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Jokem's page
Organized Play Member. 305 posts. No reviews. No lists. No wishlists. 21 Organized Play characters.
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I got this in mask of the Living God.
Anyone know what book it is in?
This is in the Role Playing Guide
• A character can have one each of the following spells
on an item or items that carries over from adventure
to adventure: continual flame, masterwork transformation
(Pathfinder RPG Ultimate Magic 228), secret chest, and
secret page.
This applies to CORE games, right?
So if I get 50g of Ruby Dust and have the party Cleric cast Continual Flame for me I can carry this over from CORE adventure to CORE adventure? Also, since it is a Cleric casting it, it is treated as a 3rd level spell?
Can someone explain the rules governing moving through threatened squares using acrobatics to avoid the AoO?
I know it is double the movement cost, but here are my issues.
1) How is the acrobatics check calculated when moving more than one square? Suppose one of more squares are diagonal.
2) What about difficult terrain? Is the movement cost doubled again, or is the acrobatics check harder, either or both?
3) What happens if the check is failed? I have been playing that the move completes but the attacker gets an AoO attack. Others say the acrobat falls prone when it fails, or that happens only if the attacker hits.
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I have a Judge who said to come here to find out if scrolls can be read with Darkvision. As far as I can tell, Darkvision is like regular vision except reduced to black and white. Scrolls are not in color are they? If not then Why can they not be read that way? Is there a clarification somewhere?
I recall reading somewhere about an armor enhancement that improves carrying capacity. I can't find it now, does anyone know?
I ran into a surprise ruling on this. The story is an invisible character cannot use scrolls or read anything on their person.
I've always said invisibility bends light around the target, rather than make them transparent.
So what is it?
OK, so far the word is a Dayfinder is CORE? Right?
I know it needs to be bought with prestige, not gold, right?
If I am wrong what book is it?
In the last game I played the ruling was that this domain power did not counter Black Tentacles, except for the difficult terrain effect.
Since the description says it counters magical effects as Freedom of Movement does, that just does not make sense.
It also has potential to get complicated, like how does it act vs a Slow spell, or Hold Person?
I had a judge rule that when it comes time for a spell caster to refresh shell slots (After 8 hours of rest) all the spell slots are emptied out regardless of if the slot was used or not. I had always played only the used spell slots need to be refreshed and the unused ones can be filled with a different spell or left as is.
Have I been playing it wrong all these years, or did this rule get changed recently?
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1 person marked this as FAQ candidate.
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Do scatter weapons affect swarms like splash weapons do?
Is there a place where that is declared?
Open Call: Design a wondrous item, magic armor, or magic weapon
I have an entry I might want to put up here but I don't know if this is closed yet.
Magical Knack Says it is a Trait Bonus, but Master of Pentacles does not say.
Based upon my read on the rules, unnamed bonuses always stack.
Naturally the character has to have a high enough character level for Magical Knack to apply.
This is for PFS, but could apply to home games also.
If a Gunslinger has Craft (firearms) and the MW tool for it, does this also count as a Gunsmith's Kit?
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1 person marked this as FAQ candidate.
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The wording of this says that anyone in the area of effect turns invisible. I presume this means even if they happen to be opponents.
Since everyone in effect of the spell can see each other, someone in the area of effect can attempt to attack others and thus become visible.
If an someone moves out of the sphere (or the recipient moves in such a way to exclude them) they become visible.
A couple questions.
1) Can the spell be cast in such a way as to exclude unwanted characters?
2) If someone attacks and negates the invisibility for themselves, can they still see the others inside the sphere?
3) Likewise, if someone moves out of the sphere, can they still see those inside the sphere?
What happens when someone gets Spell Immunity AFTER they failed the save for a long duration spell, like Hold Person or Slow?
Also, can it be heightened so as to be effective on higher level spells?
A VL showed me a list of all the scenarios available for PFS.
Is there a place I can get a copy of that?
Is anyone else having this issue?
The latest email from Paizo had a link for The Faction Journal Cards.
When I selected it I got this.
Sorry, the website stage.paizo.com cannot be found. Did you mean go.na.sage.com?
I cannot see where the go na sage link has anything to so with Role Playing.
