Kalyth's page

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Sean K Reynolds wrote:

1) Honestly, it wouldn't hurt if all wizards got all the starting cantrips. The "except from your opposition schools" text is probably a legacy of 3.5, where you couldn't prepare opposition-school spells at all.

2) There's also the possibility of other cantrips, though Paizo tries not to publish any more official cantrips.

Curious as to why Paizo tries not to publish any more official cantrips?


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Malfus wrote:
How about a heightened, dazing, ray of frost?

Once it is Heightened it is no longer a 0 Level spell (Cantrip) and so would not fall under the rule for 0 level spells.

Per the rules as writen (not saying as Intended) if you prepare a cantrip a higher level spell slot it is still a 0 level spell and is effected by the 0 Level spell (cantrip/osiron) Class Ability of the casters with 0 Level spells. Also as long as the metamagic feat does not change the level of the spell (ie. Heighten Spell) the cantrip technically can be cast an unlimited number of times even if metamagiced.

The reason for this is that the 0 Level Spell Class ability denotes the level of the spell NOT the level of slot it is prepared in. So per the rules as written as long as the spell level is 0 it can be cast an unlimited number of times.

This is not what James Jacob states but it is what is written in the rules. I am not saying James Jacob is wrong. I am simply stating that by a rules as written breakdown his answer is not what is written in the rules. If the Cantrip ability was written refering to the level of the spell slot then he would be correct as it is written. But the ability refers only to the level of the spell regardless of the level of the spell slot used to prepare it.

The relevent rules...

***Cantrip Class Ability***
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

***Prepareing Spells****
Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

***Metamagic Feats***
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.

The rules are written based on the level of the spell not the level of the spell slot used to prepare it. If there was a feat or ability that allowed a first level spell to be prepared in a 0 level spell slot that would not allow the spell to be cast an unlimited number of times because it is still a 1st level spell. Unless that ability or another ability actually modified the LEVEL of the spell.

So to sum up as long as the spell is still concidered a 0 Level spell the Cantrip Class ability applies to it (PER RULES AS WRITTEN). It is obvious from James Jacobs post that this was not intended but that is what is written.


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As I read Forsight it is very powerful.

It provides warning to any kind of danger and also provides information on the best course of action to take.

"As you reach for the door handle and are about to open the door an images flashes in your mind. The image is that of a great red dragon unleashing a cone of foul flames upon your party."

"As you raise the flask to your lips to drink the potion the witch gave you that will heal your wounds you get a sense of nausia and a smell a foul poisonous stench coming from the bottle. You know that it is poisoned."

"As you are about to tell the Duke that you have retreived the lost relic you understand that he seeks the relic for himself and only plans to kill the lot of you and claim it."

"As you reach for the glowing black orb you feel a strong presence within it and can sense the hatred of a fould entity trapped within waiting to possess the next person to touch the orb."

Sure not the mystical sledge hammer that Wish is, nor as reality bending as Timestop, but forsight is a pretty need effect. Just because GMs only apply the flat bonuses and ignore the other information provided by the spell doesnt make the spell itself bad its just bad how they run the spell in their games.


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Brambleman wrote:
Lincoln Hills wrote:
Insert a female goblin into My Fair Lady and enjoy the resulting train wreck! Not to mention the potential of PCs having to teach valuable life lessons. Perhaps they'll go to the town library and check out childrens' books with titles like Mr. Fire Belongs In The Stove, Flies Are Not Toys, and Brooms Are For Sweeping.
Of course, begin with Stop burning all the Books

Dr. Zues books.

"Chop on Pop"
"Horton Hacks off a Leg"
"Horton Burns a Who"
"Green Eggs and Man"
"A Dead Cat as a Hat"
"Hurl the Turtle and Other Stories"


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Fenrisnorth wrote:

I mostly boils down to the party MUs wanting to do things every round, and not being content with their mace or crossbows.

It may be the 2nd edition player in me, but I never demanded the party sleep after I cast my ONE magic missile.

Thank you all for the advice, honestly I've tried much of it before, and I don't mind PCs sleeping once or twice in-dungeon, it's the 15 room dungeon that takes two weeks to clear that makes my head hurt.

Time limits are a good way to go, I agree; we had a single day to complete the High Clerist's Tower. That was much more intense and fun than if we'd cleared it in a month. The problem, as has been noted, is that doing it too often makes it frustrating and stale.

I guess the PCs will have to deal with solo goblins and whatnot shooting them while they sleep if they leave the dungeon to rest-up.

You don't have to slap a time limit on each quest or adventure, though doing so from time to time would help and would be appropriate. What you can do the other times is simply leave clues that they missed something and if they had been there a few hours earlier they would not have.

Examples.
1) The party takes a rest after exploring the 1st few rooms in a ruined outpost. They fall back to the treeline and find a sheltered spot to camp. When they approach the entrance to the ruined outpost the next morning. They see alot of hoof prints, signs that something heavy was dragged here and then wagon tracks leading away.

