They're different because it says so. Think about it. A spell that has a cast time of "1 round" (example, enlarge person) takes a full round action to use. The cast time is still "1 round", but you would need to declare a full round action to cast that spell. Then, the spell effect happens just before the beginning of your next turn. Using a metamagic with a spontaneous caster is also a full round action, but isn't a 1 round cast time. Applying intensify spell to shocking grasp as a spontaneous caster would be a full round action, but you still get to immediately use that spell. Cast time and the type of action one takes are two separate things. Making a full attack is also a full round action, for example. Think of it like one thing being a time increment (1 round cast time) and the other being a use of available actions in a turn (move, standard, or full round).
Timbre
Chatter
I know you don't want to run a crash course on Exodus and I have been reading the book but I still have a few questions. Apologies if I'm just missing it. I have the A House Divided book. On page 6 on "The Kaga and the Era of Man" It says that 2000 years ago the Kaga was created and soon after all of enslaved humankind
Were the p'tan included in this? were they made yet? were they made after the First Ones went into exile and hiding? how does that line up with the information you provided above?
In the book, it describes that after the First Ones were overthrown by their slave races, they created new slaves to replace their old: the P'tan. It mentions that only a handful of P'tan have ever escaped the oppression of their masters. How many is a handful? How rare is this race? I know they don't have a homeland as there aren't enough of them, and they form a disproportionate number of adventurers due to the fact that they are intrinsically nomadic due to their situation. Also, how long is a typical P'tan lifespan? Do they live long enough to remember the oppression from the beginning? I picked P'tan Cleric of the Kaga because I thought that hating all things First Ones might be emphasized by also placing worship in one of the very things that symbolized the downfall of the First Ones. And logically if it worked before, what greater weapon could their be?
So our starting alignment has to be NE or you are allowing the addition of having NE aligned races? By base classes you mean Inquisitor, Oracle, etc? I just saw this post today, and hadn't really though a ton about what sort of character concept I would have, since I'm still a bit unfamiliar with the world. But the first thing that came to mind is a P'tan Cleric of the Kaga.
Well, the thing is, they arent really taking damage, they just think they are. Theres no actual damage dealt at all, except for the purposes of making the character believe their wounds are real and that they have died (if they are never able to successfully disbelieve). I'll look it up when I get home and post specifics, but I want to say it was major image.
Surprised no one has mentioned this but in one of the earlier adventure paths for PF in book one Crypt of the Everflame (Jason Bulhman) the party's first fight is a trio of Illusionary Orcs made by a 5th level human wizard testing the party. Each orc has a stat block of an orc wielding a great axe. They make attacks and threaten as appropriate. Each time they succeed in hitting they not only deal damage but force a will save to disbelieve. The same goes for if the PCs score a hit against them, will save for disbelief. If you successfully disbelief, they no longer deal damage. Until you successfully disbelief, however, you believe the damage they deal is real and you actually fall unconscious if they take you less than zero. The damage suffered is all in the head though, and should the party'wipe', they wake up an hour later with no actual wounds. Its treated like nonlethal damage.
Well, the way I interpreted it is that in order to not be flat footed, you need to be aware of your surroundings and also the positions and locations of all possible enemies. However, for you guys, while you may have been ready before the word "go" was stated, as soon as it was, you were instantly transported to a different location, and thus, no longer aware of your immediate surroundings, or where the locations of potential foes were, until the start of your turn.
From an outsider perspective, these are things that he, as a character, would not know. Also, if he continues combat, it is just as equal a chance that he could be one of the ones to fall. Anyone can crit. Also, even if combat ends with another person dying, there is no guarantee or rule stating that you would be full healed or anything like that. After the levitate wears off, you'll fall and take damage unless someone catches you, or you could bleed out before then by failing stabilization checks. If you had not levitated away, it is likely he could have attempted to stabilize you, or see if you are alive. Just my opinion.
Or, you could hit the ground, which is quite hard. Nonlethal damage can potentially knock you out. Falling from 10 feet, depending on how you manage to fall in the jump, can either be something you brush off (1 nonlethal damage) or hurt really bad (6 nonlethal damage), thus the roll of d6. Or, you could use acrobatics to negate the first 10 feet altogether. Regardless, the rules and gravity both disagree.
Well, nonlethal damage is to signify "not getting hurt" for the first 10 ft by deliberately jumping off. However, 10 feet is still a significant distance to fall, especially for an unconscious person. While this is not real life, when people faint from simply standing up, they often can receive concussions, or break bones. And that's only at an average height of 5-6 feet.
Gaza wrote:
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position. If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Well, if you hadn't of saved most of the people that you did earlier, or channeled to heal everyone, you may not be in this position, because enough people may have already been down before you went down that combat would be over. After all, everyone here is a murderer or a criminal or the worst of the worst.
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). Withdraw Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw. If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal. You may not withdraw using a form of movement for which you don't have a listed speed. Note that despite the name of this action, you don't actually have to leave combat entirely.
