Kitty Catoblepas's page

Organized Play Member. 477 posts (490 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


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Yqatuba wrote:
blahpers wrote:
Yqatuba wrote:
Speaking of the 50 pound limit, how much do a balor's large size whip and longsword weigh? I assume under 50 pounds but not sure how much exactly.
Stereotypical Large weapons weigh double the listed weight on the equipment charts, so 4 pounds and 8 pounds, respectively.
Shouldn't they weigh 8x as much if they are 2x as big in all 3 dimensions?

Maybe they're ~1.25 as big in all 3 dimensions?

doc roc wrote:
LordKailas wrote:

Also, there 4 different categories of players only one of which should be kicked out or banned. Players of all sorts get upset if they feel like their character is being invalidated. So, the challenge for the DM is to find a way to prevent this.

Yup.... Type 2 and 3 often get confused but they are definitely distinct.

Strangely, Type 1 and 3 often get confused, too. And RAW/RAI arguments end up pushing both towards "standard build" Type 2.

And if you typically have a lot of Type 1, you can confuse a Type 2 with a 3 or 4.

Efreeti are individuals. Most efreeti I see who grant wishes to players tend to hate granting wishes. Some eftreeti I've run into in modules/adventures seem to have no problem granting wishes to the bad guys. I know it's not helpful, but from source material, it depends on the efreet.

There's no reason that you couldn't have an efreet like any of the following:

One who views granting wishes as just a part of his job. He might try a little quid pro quo ("I'll grant you two wishes if you make one for me...") He might get annoyed if players try to "game" the wish or wish for something out of scope. Maybe he twists the wish. Maybe he explains the parameters of the wish to the players. Or maybe he's had enough and refuses to grant the wishes to the players.

Efreet: You know what? I've had enough of your legalese. I'm not going to grant any wishes.
Players: But you have to grant the wishes! It's genie law!
Efreet: Then call the genie police. Plane Shift!

Both of those attacks are Standard Actions, so they can't perform the attack action or full attack action with them.

Lots of strange feats. Trepanation, for example, is a torturer's feat. In practice, the user purposely fails until either the target's Will save is low enough to succumb to any effect or until the target is unconscious.

blahpers wrote:
Body bludgeon lets you use a creature as an improvised weapon. It doesn't make the creature an actual improvised weapon.

Otherwise, the Chairbreaker feat would be really scary.

Claxon wrote:

That's my whole point though.

The OP needs to work with their GM to talk about how they're going to do this. Because what they want to do flat out can't be accomplished by the rules. High level magic is simply too strong, it can't be defeated without GM fiat.

My point is that without contrivances to tone down encounters to where they're not impossible at the level you'd meet them, every adventure would be impossible. A 20th level wizard is just a high-level example of this.

Adventures are based on inefficient use of resources to allow the party to proceed. Storytelling is based on the need to justify these uses in order to preserve the suspension of disbelief.

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Claxon wrote:

Giving the wizard PC WBL only increases CR by 1.

And as far as action economy, that is definitely where the party should lose. The wizard should be on his timeless demiplane, where he has summons. Summons which duration never ends. Imagine how many summons you can have when they never disappear. Imagine how many spells you can have active on you when they never end. Imagien how many trap spells you can have when they never end.

Not to...

That's kind of the problem, isn't it?

If you're going to use CheezeMagik, then there's no way that the PCs can actually do anything. It's actually pointless to try. As the DM, you don't even need a Wizard to accomplish this, actually; you can just design a dungeon with infinite traps, effects, and monsters. The Wizard is just the justification for doing so and feeling clever about it.

If you're going to encounter the Wizard's spells and traps without SpellCheese everywhere, then it is indistinguishable from a normal dungeon. There will be monsters, traps, and treasure. The Wizard has no reason to stick around.

If you're going to have them physically encounter the Wizard, then you're going to have to make him dumb. There's no reason that a Wizard of that level should ever involve himself in a fight with anything (especially not anything that has a chance of killing him).

I can only assume that the question refers to paragraph #3, since #1 is pointless and #2 is Business As Normal.

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Claxon wrote:
The most abusive form I've seen it take is repeated castings of Augury to bolean search things and figure out the best path forward. Of course how the wizard got augury is a question, but it's possible.