***You dont even have to change anything in the dungeon. The PC will be curious what was taken in the middle of the night, etc...with no change to the actually planned adventure. But it creates the feeling that they missed out on something because the rested.

2) The PC are exploring a haunted castle, searching for an ancient tome of lore that is key to moving on to the next part of the campaign. They often spot the figure of a cloaked humaniod. Sometimes through a window running across a slanted section of roof. Sometimes down in the garden and other times peeking out a window down at the PCs. They even come across fresh footprints in the dust on the floor. The rogue notices that some of the locks have fresh scratches around them and someone has recently pick a few of them.

***Other than pointing these things out. Nothing in the adventure needs to change. They never even need to encounter this cloaked figure. But it creates the tension that someone else is also looking for something here and they need to find it first!!! Competition is a great motivator.

The groups I play with are very Roleplaying heavy but we are equally ROLL-players as well. Most of the time we never have the 15 minute day as the roleplaying aspect is what keeps us going.

Noble Cleric stuck in a bog.
"Guys do we really have to rest again?, If I have to spend one more night in this foul swamp with all these bugs and..ugh (swat)...If we press through the night we can be out of the swamp my mid morning."

Dwarven Veteran to an Elven wizard
"Rest? Bah! Tis barely noon laddy and your asking to rest? All ye deed was wiggle your fingers and chant some fancy words, which I'm doubtin you even reckon the meaning of. That tire you out to much? Bah, elves, it takes a dwarf to get the job done. Get your spells back? Huh? Really, you used both your fire spells on the orcs? Yeah was wondering why ya deed that. Me and de barbarian would have finished em off in no time either way. You killed more trees than orcs. Oh, and I have to be askin why you packing around that long sword and Long bow. Aint never seen you draw either one of them. Why dont ye try shootin the orcs next time rather than burning down half de forest and gettin the local druid all up in arms. But go ahead get your beauty rest me and Krogar here will just stay up and tell old war stories. Hope the tales of a true warrior and adventurer dont keep ye up."


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In my experience I have had more problems in games with people playing Wierdos than I have with people playing Evil.

You can have a good character that always causes problems for the party. He always insults all the NPC you meet. He does stupid jerk thinks in combat. Or say he plays a barbarian with low Int and just plays it stupid, throwing healing potions at people, burning the spellbook the party looted from an evil wizard while screaming "Bad Magic Bad Magic! Fire clean Fire Clean!"

This character is more disruptive than most evil characters why would a party put up with him? Just because he Pings good on the Alignment Radar?

It does not requre Meta-gaming to play a function Evil person. How many serial killers in real life go their whole lives without their friends or family knowing. If Evil cant function along side good how do we have Serial Killers, Drug Lord, Drug Dealers, Child Molesting Priests. By some of the claims here the people would make it past their early twenties without being given the electric chair or thrown in prison.

Dumb evil cant work with Good People. Smart Evil has no problem with it.

Also considering Detect Evil. I dont think anywhere in any Pathfinder source book does it say that any city, region, kingdom etc. has a law agains being Evil. Laws against doing alot of the things Evil may want to do but no laws forbidding or banning Evil thoughts.

Can a paladin actually kill someone for having evil thoughts? we are all subject to temptation every now and then. As long as their is some hope for the person to repent or do the right thing. Technically the Paladin by his code CANT kill him. No associate with him sure but a Paladin CANT commit murder that not a Good Act.


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BASE CASTER LEVEL
Each Class has a Base Caster Level (BCL) that is either Arcane or Divine. A character’s Base Caster Level of the same magical type (Arcane or Divine) stack for the purpose of determining Caster Level (CL). A only Arcane Base Caster Level Stacks with other Arcane Caster Level, the same with Divine. To determine the Arcane BCL of a Divine Casting Class use the Non-Caster progression and vice versa.

Primary Casters: Wizard/Oracle/Sorcere/Witch/Cleric/Bard/Magus/Summoner
Primary Caster's BCL is equal to their class level.

Dedicated Casters: Paladin/Ranger
Dedicated Caster's have a BCL:0 at 1st level, BCL:1 at 2nd & 3rd level and from 4th level and higher have their class level -3 as their BCL.

Non-Casters: Rogue/Fighter/Barbarian/Monk/etc...
Non-casters have a BCL: 0 at first level and it increases by one every odd level after that. 1 at 3rd, 2 at 5th, 3 at 7th, etc...