Could this be used as a ranged weapon against a plant type opponent?
Like a Shambling Mound?
If a character has a Lesser Rod of some kind, can it be upgraded to a regular Rod, or to a Greater Rod of the same type?
Does Breath of Life count as Cure spell for purposes of Empowering it via the Healing Domain?
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1 person marked this as FAQ candidate.
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If a grappled spell caster manages to cast Force Punch on the grappler, who then flunks the save, what happens?
If the grappler gets knocked away from the caster, it would be really hard to hold on to the caster from a distance.
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.
What happens when a flanker uses Force Punch and the victim fails the save? Or better, what happens when the victim lands in the space of an opponent?
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2 people marked this as FAQ candidate.
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OK a Sorcerer knows a 1st level spell wishing to share with a Wizard.
The Sorcerer is a follower of Nethys so can prepare Imbue with Spell Ability.
The Sorcerer does that and allows the Wizard to cast the 1st level spell. Now the Wizard has the spell prepared and can put it in the Spellbook.
OK, so make the Wizard do a spellcraft roll. Any Wizard worth his salt can make that on a 1st or 2nd level spell.
We all know that the Shield Spell is proof against Magic Missile attacks. What about if the target also has Mirror Image up? Does the Shield Spell also protect the images?
How does this work?
Fire Shield is not an area effect spell, but if the swarm touches the recipient it would take fire damage?
And since the Swarm is all made of little creatures would they get burned up before doing damage?
If a character took a large amount of damage, greater than one casting of Breath of Life can recover from, can a second casting in the same round bring the character back?
I have read here where people say a wizard type loses the free access to 2 spells per level once multiclassing to Theurge.
Is that in the books somewhere - RAW?
I have a question about this result.
8 Struck by two rays Roll twice more, ignoring any “8” results
Does 'Ignore any "8" result mean to re-roll until a 1-7 is obtained, or does it mean the roll of "8" missed/did nothing.
My inclination is to use the re-roll option, but the spell description is not clear.
When I created this character Magical Knack was a forbidden Trait in Organized play. Now it seems to be opened up. Can I trade out a trait for this one, or am I stuck?
Will the Stone of Good Luck help concentration checks?
Maybe this is discussed somewhere.
What would prevent a wizard from casting this on a fallen comrade then having an associated Cleric cast Breath of Life to raise the character on the cheap. Both spells have negative levels, but go away after a time.
Is this discussed somewhere? If a wizard has forbidden schools, does the limitation apply to other spell casting classes the wizard may have?
If transmutation is one of the wizard forbidden schools, and the wizard also has cleric levels, does the cleric spell - magic weapon - take two slots?
I think I asked this before, but never got a satisfactory answer so I am trying again.
This is regarding organized play.
I have a Cleric about to obtain levels in Wizard. As many of us know, there are divine and arcane spells with the same name and same effect, so the spells are the same for all purposes except the origin.
Will my character automatically get access to the arcane version of a divine spell (like Magic Weapon, Protection from Evil, Dispel Magic, etc.) available to his cleric class once a level of Wizard is obtained and be able to place that spell in the Spellbook?
If not, then what about when he gets level in Mystic Theurge and can prepare divine spells in arcane slots? (Read p219/220 Replacing and Copying spellbooks)
Is there any chance Eyes of the Ten will be played?
How about Ruby Phoenix?
This might apply to any Wizard/Division caster also.
When a Wizard also has a divine class, does this provide
automatic access to spells which are on both divine and
arcane lists? A wizard takes a level in Cleric and can
now cast Magic weapon as a divine spell. Does that give
access to the arcane version of that spell and can be
placed in the wizards spell book?
Trying to print out my sessions is real hard.
My first try got me the blurbs on the left edge of the page.
Second try yielded the first page, followed by blank pages.
I had to copy the text into WORD to do it.
Also, would it be possible to allow it to be downloaded
into XL as a CSV file?
A lot of organizers want to know what everyone has played
in order to organize tables, XL is a handy tool for that.
I have bought two faction shirts. Once Judge says I cannot loan one
of them to another player before the mod starts to use after play
starts.
I don't think that is right.
Where do I go to get a ruling on this?
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