To be fair, the Cleric can do this as well. On top of this, the 14th level Cleric's WBL is actually higher than the 20th level Wizard NPC's suggested wealth (185,000 gp vs 159,000 gp; Multiply that by 7, and you're on the wrong end of that arms race as the Wizard).

Seems like these would be your limiting factors as the Wizard:

* 159,000 gp wealth limit (if this is ignored, it's a fight against GM fiat instead of a fight against a lvl20 NPC). Ring of Freedom of Movement costs 40,000gp. Gating in an Olethrodaemon costs 12,000gp. A Symbol of <X> costs up to 5000gp. That Orange Prism Ioun stone costs 30,000gp. It adds up quick

* Action economy. You may have around 9 creatures trying to attack you between your actions. Every action could be your last. Your summons, barriers, debuffs, etc. have to last through 9 creatures each round.

* Spell slots and order. You'll probably have 6 slots for levels 7, 8, and 9. Desirable spells compete for each other in these slots, especially if you know every action must count. Time Stop, Gate, Summon Monster IX, Disjunction, Quickened Dominate Person, Quickened Wall of Force all compete for the 9th level slots. Mind Blank, Quickened Black Tentacles, Quickened Dimension Door, Summon Monster VIII, Discern Location all compete for 8th level slots.

You've got me thinking about this in the opposite direction:

If I was a level 20 Wizard and I knew I was going to be attacked by a level 14 party consisting of Summoner, Cleric, Paladin, Ranger, Brawler, Rogue and Sorcerer, then how would I protect myself? Could I realistically expect to defeat them, or should I try to escape as soon as I can?


With judicious use of Ninja Trick (and a favorable ruling or two as GM), you can get some kitty-style powers and maybe some utility.

* Wall Climber gives you a 20' climb speed. Very kitty.

* Vanishing Trick allows you to cast Invisibility at the cost of a Ki point (and allows you to get Invisible Blade/Greater Invisibility at level 10 with a favorable GM ruling).

* Ki Pool is a Chained Rogue talent that the developers "overlooked" when they made the Unchained Rogue. It gives a Ki pool (equal to Wis mod) to fuel talents like Vanishing Trick, if your GM rules that you can take it.

Also, I think someone made up an Unchained Ninja conversion if you need to go a little more towards the Catgirl side of Catfolk.

Curse of Nonviolence grand hex? Wouldn't kill it, but it might keep it from being dangerous.

Drowning? Most of them seem to need to breathe from what I can tell.

Create Demiplane? After you beat is unconscious, it counts as a "willing" target. You could Plane Shift it to a tiny permanent demiplane of your own creation and forget about it. Alternately, you could Plane Shift it to the Elemental Plane of Water and leave it to drown.

Melkiador wrote:
Kitty Catoblepas wrote:
That... still isn't very good.
I don't think anyone ever said it was very good. It's really not even "just ok". It'd need infusion specialization to be "just ok". In its current state, it's just "kind of bad".

Ah. That makes sense. I misunderstood you and thought you were saying that it "wasn't all that bad"

Melkiador wrote:
Kitty Catoblepas wrote:
Melkiador wrote:
The save DC shouldn't be that low. It scales with level and for form infusions is based off of dexterity, which your average witch will have as a secondary stat anyway.

It won't be high. It certainly won't (or shouldn't) be anywhere close to your spell DC. Your Fan of Flames should be about 14, maxing around 16, your Torrent or Blast should be about 16, maxing around 18. That's if you start with 16 Dexterity.

16 to 18 is not a terrible DC for level 2, especially when failure usually just means half damage. And the DC will scale with your level, always staying relevant. The DC is only going to be bad if you choose to keep it bad.

Ah, I see what I've missed. The DC is based on the effective blast level, not the Infusion level. That makes sense. So it's still really bad damage, but the saves are increasingly hard to make. Assuming starting at a 16 Dex and increasing by +2 at levels 5, 10, and 14...

1: 4.5 -- (14)
3: 8 -- (14)
5: 11.5 -- (16)
7: 15 -- (17)
9: 18.5 -- (18)
11: 22 -- (20)
13: 25.5 -- (21)
15: 29 -- (23)
17: 32.5 -- (24)
19: 36 -- (25)

That... still isn't very good.

Artificial 20 wrote:
Magnetic Infusion isn't a bad debuff, but that's a level 3 spell.