Base spells per day are determined by referencing total caster level to the spells per day chart (All casters use Wizard Chart as Default). Use Divine Caster Level to determine Divine Spells per day and Arcane Caster Level to determine Arcane Spells per day. A caster only receives access to spell slots of a level that a class grants him access to. For Example A Wizard 10/Sorcerer 5 would have access to up to 5th level spells. Even though his total Caster level would normally grant him access to 8th level spells. He gains the spells per day as if he were 18th level but does not have access to any spell slots of a level higher than 5th. These spell slots are not devoted to specific classes only separated by Divine/Arcane.
A Wizard 3/Sorcerer 1 would have two first level spells and one 2nd level spell per day, plus any bonus spells per day granted by class or
Ability Modifier.

A Cleric 3/Wizard 1 would have 2 first level Divine spells per day and one 2nd level divine spell per day. He would also have 1 first level Arcane spell per day from his wizard class.
Note: This raises or lowers the spells per day of some class. Spontaneous casters receive bonus spells per day based as a class feature. Paladins/Rangers would receive more spells per day than normal at lower levels but it balances out to roughly the same as you advance closer to 20th Level. Ending up only granting one addition 3rd and one addition 4th level spell at 20th level.

CASTING ABILITY SCORE
Each class that grants spellcasting ability has a Casting Ability Score. This is the Ability Score used to determine spell Save DC, Bonus Spells per Day, and also applies to the effects of various spells.
Any spell that has an effect based on an Ability Modifier should use the Casters Casting Ability Score. Most spells using a line such as this “Intelligence modifier for wizards/Charisma modifier for sorcerers) should be read as “Casting Modifier”. In the case of a caster with level in more than one Arcane or more than one Divine Casting class with different casting modifiers, the caster may choose which modifier to use as long as the spell is one that could be cast by either class based on spell access. ***(Alternately to simplify you could use the highest in all cases.)***

BONUS SPELLS PER DAY
Casters receive bonus spells per day based on their Casting Ability Score. These bonus spells are granted for each of his classes based on each spell level each class grants access to. A Wizard 3/Sorcerer 1 with an Intelligence and Charisma of 16 would receive 1 bonus first level spell from his Int and 1 bonus first level spell from his Charisma. He would gain a bonus 2nd level spell for his 16 Int but would not gain a bonus 2nd level spell per day for his high Charisma since he does not have access to second level spells as a sorcerer.

NOTE: This addition is made to reflect the greater number of lower level spells per day a multiclass caster would usually have. A normal Wizard 3/Sorcerer 1 would have 2 first level spells per day from his wizard class and 3 first level spells per day from his Sorcerer Class and then applying bonus spells for Int/Cha separately. See also Bonus Class abilities of Spontaneous casting classes.
NOTE: A Paladin 6/Cleric 2 would actually have fewer 1st level spells per day than in the normal system but because of the increases caster level he would have access to slightly more higher level spells slots per day so I think this evens out.


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Set wrote:
Stuff

***Agrees with what Set said and recognizes him as competition and will pass his name off to the first paladin he happens across.***


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First we need to look at what does evil mean.

I am Evil and generally it means....
1) I am concerned with my needs above the needs of others.

2) I am concerned with my wants above the wants or rights of others.

3) I have no personal issues with Killing/Stealing/Lying/Assulting/ect... to get what I need or want.

Evil does not mean.....

1) I ignore the concept that there are ramifications for my actions (going to jail, being killed, having people hate me).

2) I do not plan ahead and refuse to look at the big picture.

3) I do not care what people, even my friends think about me.

As an Evil Individual, I know better than to flaunt my evil. That is a quick way to loose friends and allies. Even us evil people like to have friends and have feelings for people. Evil is capable of love and caring about people even if in a very selfish possesive way. I still value my companions company though never more than himself.

I realize that I will sometimes have to do things these softhearted friends/allies of mine what me to do even if I dont get immediate compensation for doing it. After all I need those allies to cover my ass later when there is a large payment waiting for a task to completed.

I care about my personal safety. Your damn right I surround myself with good aligned allies rather than evil or neutral ones. Good allies wont sell me out. Good allies wont murder me in my sleep and take my stuff. Good allies will risk their lives to rescue me. Heck even when I screw them over, my Good allies will not immediately kill me, their stupid morals say killing is wrong. They have to trap me and try to convience me to change or at worst throw me in jail until I have paid my debt. As long as I dont force them into a corner and threaten them with serious bodily harm they arent allowed to kill me. Even if I try to escape they have to try to catch me without killing me first. Why you ask? Cuz they are good. Heck if I can get them to like me and care about me enough I can even get them to cover for me when I do something bad that they know is morally wrong. Why? Because their sad little soft sappy hearts dont want something bad to happen to a good friend and they know that deep down in side I'm really just a confused scared person that needs love. Excuse me while a vomit.

Basically, I am evil, I sure as hell wouldn't trust me and so I don't trust anyone like me either. So I make sure all of my friends and companions are sappy soft hearted saps. I sleep better at night knowing that.


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The usefulness of Mending depends largely on the style of game you are playing.

