step 4. Summon Monster IX for a Nalfeshnee.
Step 5. Cast Heroism on it and order it to drop it's True Seeing.
Step 6. Approach until initiative is triggered.
Step 7. You win initiative (guaranteed).
Step 8. Order Nalfeshnee to ready an action to greater dispel when it sees the runes by Cthulhu.
Step 9. Use Staff of the Master to Quicken Time Stop. Fly into range and toss out the individual runes (think it as "making it rain"). Move out of range.
Step 10. Normal Time resumes. Nalfeshnees ready action triggers. Greater Dispel is guaranteed to fail against the runes setting them all off.
Step 11. Watch the Fireworks.

I can go into more detail as needed.

Up until now I'd just assumed Anzyr had this down tight, but after reading this plan, man is it full of big holes.

What if at step 2, your Greater Demiplane has an ambush waiting for YOU?

Also, what if around step 6, Cthulhu or a minion detects you and gets off a surprise attack? With, heaven forbid, a Greater Dispel of it's own? You can't win initiative if it's never rolled.

Around step 9, what if Cthulhu is accompanied by a cloud of acid, or flames, burning up the papers as they fall?

Sure, the plan might work perfectly, but more than likely, a single stumble and it's all for naught.


Rub-Eta wrote:
Wow, I didn't know about that FAQ. That makes Brew Potion pretty much useless. Guess I'll stick to Infusions then.

You can produce a 2 hour magic item every day, even while adventuring.

This makes it really easy and relatively cost effective to stockpile level 1 potions.

Sure wands are cheaper per charge, but everybody has to wait until level 5 to make them, and I expect an Alchemist would have several other hurdles to cross in making a wand.

This leaves you with brewing away at that 1 per day potion stockpile.


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The more I think on it the more I'm inclined to say that any spell with a default duration of 'permanent until discharged' should be limited to only one at a time.

You cast the spell a second time, you are considered to have dismissed the first spell.


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One problem with the Explosive Runes spell is that it violates the games own rules for magical traps. It has no expensive material component, yet it creates a magical trap that would normally cost 1,400 gp for the spell alone.

A simple fix would be to limit the spell's duration to one day. So that if you wanted a permanent trap, you'd have to use the regular trap rules.

This would at least limit stockpiles of Explosive Runes to the caster's available spell slots or impose a gold piece cost if they wanted a lasting supply.

This issue was brought to my attention when it was illustrated how a cache of prepared Explosive Runes could one-shot anything, including Cthulhu!


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One problem with the Explosive Runes spell is that it violates the games own rules for magical traps. It has no expensive material component, yet it creates a magical trap that would normally cost 1,400 gp for the spell alone.

A simple fix would be to limit the spells duration to one day. So that if you wanted a permanent trap, you'd have to use the regular trap rules.


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FLite wrote:
By the way, am I the only one who thinks casting divination spells on Cthulhu (or any great old one) should be grounds for an insanity / fear effect?

Not only that, but to understand the answer you would have to voluntarily fail the saving throw, since only the insane would understand it.


Anzyr wrote:
I find it amusing though that people think this is difficult for a level 20 caster and trying to find something, anything to make this not work (it works believe me). Sorry high level caster can live on the sun. Can Cthulhu live on the Sun?

I've taken a moment to look over Cthulhu's stat block. I'd have to agree that it's weak. Lots of cool atmosphere, not so much in true effectiveness.

I'm surprised they didn't riff off his title of 'High Priest' and make him a real 30th level divine caster. Instead he's got a sprinkling of SLAs.

It appears they intended for him to be defeatable. Baba Yaga is more scary.

Edit: I just checked her stat block, she's actually got 8 hit points more than Cthulhu while she is only medium size!


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EvilPaladin wrote:
Stockpiling Explosive Runes is something I have been wanting to start since I first read the spell, and have been told is commonplace for non-PFS wizards IRL.