Yeah, I agree -- It's not bad, but I'd like to think that you could do more with a 3rd level spell than give a +4 to hit a single opponent for 1 round.

Melkiador wrote:
The save DC shouldn't be that low. It scales with level and for form infusions is based off of dexterity, which your average witch will have as a secondary stat anyway.

It won't be high. It certainly won't (or shouldn't) be anywhere close to your spell DC. Your Fan of Flames should be about 14, maxing around 16, your Torrent or Blast should be about 16, maxing around 18. That's if you start with 16 Dexterity.

You're still sacrificing a 1st level spell to do damage to a 15' arc, a 3rd level spell to do damage in a 30' line... And if you want Eruption or Explosion, you have to spend one of your 5 Infusion slots on Extended range, too.

Average damage scales at these levels (save for half):

1: 4.5
3: 8
5: 11.5
7: 15
9: 18.5
11: 22
13: 25.5
15: 29
17: 32.5
19: 36

Honestly, I can't see anything good about the Form Infusions.

Melkiador wrote:

You could choose better infusions though. Fan of Flames is pretty nice at low level and cost. And there are higher level good options for other elements. It really feels like you purposely chose some of the worst infusions for your examples.

Are there better infusions? I'm having trouble finding infusions that don't:

1. Do pitiful damage as AoE with low save DC
2. Make a combat maneuver with a 1/2 BAB class
3. Inflict minor Condition on enemy for a short time
4. Require a Utility Wild Talent (which you can't get)
5. Put out a fire

Melkiador wrote:
The blast isn’t a waste of actions. It’s just not an alpha action. Meaning, it’s not the action you usually start a fight off with. It’s more of a cleanup option. Something good to do when the fight is already controlled. And sometimes it is the alpha action, when the enemies are resistant to your spells or not worth the slots.

By level -->

1: 1d6+1 damage (avg 4.5)
2: 1d6+1 damage (avg 4.5), sacrifice 1st level spell to Dazzle
3-4: 2d6+1 damage (avg 8), sacrifice 1st level spell to Dazzle
5: 3d6+1 (avg 11.5) damage, sacrifice 1st level spell to Dazzle
6: 3d6+1 (avg 11.5) damage, sacrifice 1st level spell to Dazzle or 3rd level spell to Shaken, Stagger (1 round), or Darkness (1 round)
7-8: 4d6+1 (avg 15) damage, sacrifice 1st level spell to Dazzle or 3rd level spell to Shaken, Stagger (1 round), or Darkness (1 round)
9-10: 5d6+2 (avg 19.5) damage, sacrifice 1st level spell to Dazzle or 3rd level spell to Shaken, Stagger (1 round), or Darkness (1 round) or 5th level spell to Sicken.


You lose a lot to gain very little. On top of that, if you try to use what little you gain, you're lured into throwing away even more resources. Having an at-will energy blast is cute, but it certainly isn't good.

Why I don't like it:

* The archetype doesn't change the primary ability of the blast to Intelligence, requiring you to have strong scores in Dex, Con, and Int (MADness).

* It does not give you the Gather Power ability (or Infusion Specialization or any other method of reducing Burn), requiring you to burn spells for every infusion you use

* You have a weak BAB, requiring you to take Energy blasts, which do little damage. You will never get a Composite Blast, so your damage will always be bad. At 9th level, you'll probably be doing 5d6+2 damage from your blast. That's about the same as Magic Missle cast at 9th level or Snowball cast at 5th level.

* You never get Utility Talents or Metakinesis. And those are good.

Paksarra wrote:
David knott 242 wrote:

Also, since the Pyrausta is a new form of an existing familiar and not a new familiar, you should ignore any reference to its specific languages (so it does not immediately learn Draconic or forget Common). However, since there is no "can't speak" reference next to its language entry, the familiar would gain the ability to speak while in Pyrausta form. how would he learn Draconic?

-- If you have ranks in Linguistics, presumably he would learn languages based on the number of ranks you have.

-- At level 13, he would gain 12 Intelligence, allowing him to learn a new language, unless...

-- You take the Sage archetype, which would allow him to have is own ranks in Linguistics and progress Intelligence at a faster rate (12 Int at level 7).

But would it gain the ability to answer rhetorical questions?

Be careful around those foxes. With 9 strength, they can drag off people who weigh up to 225 lbs.