Alot people worry about using cure spells to heal up but do people put alot of thought into the fact that if they got stabbed by a sword their shirt now has a big hole in it? What if you have to meet with the Duke in just a few minutes. Your clothes are all slashed up and you are covered in blood. Mending and Prestidigitation are pretty NICE things to have in this situation. Fixing broken items is also a very good way to cover up signs of your passage. Like the glass window example. Even if know one is there at the time. It's better to leave no evidence of your entry method than to leave a big hole in the window.

You cut your 50ft rope into peices so you can tie up multiple captives. Mending puts it right back together afterwards.


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In regards to Flying through every encounter.

Fly lasts 1 mintue per level so at 10th level that is 10 minutes.
Say a typical skirmish takes 30 seconds of actual sword swinging before its complete. Ok are we going to loot the bodies? Are we going to take a bit to listen to see if any more enemies have overheard the combat and may be coming? Are you going to wipe the blood of your weapons, armor and clothing? Are we going to search the room? Are we going to access our gear to make sure we having dropped anything. Are we going to move cautiously to the next door and listen to it before opening it? Are we going to let the rogue search for traps on the door? Are we going to let the wizard sense for magic? Are we going to apply in precombat buffs before opening said door?

10 minutes sounds like a lot of time but what happens if you have to be at work at 7:00 and so need to leave your house at 6:30 for the 30 minute drive. Lets say you wake up at 6:20 all those little things you have to do each morning? The combat may only take 12 second but there is alot more to an encounter than just 3 attack rolls and 2 standard actions to cast two spells.

Also who is to say that the encounteres come one right after the other. Does the party just cast buff and Zerg their way through the dungeon trying to sqeeze as many fights into 10 minutes as they can? Thats a good way to end up overwelmed.

As for flying over encounters sure that could allow you to by pass some but if your flying over your not hidden. You are in clear view of scouts and gaurds. Unless all of them are invisible, people flying through the area are pretty attention grabbing.


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Aelryinth wrote:

Since monks get a ton of them and he was refering to a monk actual BUILD, plenty easy to take. It's a monk bonus feat.

And actually, it's more along the lines of "Making a character invulnerable to standard attack actions, being able to limit an enemy to only taking standard attack actions, yet with a great AC to defend against other attack options."

Unless the enemy has alternate ways to attack, it's a form of tanking invulnerability. All you need is 10' of room to manuver.

===Aelryinth

Again the Invulnerability only applies in a one on one fight when the opponent is denied the option of using other options (Ranged Attacks, Magic, Combat manuevers, Environmental tactics, etc...). How often is this actually going to come up in the typical game?

There are other options just as potent.

Flying makes one IMMUNE to melee attacks (both standard and Full attack) regardless of the number of melee opponents.

Antimagic Shell: Immune to magic.


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Spell Point/Mana System for magic. And not just Spell Points spent to Prepare spells. Perhaps a system where prepared spells get a Mana discount or unprepared spells (for prepared casters) taking longer to cast.

Ritual Magic: Either more spells with longer casting times that are Ritualistic. Just like the flavor of magical or religious rituals. Perhaps a ritual magic system that allows application of metamagic feats with out increasing the spell level but just taking longer to cast.

Cooperative Casting: A group of casters working together to create more powerful effects.

Martial Feats/Maneuvers that have greater effects at higher levels. Not really reality bending effects but effects more on par with the high level spells. And not X/day effects. Perhaps balance these effects/stunts by leaving the Warrior Flatfooted or fatigue or Reduced AC while performing the maneuver.

Less combat maneuvers that require a feat to attempt. More Maneuvers that anyone can attempt but feats make you better at them.

Metaphysics behind magic and the different spell list and types (Arcane/Divine).

Optional power for Sorcerer Bloodlines that can be "pick and choose" as the oracle gets with revelations.

Better Multi-Classing System and less Hybrid Classes.

Pick and choose class abilities rather than.

Higher level racial abilites either as feats or automatic as you advance in character level. A 1000 year old elven Queen should have some innate abilities/characteristics that younger elves lack.


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Just had a great idea of a character. Basically I want to play a Medusa Oracle. She would be veiled in robes concealing her features entirely. I just like concept of a mysterious oracle and the tragedy of being a Good/Neutral Medusa hated and feared by those that discover her true nature.

First off I would take the Blind Oracle Curse and as such render her petrifying gaze ability void. That should get rid of alot of the consternation about being overpowered. Likewise I would assume we can easily ditch racial hit dice and just advance her as a typical PC Race, shes young for a medusa so not as physically tough as others of her kind.

What I am stumped on is

Racial Abilities
Ability Score Modifiers?
Natural Armor Bonus?
Skill Bonuses?
The Poisonous Bite Ability? (Too powerful?)

Just curious what others think?


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So basically to sum up this thread.