This makes it pretty clear that the new version of the Explosive Runes spells opens an exploit.

Definitely something a reasonable DM would have to adjust. Stretching this fairly low level special purpose spell into an "I Win" button would seriously detract from enjoyable play.

Literally every single person of power or means would have a pocket nuke if this silliness was allowed.


It's soul powered? At least that explains why it's so cheap. It's the Evil discount.


Now we are arguing this issue in two threads at the same time? What a mess!


andreww wrote:
The best choice is the Summoner list. This will let you grab useful things like level 2 Haste, level 4 Teleport and level 6 Summon Monster VIII.

Oh my, that's right. Witch nine level spell progression access to the shortened summoner list. That's so good it hard to believe it's legal!


Go read a guide on an arcane class, likely one on sorcerers since they have small spell picks and have to choose carefully, then steal a few of those suggested spells for your witch.


Dave Black wrote:
Is it simply a matter that hair and swords don't mix ;)

I have a player in my game that is a Changeling White Haired Witch. Her claw attacks do compliment the hair attacks quite well.

In fact, if I'm interpreting the natural attack rules correctly, all three attacks are made without penalty. Since they are all 'Primary' natural attacks.


I'd like to note that acting to maintain the grapple is likely a poor choice for the witch.

This is because if you do another full attack, a hit with the hair allows grappling the target as a free action.

So go for starting a new grapple, you're trading the +5 on the check for getting the possible damage of the hair attack and all other attack rolls for the round, and if you hit with the hair, you have a good chance of them being grappled (again) for all of the other attacks.

The only time I'd try to maintain a grapple, using Mathwei ap Niall's interpretations, is if I was trying to pin the target for live capture.


Majuba wrote:
It's not decisive, but it leads us to a reasonable conclusion. And without having to invent extra rules (such as what BAB to use for a scroll's creator).

You keep saying 'scroll' when the OP is about 'wand'. This is relevant since scrolls have different rules.


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Scavion wrote:
Flavor text is not rules text. As "being composed of fire" is simply the description entry it has no effect mechanically on anything.

This is the classic divide between gamist and simulationist. Gamists say if it's not printed exactly in the rules, it's irrelevant.

Simulationists say if the rules fail to cover something, adjust them to fit or make new ones as needed.

Each game group has to decide if they are playing something more like a board game or more like a fantasy world simulation.


I'm wondering if it's about reducing the DC on magic item creation? Or is this about using scrolls?


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I think this thread deserves to be enshrined as one of the great troll threads of the year. It sucks you in and just won't let go.

Having said that, I'm still firmly in the 'It's an Illusion' camp. Especially since N N 959 and Dimminsy went the extra mile and laid it all out plain and clear.

Also I'm betting this thread gets 'no answer required':

Ravingdork wrote:

Is the effect produced by the Sleeves of Many Garments an illusion effect? Or a transmutation effect? Is it capable of granting a mechanical benefit such as protecting a person from swarms as a swarm suit, or from the cold as a cold weather outfit; or is it only meant to disguise (and if so, what mechanical advantages does that grant)?

This thread is primarily for clean, organized FAQing of the question. Please go to this thread for related discussion.

Since the magic type is clearly listed as Illusion. You may need to word the question differently Ravingdork. Still, I FAQ'ed it anyway.


redward wrote:

Any one of those is reason enough for a GM to rule that the swarmsuit is not a valid choice. Together, they show that this question is anything but unambiguous. You're creating mechanical game definitions where none exist: 'transform ' is not a game term. Neither is 'clothing', or, if it is, it would necessarily be defined as 'items on the Clothing table,' as that is the only rules source available to use as a definition. Without a specific rules definition or developer clarification, those terms are left to GM interpretation.

Since you seem unwilling to even entertain the idea of an opposing viewpoint, I see no reason to continue this conversation.

Well said Redward. Unfortunately, I'm afraid we are now having the illusion of a discussion on this topic.