Lucy_Valentine wrote:

"From my understanding, a familiar gains a language of your choice, unless it knows a language already."

Where are you getting that from? Because I'm pretty confident familiars don't have that (unless the specific animal type has it, like Ravens and Thrushes), and I can't find it in the rules, and I couldn't find it in the Magical Child rules either. on-Intelligent

This states that an animal with Int 3+ gains a language, even if it does not have the ability to speak.

In addition, the description of the Intelligence score in the Core Rulebook states that characters with 3+ Intelligence can read and speak a language.

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If they don't have true seeing, you can rain on their parade of blows by using Mirror Image or Displacement. You could make the Monk nearly useless with retaliatory effects like Fire Shield. You could be able to draw out the combat by making multiple weaker enemies who do not group together (since his style strike which allows him to move and make a full attack is one per round).

But the real solution starts with a question: How is the rest of the party contributing?

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I'd often thought of taking the "Guns Everywhere" rules and turning them into "Crossbows Everywhere", with the Bolt Ace being the default Gunslinger build, "Crossbow Training" being granted at level 1, and the "Amateur Gunslinger" feat becoming "Amateur Bolt Ace"

What this would end up accomplishing is giving Dex-to-damage with a 1 level dip and having a feat that would grant a Grit pool, allowing the user to spend 1 point to target touch AC for the crossbow's first range increment.

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You could always have your villain monologue with Perform(Oratory) in conjunction with Bardic Performance: Fascinate

Anarchy_Kanya wrote:

My villain's monologue actually provided bonuses to his minions, he just stood behind a decent number of mooks and let them do the fighting.

...Or Inspire Competence

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Balkoth wrote:

1, "IT WAS ALL A DREAM!" I don't really like this option, I think it cheapens death and makes failing meaningless.

I've promised myself that one day I will have a TPK and take the "IT WAS ALL A DREAM!" out. This will eventually fade into an "I don't think we survived that fight..." moment followed by an official, "Welcome to Hell. You're dead." speech. The major conflict/goals will shift to escaping the plane where they don't belong, finding a way to keep from losing themselves to the plane as Petitioners, finishing that last thing that they needed to do in life, and eventually retiring themselves to their proper places in the afterlife.

Maybe one day.

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You could use existing items and describe them all creepy.


A Varisian Tattoo (31,000gp) -- A piece of flesh carved off of a Varisian caster. May be attached to a spellcaster to give a +1 to caster level (as an Orange Prism Ioun stone) and allows the caster to use the Mage Hand cantrip at will

A complete set of Minor Shadow Piercings (19750gp) -- Tastelessly carved into shapes of demons dangling from the wearer's skin by various methods. These are sold as a set and include the following: Vrock (Suspension Piercing) -- Constant Feather Fall; Succubus and Incubus (Chest Piercing) -- +2 profane bonus on saves against effects that cause the dazed, nauseated, and sickened conditions; Many Larvae with their bodies twisted into spikes (Body Piercing) -- +2 competence bonus to CMD against grappling attempts; A septum piercing which is a tiny Glabrezu head connected by a pincer claw (Head Piercing) -- The wearer gains a +5 competence bonus on Intimidate checks; A whispy Shadow Demon eyebrow piercing (Eye Piercing) -- The wearer gains low-light vision. If the wearer already has low-light vision, the ability’s range is doubled

Also, there are some neat Fetishes ( and Demonic Implants ( to browse.

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I made an excel at one point. I can stick this on my google drive when I get home if you'd like or if I'm not clear here. It looks accurate to me, but I haven't checked it in-depth.

You'll notice that some number of successes will be statistically impossible to be able to achieve, depending on your target number or the number of rolls. I started to make a crit-20/confirm section at one point, but I'm not going to include that.

Format excel as follows:

A1 "Successes; A2 = 0; A3=1 and pull down so that the cells are numbered sequentially

B1 "%"; B2 =COMBIN(E2,A2)*(1-(21-D2)/20)^(E2-A2)*((21-D2)/20)^A2 and pull down. Excel will change the letters that the cell refers to automagically. Format these cells as a percent to make it easier to read.

D1 "Target Number"; D2 =N1; D3 =D2 and pull down. This will make each cell refer to the one above it. I do this because I can't figure out how to make only some of the cells to change in column B, as they all need to refer to their corresponding A column, but always to N1 and N2. Also, I don't care enough to fight with it.