One specific build is very effective in ONE specific situation but not undefeatable just very problematic. It is also ONLY very problematic if we forbid anyone opposing the build all combat options that would ignore the majority of the benefits of the build (no ranged attack, no magic, no allies, no use of enviroment, etc....). Additionally, one opposing the build could very easily just turn it into a stalemate through various options and be done with it.

And this took how many posts?

Aelryinth Wrote: "I gather the Monk didn't take Deflect Arrows?"

Dang, how many feats this monk got????


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What needs to be done is for the writers to define the term

"Casting Attrubute": The ability score that determines/modifies a characters spell casting ability (Save DC, Bonus Spells, ect...)

and then write spell descriptions using the term Casting Attribute rather than calling out a specific Abilities Scores in the description (Int for wizards, Charisma for Sorcerers, etc...)

"This spell gains a bonus to hit equal the the Caster's level + his Casting Attribute Modifier."

"This spell inflicts 1d10+Casting Attribute Modifier damage to each target in the area of effect."

It will save space and clarify text easily. I am surprised they have never done this from 3.0 to 3.5 or from 3.5 to PF.


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In response to the mention of those wielding power to kill (having a gun, driving a car, etc...)

True most people that own/carry guns or drive cars can in fact kill pretty easily. However they can not kill without reprecussions. There are laws and punishments for killing people and it is fairly easy for the powers that be to find you and lock you up.

No lets take the reprecussions out of the factor. How many people with guns/cars would run their evil bastard of a boss over if they knew they couldnt get caught. Think of all the celebrities that do stupid stuff like shoplifting, assualt, murder, etc... I tend to beleive that they do these things because they feel they are above the law in some way. They think the rules dont apply to them. Generally are these people good people? For the most part I would say yes. Save for the fact that they feel a certain bit of entitlement that blurs their judgement at times.

Now lets add magic on top of that.

First we have the Good Wizard that is kind and generous revered by his community. The people always turn to him for guidance and help. It would be very easy for him to slip down the road of feeling that he knows best. He does things for the communitie's own good whether they realize it or not. If a child was horrible assulted and was having nightmares and sever psycological problems because of it would it be right to erase her memory of the event so she could live a more normal life? But is this the right thing to do?

What about magic that would allow you to get away with doing anything. For the most part what keeps alot of people in check is society. No one wants the embarassment of being caught shoplifting but what if you could turn invisible and just take what you want. How tempting would that be? If you could control someone's mind what would you do. Most of us I assume have had a major crush or fallen in love with someone that didnt feel the same way. What if you could MAKE them love you? How tempting would that be? On top of that no one would ever know you did it.

I think one of the major factors in power corrupting is that the consequences of your can be disregarded.

It's not like anyone would know. Its not like I could actually ever get caught.

I consider myself a very good moral person but I have to admit that if I have the power of a 20th level wizard there were many points in my life where I might have done some horrible things out of anger, sadness, neccessity, etc...


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I like Carrots!


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***General Reply to Thread***

Some of the post people have made really seem to me bordering on almost rude. To use phrases like "Cheat" just because people are playing a game that goes a bit beyond the established norm seems a bit harsh. I mean how many people have house rules in their games? Are they "Cheating" because they have house rules?

And while yes taking a game outside of the normal balance equation can slant the numbers one way or the other it still seems that random chance would favor the Higher DC at some point.


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Gilfalas wrote:
Paul Miller 769 wrote:
In addition, cremation is far more expensive. I do not believe you realize just how much heat and fuel it takes to perform a full cremation.

Actually I do. It was significantly less money to cremate my mother after she had passed than to bury her. On a factor of 1/10th the cost of burial in a modestly priced casket, including the burial cost of her ashen remains.

While I see a lot of arguments against the concept I don't see too many taking a viewpoint of the evolution of an actual fantasy world. Most just reply that since it happens in our world it should happen there too, but there are two hugely important factors that don't apply in our world: We don't have real undead or real magic that are publically proven on a mass level.

Magic could easily (and I would assume far more cheaply than we can technologically) make a 'Cremation Cabinet" that could disintegrate a dead body put into it that would last entire ages without requiring fuel or expense past initial construction and that could have a limitation constructed in of only affecting unliving matter placed inside it.

I still think it would be something most societies would adopt. While you cannot stamp out all undead if you eliminate the vast maojority of usuable bodies you certainly curtail their ability to exist.

By that same logic why do communities in Pathfinder dig wells? Why dont they just have a decanter of endless water? Its dangerous digging wells if the sides collapse people could be buried alive. A decanter of endless water just makes more sense and last forever.

Why do people in pathfinder quarry stone? By build castles out of stone rocks when you can just cast wall of stone a few times and build a castle. People die during the quarrying (is that a word?) of stone and the construction of a castle why not just use magic to make all the building?

Farming? Why plow field and plant crops when magic can just summon food or make golems to do the work for you.

I almost every game I have ever played in (and this may not be the norm) magic was not just readily availible even for the rich. Magic Items were hard to come by. Common villagers couldnt just go buy magic items at a local magic-mart.