I didn't see this contest until two days before the deadline. During that time I wracked my brain on anything interesting I could think of, but I essentially had creator's block. I've never made an item before. I've only played Pathfinder for a year (and never any other tabletop game). Despite that, entering this contest got me to think about the dynamics of an item in a different way, which I think is ultimately its goal. After submitting this item, I felt it was uninspired. A revision of the item would include something more interesting, for instance, when someone in the chair takes hp damage, for every 10 or 15 hit points of damage they take the item gains a charge. Then, much like the cube of force, there is a list of abilities that can be maintained for a certain amount of minutes per charge spent (i.e. Discern Lines). That way, in order to "interrogate" someone and gain increased ability to do so, one must keep it ongoing. Thoughts? Also, I realize the item is technically undercosted, but it has some unquantifiable limitations. I felt that if it were a 55,000 gold item, who would want it? Perhaps it should have been scrapped altogether, or presented in a different manner completely. I also realize I left off the weight and didn't italicize properly. Due to this contest I've already gotten several ideas for items that are at least 100x better than this. I learned a lot. Vestige of the Unremitting Maiden
Description Once per week, this fist-sized stone statuette depicting the likeness of an iron maiden can be activated with at least a single drop of the owner's blood, growing 10 feet square and 20 feet high over one minute. On a wall facing the owner is a locked, strong wooden door that opens at his command. The interior is furnished with a single stone chair equipped with manacles, a smoldering brazier providing dim light, and a wooden table containing the following devices of persuasion, all of which are bound magically to the room: a branding iron, a whip, a hammer and 5 iron pitons, a spiked club coated with giant wasp poison, 50 feet of rope, a flask of alchemist's fire, a flask of acid, a pint of oil, a 2-pound bag of caltrops, and an hour glass. While inside, the owner can use Discern Lies at will, and may raise or lower the brightness level of the brazier by up to two steps upon command, tripling the bonus received by the stern gaze class feature. Each 2-inch thick, 5-foot square of spiky wall is hardness 8, with 30 hit points, and if a single wall is destroyed, or 24 hours have elapsed, the statuette reverts back to its original size, shunting all within. The statuette can be deactivated upon command, but if any creature has recently perished within its walls, it may be used again in 24 hours. Construction
About Ered #2Sheet:
Male Elf Magus (Bladebound/Hexcrafter) 6 N Medium Humanoid (Elf) Init +4; Senses: Low-light vision 60ft; Perception +11 -------------------- Defense -------------------- AC 19 (+5 Armor, +4 Dex) Touch 14, Flat-footed 15 hp 35 (1d8+6+6+6+5+Con) Fort +7, Ref +8, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee +8 Scimitar (1d6+4, 18-20/x2) Ranged +8 Longbow (1d8, 20/x3, 100 ft) -------------------- Statistics -------------------- Str 8(-1), Dex 18(+4), Con 13(+2), Int 16(+3), Wis 10(+0), Cha 10(+0) Base Atk +4; CMB +3; CMD 17 Feats: Dervish Dance, Enforcer, Rime Spell, Weapon Finesse Traits: Bladed Magic, Wayang Spell-hunter (Snowball), Magical Lineage (Frostbite) Skills: Fly 12 = 5 ranks + 3 class skill + 4 Dex bonus
Languages: Elven, Common, Skald, Draconic
Special Abilities:
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells). A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 2 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Heroic Echo (Su): When you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd. Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.
Feats:
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Rime Spell: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. +1 level increase. Only affects spells with the cold descriptor. Hexes:
Flight: The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level (6). These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Arcanas:
Wand Wielder (Su): Whenever The magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level. DC= 10+Spell Level+Intelligence Modifier Flamboyant Arcana: A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler’s list of deeds. The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can’t use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect the arcane pool of a magus with this arcana. Derring-do (Ex): At 1st level, a magus can spend 1 arcane pool point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. Hee can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (4). Opportune Parry & Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, he can spend 1 arcane pool point and expend a use of an attack of opportunity to attempt to parry that attack. The mags makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The magus must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 arcane pool point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within his reach. Black Blade:
Int: 12 Wis/Cha: 8 Ego: 8 Blade Pool: 2 Black Blade Bonus Damage:+2 Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls. (+2) Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Gear:
+1 Mithral Shirt Battle Mask Feather Step Slippers Pearl of Power (Lv 1) Spring Sheaths (2) Wand - true strike (5 charges remaining) Spellbook:
Commonly Used Cantrips: Brand, Disrupt Undead, Daze, Light, Ray of Frost 1st Level: Burning Hands, Chill Touch, Color Spray, Corrosive Touch, Frostbite, Grease, Ill Omen, Ray of Enfeeblement, Shocking Grasp 2nd Level: Bladed Dash, Brow Gasher, Elemental Touch, Flurry of Snowballs
[spoiler=History]
It was when the young elf hit puberty that he felt the power of magic surge through his blood. It was during this period of war that he sought those who understood magic, and he approached magic in the same way as he was taught arms: practice, study, and intelligence. It took several years, and the return of his father who now seethed with anger at his son for studying the arts his mother brought to the treasured progeny, for the young elf to seek out his own path. He headed far south, beyond where he was known, beyond where anyone with his family name would ever be known, so that he could make his own name and own source of power. His plan had extended no farther than traveling the southern towns of Golarion until he found a place to settle and practice his skills, finding some sort of inner peace. The festival was to be his source of information from where to go next, but now, that festival is in ruins and who knows what comes from there.
Personality:
Ered is cool and calculating, understanding more of his purpose as the change has happened. He understands that the world is much more complex than he initially believed, and that has led him to value friendships and the bonds he has forged. He has a unique respect for his mother and father, since both have led him to become the unique individual he is now.
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