E1 "Total Rolls"; E2 =N2; E3 =E2 and pull down. This will make each cell refer to the one above it (like in D). I do this because I can't figure out how to make only some of the cells to change in column B, as they all need to refer to their corresponding A column, but always to N1 and N2. Also, I don't care enough to fight with it.

F1 "d20"; F2 =ROUND(((G2*100)/5),0) and pull down. This is what number on the d20 that you would roll to get the number of successes in A column. You'll get some repeats. Pick the first or the last; up to you.

G1 "d100"; G2 =B2; G3 =B3+G2 and pull down. Format this as percentage with 0 decimal places. This is what number on the percent d100 (2d10) that you would roll to get the number of successes in A column. You'll get some repeats. Pick the first or the last; up to you.

H1 "d1000"; H2 =B2; H3 =B3+H2 and pull down. Format this as percentage with 1 decimal place (Alternately, you can set this to =G2*1000 and pull down, creating a custom format for ‰). This is what number on the per mille d1000 (3d10) that you would roll to get the number of successes in A column (expressed as percent with an extra place). You'll get some repeats. Pick the first or the last; up to you.

M1 "Target; M2 "Total Rolls"

You'll make your changes to target number and number of rolls on the N column. D and E columns refer to N1 and N2, respectively.

N1 Target number. This will break or not make sense for values over 20 or below 2.

N2 Number of rolls to make. Number of NPCs that you're rolling for, presumably. You'll get a lot of #NUM! if you drag down more columns than you have rolls, but it won't hurt anything.

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I've rarely seen people actually enjoy puzzled when they were played straight (most end with "but you didn't say..." arguments). That being said, if you have your heart set on a puzzle you might be able to play it for comedy or subvert it, depending on your group...


  • *Puzzle solves for literally any solution --

    DM: "The inscription reads: 'This will only open when plunged to the depths of the waterless sea.' There is an inscription of a star and a moon on opposite sides and the sun on the top."

    Fighter: "I hit it with my Warhammer."

    DM: "A flag pops up to indicate a proper solution and the box springs open"

    Players: "???"

  • *Puzzle solves for any technicality solving the problem --

    DM: "The inscription reads that in order for the box to open, it must be thrown into the sun"

    Player: "I throw it into the temple of the Sun God"
    Player: "I throw it outside into the sunlight"
    Player: "I draw a picture of the sun in the dirt and throw it into that"
    Player: "I throw it at the Dwarf. He's someone's son"

    DM: "The box opens"

  • *Puzzle has a nonsense solution which is given after the incorrect answer --

    DM: "The sphinx refuses to let you pass until you have answered a riddle. 'What has four legs in the morning, two legs at midday and three legs in the evening?'

    Players (in unison): "Man!"

    DM (as sphinx): "'Wrong. A donkey'"

    Players: "A donkey?"

    Sphinx: "Yes, a donkey. You may not pass. Good day."

    Player: "Well, technically, we just had to answer the riddle to pass, not get it right..."

    Sphinx: "Oh, you cheeky @$#%!"

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A dip into Master of Many Styles will net you a Style feat and the ability to have two Style feats active at once. Use this to have Ascetic Style and Panther Style active. Be a Cleric or Warpriest or Paladin of a Hammergod and take Crusader's Flurry. Provoke AOOs. Retaliate with AOOs.

ALT: Become large. Gain Longarm spell effect (or go Abyssal Bloodrager level 4).

ALT: Get a buddy to use Broken Wing Gambit, Improved Trip, or Improved Overrun.

Shinoskay wrote:

Do you not understand regeneration yet?

Yay necromanticized regeneration.

I was going to wait until August to do this.

But I guess it's good for us to prepare for the festivities of this thread's 10-year anniversary.

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I had a concept for a Varisian Pilgrim that did something similar to what you want. The archetype lets you use your domain powers on party members you have a morning group-prayer with as if they were you (at a range of 30'). The following deities seem like they would work the best:

Shelyn (Love and Luck)
Calistria (Trickery and Luck)
Arshea (Love and Liberation/Freedom)

Note that an Arshea group prayer may get awkward

Love lets you intervene when a party member is about to get hit, casting Sanctuary as an immediate action.

Luck (std action from you) lets the target roll d20 twice and take the most favorable result for the next round (but range improved to 30').