As others have pointed out Undead are rare. They dont rise up every night and raid every village. Most people have never even seen a zombie let alone any of the other undead critters. For all people know proper burial is what prevents undead in the first place. Everything would have been fine with our graveyard had that evil necromancer not shown up and ruined our proper burials.


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I prefer the classics. To many new monsters has always left me wondering "How the heck do all of these races even fit on this planet?"

How many small evil humaniods do we need in the game? We have goblins, kobalds, gremlins, darklings, etc... after awhile it gets a little silly to keep adding races that fill an already filled role.

Would "We Be Goblins" have had me drooling for months if it was called "We be Blehblehbleh" No I wouldn't have even looked at it twice.

I really actually dislike alot of the new monsters as they are mostly just old monsters with a new paint job. Or just totally wierd things for the sake of being new and different. It's easy enough for me to spice up an adventure with descriptions and roleplaying I dont need a whole new set of stats to do it.

In most of my games I may even reskin monsters on my own but I think published adventures should stick more to the mainstream. Let individuals customize them as they want.

One point that was made was that, you could always swap out an Ogre for a Blehblehbleh if you would rather have a classic Oger. Well the opposite is true as well. If you would never think to swap the Ogre out then is there really an issue? If you would prefer to use new monsters then do so, nothing is stopping you.

The


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KrispyXIV wrote:

I'm playing a Hedge Witch enchanter in a Serpents Skull campaign, and so far, between wands of cure light wounds and a wand of lesser restoration, I've yet to see any real benefit other than free healing in the evening.

A lot of this is probably due to this character replacing an earlier one; I probably would have fealt the value of the archetype more clearly earlier on. Of course, since you dont get the spontaneous healing right away...

I'm not sold, honestly.

I play a Hedge Witch in a campaign at 13th level. I do not regret in the least taking Hedge Witch, the spontaneous healing is awesome and not actually having to have the Cure Spells Known is a major plus. This DM runs a tight campaign. We cant just go buy wands of cure light wounds and have never found one, so I am the primary healing for the party.


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Guidelines that should be followed by good alignments as I see them. My opinion.

1) Good should avoid killing (especially sentient creatures) at all cost only resorting to killing when there is no better less violent option or when it is necessary (say to provide food, etc.). A respect for life is part of being good.

2) Good should try to redeem evil when possible, killing only when redemption/neutralization is not an option.

3) Good will sacrifice personal gain and even safety to alleviate the suffering of others.

Those are the strong points I see applying to good.

I also consider that the majority of people are neutral, out number good and evil combined.

Killing a person that was no longer a threat and effectively incompasitated and could easily be dealt with in a less violent manner, in my opinion is an evil act. If there was no way to permanently restrain him and he would pose a serious threat in the future I could see it being done but with great reluctance.

Sorry for spelling havent slept in two days. :( Insomnia.


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Tark of the Shoanti wrote:
But at the same time, they are stored in there as the "spells per day" but what I think Darkholme is asking, and currently my gf is looking for, is how many spells they know period.

A 1st level witch's familiar starts knowing ALL cantrips and 4+Int mod 1st level spells. Each time the witch gains a level she may select two spells. These two spells can be from any spell level she is able to cast. So at 2nd level the witch may select 2 additional 1st level spells. At 3rd level the witch can seletect 2 addition spells that can be either 1st or 2nd level.

The witch can learn addition spells from other witch's familiars or from scrolls. There is no limite to the number of spells a witch can learn but she must learn them just as the wizard does. the witch just uses her familiar inplace of a spellbook.


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Should Masterpeices just have been bard spells? or Alternate performance abilities?

Was it necessary to create a new mechanic for them?

Some bardic performances already function like the Masterpeices. The healing one requiring 4 rounds or performance to invoke, etc...

I like the concept of Bard magic and special songs/dance/etc with magical effects. But do we really need three different mechanics to cover the concept of Magicl songs/dance/etc...

(using song in place of dance/epic/etc..)

Song Magic Type 1
Bard spells already all require verbal or sound component to cast to simulate magical songs/chants/orations/epics etc...

Song Magic Type 2
Bardic performance

Song Magic Type 3
Masterpeices.

I love the way the masterpeices are present and almost wish the bard was built with a masterpeice list rather than a spell list. OR have all of their performances & spells rolled into a list of masterpeices they have learned.

Just seems like bards a getting burdened with three different things all trying to represent the same thing, Magic through performance.

It seems like it might have been simpler to just add in "The following addition bardic performance abilities can be aquired by spending a feat for each the bard wishes to learn. Accept they wanted to let you spend spells known on them as well so couldnt.


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I really wish they hadn't used the term "Provoke AOO" and rather used something along the lines of "Leave your self open to and AOO".