I just want to toss out this list of animal tricks.

Everything on that list a creature with an INT of 2 can learn how to do. Especially relevant is the Liberator trick grouping.


Ascalaphus wrote:


Seemos Yantra wrote:


1) Does this means I have to recalculate HP?

No, each negative level just reduces your HP by 5.

Now this makes me wonder if you had 18 hp as a 5th level character and took 4 negative levels, you'd then have an effective -2 hp?

Would you lie on the ground unconscious until you got a restore?


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I think Reach Spell would allow you to target your familiar at ranges greater than touch, but only your Familiar (or Animal Companion). The moment you aimed at something else you'd lose the special touch range effect of Share Spells.


Ravingdork wrote:
Except it's not an illusion effect. It actually physically changes. The rules text makes that VERY clear.

This was disproved on the first page of this thread. It's not as clear as you pretend. I see the further hundred some odd posts as just trying to "win" by outlasting the dissenting voices.


Anzyr wrote:
The hat is clothes as well. This is very simple. The swarmsuit (all of it) is clothing and is non-magical. Therefore, Sleeves of Many Garments can transform your clothes into it. It's a simple math equation of 2+2=4, where non-magical + clothing = sleevable. It's just basic math.

It's also very simple and clear that it's an illusion effect, so you still only get the image of a hat.


Use Traits to give her extra class skills, especially UMD.

Give her a sidekick, such as a trained war dog, a Homunculus or even a Figurine of Wondrous Power.

Then run big city adventures, like the PF Society ones set in Absalom, where she's never far from a place to rest or purchase healing magic services.


Scott Wilhelm wrote:

While it does detect as having an Illusion aura to Detect Magic, and it is made with the Disguise Self Spell, the description of what the item does is it transforms your clothes. It doesn't glamor them.

Yes, I had read that. We just seem to interpret it entirely differently.

That fact is having it be a minor illusion is more in line with it's price.


It's pretty clear to me that it's a Disguise Self that targets only your clothing.

It's an illusion that makes them look however you want, including clean and well tailored.

I'd even say if your clothes started dirty, they still be dirty after you took the magical sleeves off.

If you made your clothes look like a swarm suit, you'd get no protection from a swarm.

blackbloodtroll wrote:

So, it's worse than an actual outfit, as it provides none of the bonuses that a real outfit does?

Such as, a Cold Weather Outfit, which grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

If it's just an illusion, you get whatever bonus the clothes would normally have when not 'transformed'. That's the same, not worse.


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I've been doing some more research on this topic and it seems that opinions on Ghost Touch nets are mixed.

On one hand, many point to the fact that incorporeal creatures can never be grappled

While others say that Ghost Touch is not a valid power for a net

Then we have a specific creature that clearly is an exception those viewpoints with it's soulcatcher net

For myself, I'd like to note that generally incorporeal creatures get to use their Dex in place of Str rolls and in any case the net rules specifically call out that Escape Artist checks can be used to leave a net. So they might eventually escape, regardless of lacking a strength score, assuming the ghost touch net affected them at all.


Pretty sure you'd have to add Phase Locking:

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/phase-locking


If you're wanting to be grim, gritty and mean about it, you could treat it like a Called Shot to every body location...

http://www.d20pfsrd.com/gamemastering/other-rules/called-shots


*Revives the thread.

A Witch with Rich Parents (+900 gp) could afford to pay the minimum construction costs of a Homunculus and only donate the blood.

If this happened/was allowed, then they could start play at first level with a bonded Homunculus.

Since they already have it, why not allow them to use it as a familiar via Improved Familiar?


That seems like an odd take on spell casting during item creation. You obviously don't recast the spell you're putting into the item over and over.


What our your opinions on whether the bonus from Bestow Insight can be used for the magic item creation spellcraft check?

http://www.d20pfsrd.com/magic/all-spells/b/bestow-insight