Liberation is Freedom of Movement against magical effects as an automatic action.

Freedom gives target another save against an ongoing effect as a standard action (but range improved to 30')

Trickery lets you give a target a single Mirror Image as a Move Action.


The feat, War Blessing allows you to get two Warpriest Blessings (Charm and Luck, we'll say) and Channeled Blessing allows you to cast your Bessings at a distance at the cost of a Channel Energy usage. The Charm Blessing is like Santuary, but only breaks on the subject of the target's attack (not to anyone she doesn't attack).


I only played this character once or twice. It seemed like it would get annoying for the DM (so I rebuilt) and had some range/LOS issues, but otherwise seemed to work okay. I picked Liberation, which trivialized one encounter (but didn't come up other than that). I probably would have gotten more mileage out of Luck.


Maybe this is a good starting point for what you have in mind, to participate in combat (without fighting) and give a vibe of "peace"?

the nerve-eater of Zur-en-Aarh wrote:
It's not evil, but it is tacky.

It's only tacky if you have glued rhinestones to your fingernails while you're doing it.

I'm sad that I didn't find any good google results for "Ioun Stone Cowboy"

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Jared Walter 356 wrote:

This part of that same entry could be used to justify that it's a move action if not readily accessible:

If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

I'm not saying that you can't make up rules that do reasonable things like you've suggested.

I'm saying that RAW is silly.

Arrows are ammunition that come in a leather quiver. Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action. There's no requirement that arrows must reside in a quiver to be drawn as a free action. However, this is a RAW form of silliness akin to atl-atl/javelin abuse (as follows).

A javelin is drawn as a move-equivilent action since it is a ranged weapon and not ammunition. An atl-atl dart can be drawn as a free action and loaded as a move-equivilent action. Since an atl-atl dart can be thrown like a javelin, it can be drawn for use with an atl-atl as a free action, but thrown instead. This bypasses a javelin thrower's need for Quick Draw.

Ravingdork wrote:

So it removes penalties that don't exist in the rules as written. Got it.

Think I'll save my dough. Or better yet, I'll look for a GM that doesn't impose quite so many non-existent rules.

Huh. I can't find a rule that gives slot requirements on non-magical items like quivers. Looks like you're right that you can wear as many as you want.

I guess this also means that I can wear non-magical Adamantite Banded Mail or Scale Mail under my magical Full Plate to get the bonuses of both. I can wear my snowshoes, stiletto boots, false footprint shoes, and Boots of Striding and Springing at the same time, too.

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Gray Warden wrote:

Being evil does not imply committing evil acts. People may have genuinely evil thoughts towards others, and yet do not put those thoughts into practice because of legal or social consequences. An evil person not hurting those who he hates is not non-evil, just well adjusted into society (so, at most, non-chaotic). Other people are truly evil, and yet manifest it in more subtle ways that do not necessarily involve crimes or physical violence, but hate and psychological oppression.

This is pretty much the point of The Purge: the one day you lift obligations towards law and society, evil people are free to act according to their true alignment, this however doesn't mean that the rest of the year they are not evil anymore.

So yeah, someone could detect as super-evil: most probably if you put him on a desert island with a person he hates and give him legal immunity, he will probably torture the guy in any possible imaginable way, but until then he's an innocent and upstanding citizen.

And this is really where the arguments come from. If someone can't be Good when they're not willing to perform good actions, how can someone be Evil if they're not willing to perform evil actions?

If someone isn't willing to perform evil deeds even when there's no chance he'll be caught, how can he be considered Evil? He's just a Neutral person, going along with the least-resistance flow of society. Alternately, he's Lawful Neutral, rationalizing the need for and binding himself by a strongly enforced set of laws that prevent people from doing things that he would want to do.

PRD section on alignment wrote:

People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.

Presumably, this also applies to evil.

After all, a person who has good thoughts and recreationally kills orphans can't be Good. Also, a person who doesn't feel devoted to the concepts of Good and Evil, but likes the praise he gets from helping people (and does so at every chance he gets) can't stay Neutral.

Xenocrat wrote:
Andostre wrote:
Derklord wrote:
Also, detecting as Evil is actual hard proof that the person has commited evil acts in the past.
What? Can you elaborate on this? Why would an ethical perspective be proof of someone's actions?