It's not that you are taking an action that grants someone an extra attack on you, its that you are not able to properly defend against your opponent routine quick jabs and strikes that generally never land and are just used to keep each other off guard.

Going with the Boxer Example.

Boxers spend a lot of time bobbing and weaving, moving their hands around throwing quick little jabs that really arent even meant to hit. Just to try to keep their opponent guessing. When you "provoke" and attack of opprotunity basically you stop your bobbing and weaving as you focus on completing some other action and one of those "quick, feint, just to keep your opponent off guard attacks" actually connects.

When you concentrate on a spell you stop bobbing and weaving. Some have said "Why cant you make a Bluff check to appear that you are not concentrating on casting a spell. Two reasons pop in my mind.

1) Concentrating on a spell and a bluff check would mean you are doing even less bobbing and weaving than just concentrating on the spell along.

2) Trying to make it appear that your guard isnt down would be "Casting on the Defensive". So its right there in the RAW.


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wesF wrote:
Devastation Bob wrote:
Ok, i understand dies, but what about lost? And in the case of the improved familiar feat, do you just give your old familiar a pink slip? Seems kinda harsh.
Once They're dismissed they loose their Int. So they're just animals again. Ignorance is Bliss.

The actually go to the island of neglected familiars. Here they secretly build clockwork-wizards to serve them and are forming some diabolical plan to gain control of wizards familiars on a global scale. From that point they plan to control the world.

The Brain (and sadly Pinky) are two examples of discarded familiars.


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76. Iza, The Midwife. (S12 D10 C14 I16 W14 C14, HP 18, 2nd Expert)

Iza is a rather plump and jolly women, very motherly to all she meets. Most of the villagers adore her, calling her "Aunt Iza". She arrived in the village several years ago and serves as a midwife for the surrounding region. Iza relocated to the village after the death of her 4 children in a fire. She had been widowed two years before that.

Over the years Iza has been using poison to cause occasional still births and secreting away the dead infants or unearthing them after burial. She preserves them a best as possible and keeps her "New Family" in a secret cellar beneith her cottage, replacing children as necessary, when the become "spoiled little children". The cellar is set up like a perfect home where she "feeds" the children and reads them bedtime stories. It is her perfect family. Iza is also responsible for a few deaths over the years as every now and again someone has stumbled upon her secret. One lad of 14 years stumbled upon her hidden home when he came to summon her to assist with a birth. That lad's corpse has since shared the celler with his "Cousins" and "baby sits" the children while Iza is away.


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Aelryinth wrote:
Kalyth wrote:
Ughbash wrote:

Other creatures that attempt to attack you or pass through

English can be an inprecise language.

Two possible interpretations which would cause differnt results.

Aerlinth interprets it as Attempts (to attack you or pass through) and with that interpretation he is correct, Reverse Gravity does not work.

Others interpret as (Attempts to attack you) or (pass through). And with their interpretation then Reverse Gravity works.

Since I suspect the devs are NOT going to comment on this and the English language can be interpreted either way... Ask your DM.

There is another interpretation. After reading Prismatic Sphere I see nothing to say that I can not push someone through it and cause them to make all 7 of the required saving throws. Other than the hideous effects of each color the sphere doesnt actually hinder someones ability to walk through it. It does say that the sphere does block any attempt to "project" something through it. This to me reads as attacks, arrows, spells, energy blasts, psychic assaults, nasty notes tied to brinks, etc.... Basically the effect blocks all forms of ranged attacks and force anyone that wishes to actually melee with the caster inside to survive the 7 deadly colors in order to reach him.

Creatures can pass through the sphere simply by walking through it and surviving the 7 saving throws. I don't like the interpretation that it doesn't effect someone who doesn't "actively through choice" try to pass through it. Otherwise I can just sit on top of a mages Prismatic Sphere and have tea? I don't think that was the intent of the effect.

No where in the description does it say that its an solid barrier that blocks movement. It even says you can attempt to pass through it but have to survive all of the effects if you do.

I go agree its written very vaguely but honestly if it was supposed to be a barrier that can not be passed you would think it would say something along the lines of "no creature can pass

...

NO where in the text does it say the Sphere is Impervious. The sphere stops any attempt to "PROJECT" something through it. Why did the use the word project rather than saying "stops anything from passing through". Maybe because they were trying to get across an effect that doesn't "stop anything from passing through" and only stops ranged attacks as per the effects of the colors. The Shere is only impervious to "Ranged effects" creatures can pass through they just suffer the effects of each color. If you had to "attempt" as you said to walk through i think it would spell that out much more clearly with out the need to disect and breakdown the sentence. I'm sorry but I refuse to believe that Jack and Jill can sit ontop of a Prismatic sphere and have tea time, simply because they do not wish to pass through it.


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Darigaaz the Igniter wrote:
Tom Baumbach wrote:
Possibly because elementalist schools appear in the APG, and in an effort to keep Bestiary 2 as universal as possible, they don't inlcude APG references by default.
But they do. Several creatures (including the Undine!) have spells or spell-like abilities from the APG.