It's not hard proof of anything. There are plenty of effects that can make a nonevil person detect as evil. Infernal Healing, being subjected to the Arcanist's Soulrider outer rift exploit, being possessed by an evil creature, a Fiend Keeper Medium who has 3 points of influence from his spirit, etc.

Not only are these fringe examples, but most of these are things that you probably don't want to just shrug off and allow to run rampant around society (and these are the specific drawback of Infernal Healing or the F-K Medium).


And of course "creatures with actively evil intents count as evil creatures for the purpose of this spell." A good person feeling a momentary flash of rage and raising his fist to his domestic partner will register as evil even though it's highly probably they'll master their anger and not actually strike out.

A person (over 5 HD) who is intends to strike his partner will detect as evil. If he does not intend to strike his partner, he will not detect as evil. Unless prevented from striking his partner, the person who intends to strike his partner will strike his partner. The spell does not detect evil impulse, thought, or rage-based fantasy. It detects evil intent.

Claxon wrote:
Ice Crystal Teleport has a use, which is that you can target someone 400 ft + 40ft/level away from you. Normally to teleport you have to be touching someone.

And with Teleport you also have to go with them, I believe. Ice Crystal Teleport is good for those Wizards who want to get involved as little as possible.

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I read this quandary and had been thinking about it. It occurs to me that if you have a group of mooks that hit only on a 20, you can aggregate their hit chances together into a single d20 roll, determining how many hit their mark by figuring probability.

For example:

If you have 8 Hobgoblin longbowmen firing at a PC with and AC of 23 or higher, they would each individually have to roll a 20 to hit. A few computations show us that roughly 65% of the time all will miss, 30% one will hit, 5% two will hit, and 0.5% of the time three will hit.

On the dice that translates to:

1-13: miss
14-19: 1d8 damage (1 hit)
20: 2d8 damage (2 hits)
20, 19-20 confirm: 3d8 damage (3 hits)

They're weak enough to consider one hit a kill (great cleave would be very effective and a fireball would wipe the lot). The downside is that you would have to keep track of a chart to figure out hit/damage probability as their numbers dwindle. Also, you'd have to keep track of each individual die as a separate attack for damage reduction or deflect arrows or the like.

For example:

4 longbowmen
1-16: miss
17-20: 1d8 damage (1 hit)
20, 15-20 confirm: 2d8 damage (2 hits)

24 longbowmen
1-6: miss
7-13: 1d8 damage (1 hit)
14-17: 2d8 damage (2 hits)
18-19: 3d8 damage (3 hits)
20: 4d8 damage (4 hits)
20, 18-20 confirm: 5d8 damage (5 hits)

Anyway, it's a thought.

Claxon wrote:

Also, why would there be two?

Forced reincarnation kills your body and reincarnates you in a new one.

The only scenario in which you have two androids is casting True Res on a an Android that went through Renewal that isn't equated to death from old age.

Ah. That's what I was missing -- you get a new Android soul specifically at the renewal, not when you die with your body intact (as when some effect targets your life force).

And if the Android is the victim of a Forced Reincarnation hex, will we end up with two living Androids when we're done?

Salamander as an honorable mention for being one of the few (only?) ways to get a tail-slap. It caps off the Tengu Kraken-Caller Druid and Crossblooded Salamander/Aberrant Bloodrager natural attack build.

Tarik Blackhands wrote:
Kitty Catoblepas wrote:
15. The party is an elite group of teleporting assassins. They do reconnaissance and make careful plans to strike when it is most favorable for them. Time is of the essence, since the Big Bad's guards and allies will react to their presence and potentially overwhelm them if they take too long. The "dungeon" is the planning
Yeah, the grand dungeon of getting a bunch of divination scrolls to ask the GM about the particular counter measures at work and then literally scry/frying. Unless you mean you need to infiltrate the lair, observe the defenses, find the bad guy, and all that other stuff before telefragging the big guy in which literally just did a normal dungeon.

That just depends on whether your PCs are comfortable risking their lives on what they can see through a scrying sensor and an outsider's answer of "yes", "no", or "maybe" to any questions they can think of. Finding the right questions to ask is a nontrivial problem.

15. The party is an elite group of teleporting assassins. They do reconnaissance and make careful plans to strike when it is most favorable for them. Time is of the essence, since the Big Bad's guards and allies will react to their presence and potentially overwhelm them if they take too long. The "dungeon" is the planning

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Yqatuba wrote:
Well, ok. Say you have some big elaborate dungeon. What keeps the pcs from just teleporting right to where the big bad is and skipping the whole dungeon?

One of the following might keep the PCs from just teleporting in:

1. Who and where are unknown qualities (and consequently finding those are major goals of the adventure).

2. The Big Bad hides behind a powerful henchman.

3. Killing the Big Bad doesn't resolve the goal of the adventure.

4. The Big Bad's hideout is somewhere fundamentally dangerous to the party in a way that isn't immediately evident upon viewing (no breathable air, negative energy floes, electrified floor, poisonous environment, etc.)

5. Confronting the Big Bad will set off a "bomb" that will cause some sort of disaster to occur. The PCs must diffuse this first.

6. The Big Bad has warded his area against teleportation.

7. The Big Bad has an active Contingency that teleports him away when someone teleports near him.

8. The Big Bad resides on his own demiplane.

9. The Big Bad requires some item or action to be performed in order to defeat him permanantly

10. The Big Bad has planned for this to occur (surely everyone has heard of this tactic by now) and all hell breaks loose once the PCs teleport in.

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If you wish for more wishes, you deserve what you get.

The best case scenario is that you'll get a Noble Djinn teleported to you who says, "I'm willing and able to grant 3 wishes to you! Now, what I need from you first..."

For the normal/expected case scenario, you should probably have a backup character ready before you make that wish.

DM_aka_Dudemeister wrote:

What if I don't have a least favorite, what if I think they're all neat in their own way?

What if when something doesn't grok with my worldview as a GM I either change it, de-emphasise it or find a no-prize solution?

I'm imagining a lot of people here who are hating on Pharasma, standing in front of the goddess of birth, death and prophecy being asked to recount their lives to determine which plane their soul belongs to.

Haters: "Okay, I'll tell you but don't judge me..."
Pharasma: "Of course I'm going to judge you, that's what this entire process is for, why do you think we're here? Let's just start at the beginning shall we?"

Like, she even set aside a small part of the Boneyard for adventurers, because she knows those folks tend to bounce in and out of her realm. She knows they're pretty temporary.

Of course she hates undead, they're wrong, they are a perversion of the natural flow of the universe, negative energy literally is the force of entropy that is eating away at the all of existence and these arrogant mortals think they have a right to circumvent the natural order with a few spells and a phylactery? It's blasphemy of the highest order. Get out of here with that noise, kill the skeleman, leave that body to decay and become part of the material of the material.

But it's cool if I subvert the natural order of things through alternate methods, right? If I find some arcane or alchemical discovery to stop my aging that doesn't make me undead, that's totally okay with Pharasma, right?

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blahpers wrote:

Both it and the planet would take 20d6 points of damage?

No need to murder catgirls to resolve this one.

As a small, dense object dropped from more than 150 feet up, it would do 4d6 points of damage (save for half).

I was looking at Otyugh the other day and considered a sewer-crawl where they were friendlies instead of enemies (since they're Neutral and speak Common). I envisioned one collecting discarded furniture and wire-spools, making a sewer bachelor-pad, and being hospitable towards the PCs.

Here are a few other encounter ideas:

Giant Amoeba and Amoeba Swarm. They have blindsight, so they can be a formidable hazard in places with limited or no visibility.

Sewer Gas. Poor ventilation can trap methane. Unprepared explorers using fire to light their ways can cause a nasty explosion.

Rat King. Someone who feeds rats. The rats have become friendly to him and will not attack him. He has no special control over them, although has come to think that he has.

Cockroach. Cockroaches are plentiful in places where there is moisture and food. The Giant Cockroach varieties and the Cockroach Swarm can make for stronger monsters, if needed.

Outsider(Water). Tritons or other outsiders/elementals trying to purify some of the larger pools to make them habitable. Because why not? You could also have some darker encounters where there are some Degenerate-templated outsiders who were driven mad by the pollution while attempting to cleanse it.

edit: This would also be a great place for Vegepygmies or Myceloids as friends or foes.

gatherer818 wrote:

I think some handwaves involving DR not protecting you against internal injuries like your spleen bouncing around in your body might have been involved...

Which is odd, because DR protects against being thrown around by an Aether Kineticist via Foe Throw...

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