What about elemental oracles? Flame/Stone/Wind, etc...


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Hey i was just thinking about the brew potion feat and what all spells can be brewed as potions. I compiled a list of the spells that can by RAW. I included magic weapon, magic vestment, due to the reference to Potion(Oils) being applied to objects.

I also have a few questions about potions and brewing.

Since Potions are not Spell Trigger or Spell Completion one does not need to have the spell to brew it as a potion. They can simply take the +5 DC to the crafting check.

Ok but if you do this what level is the spell if it falls on multiple spell lists at different levels? (Example: Heroism Wiz 3/Bard 2)

My natural instinct is to say that Wizard/Cleric/Druid (Primary Casters) list are the standard. But even then you have some conflicts. (Neutralize Poison: Cleric 4/Druid 3)

The level of the spell also effects the caster level and cost.

Another question: Charm Person could be made into a potion per rules. But the rules state that the imbiber is both the caster and the target of the effect. It also states that the all variables of the spell are set by the brewer of the potion. So would that mean that I could brew a charm person potion and the person drinking it would be charmed in regards to me or whould he just really love and trust himself?

What about Hold Person (can be made into a potion) but has the Duration of 1 round/level (D) (Dismissable). If the drinker is both the caster and target of the effect can he just Dismiss the hold person effect?

Any way here is the list I have complided from the Core. Anyone see anything I missed or anything that should not be on the list?

Spells that inflict Damage or harmful effects would seem to effect the drinker. Chill Touch? Does the drinker take 1d6 cold damage per turn and have to make a fort save or take strength damage?

0th
Bleed
Touch of Fatigue
Resistance
Stabilize
Guidance

1st Level Potions
Cure Light Wounds
Chill Touch
Doom
Endure Elements
Enlarge Person
Feather Fall
Hide from Animals
Hide from Undead
Inflict Light Wounds
Jump
Mage Armor
Magic Fangs
Magic Weapon
Pass without Trace
Protection from Evil
Reduce Person
Remove Fear
Sanctuary
Shield of Faith

2nd Level Potions
Aid
Barkskin
Bear’s Endurance
Blindness/Deafness
Blur
Bull’s Strength
Cat’s Grace
Cure Moderate Wounds
Darkvision
Delay Poison
Eagle’s Splendor
Fox’s Cunning
Heroism
Hold Person
Inflict Moderate Wounds
Invisibility
Owl’s Wisdom
Protection From Arrows
Rage
Remove Paralysis
Resist Energy
Restoration, Lesser
Tongues
Touch of Idiocy
Undetectable Alignment

3rd Level Poitions
Bestow Curse
Confusion
Contagion
Crushing Despair
Cure Serious Wounds
Deep Slumber
Dispel Magic
Displacement
Gaseous Form
Good Hope
Haste
Inflict Serious Wounds
Keen Edge
Magic Circle against Evil
Magic Fang, Greater
Magic Weapon, Greater
Magic Vestment
Neutralize Poison
Nondetection
Poison
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Slow
Water Breathing
Water Walking


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Zotpox wrote:

correct me if im wrong but dosent infravision give a redish glow to the eyes?

If this is the case then the entire question is moot as no race with this quality would ever go undetected in the dark.

There is not such thing as infravision anymore. It is either Low-Light Vision or Darkvision. Neither of which by RAW make your eyes glow.

As for the Glowing Blue eyes. If the eyes gave off enough light to be considered a light source or to illuminate an area in any kind of impacting way the spell discription would need to state that. Since it does not we can assume that is a cosmetic effect. As a cosmetic effect it would be pretty much completely concealed by Invisibility.

Likewise if the blue glow was sufficent to impose penalties on steath checks outside of invisibility dont you think those penalties would be listed in the discription. There isnt even flavor text in the discription that references making concealment or stealth more difficult.

I would conclude that the glow was noticable in casual interaction; you passing someone on the street, someone seeing you sitting at a table across the bar, etc.... but not sufficent to impose penalties on stealth.


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Getting rid of alignments doesnt mean you have to ditch the concept of good and evil. While people dont have an "alignment" per say there are creatures that are innately "negative" or "Evil". Perhaps Protection from Evil could be protect only against undead and outsiders with Feindish,infernal,etc...templates/subttypes.


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I used Incantations as Bunks in a Changling game we played all the time. Some of those easily switch over.

Flesh to Stone

"Earthen blood and granite bone,
flesh of marble, heart of stone."

This is one I used for "Backward Glance" but could work for Legend Lore or a similar spell.

"Lost in shadow, lost in time.
No bard sang nor put to rhyme,
The fate that fell in days of old,
on this long forgotten hold.
What cries were made, Did heroes weep,
In these chambers, dark and deep?"