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This is (mostly) for mundane crafting, but you might want to consider the craft skill unlock. With five ranks in a craft skill and that skill unlock production is doubled. With fifteen ranks it's 20 times faster.

With that skill unlock it's not particularly difficult to be making far more crafting progress than you could with magical items.

The cooperative crafting feat on an assistant is absolutely huge. Doubled production and a +2 bonus to your skill check. And I'm fairly sure that the doubling (but not the +2 bonus) can scale up by as many assistants as the GM will allow for whatever project you're working on. (So with three assistants you're making things 4* as quickly due to the rules for adding multipliers)


Note: As I understand it, combining maximize and empower doesn't work that way. They both independently modify the original spell. Maximize will give you 60 points of damage, yes... but empower will only give you +5d6 damage, not +30.

Note: You actually can combine both of those by level 10. You'll need to use a fifth level spellslot and a maximize metamagic rod, though, so it'd be rather expensive.


I'd say "currently undefined". To the best of my knowledge the only information we have about deities that grant 5 domains is that their CR is >25. What the upper bound, if any, that exists for their CR is I have no idea.


blahpers wrote:
Linea Lirondottir wrote:

Personally, I'd go with "crafters can technically apply any kind of property to a piece of armour or weapon, but only ones whose prerequisites are met have any positive effect".

So somebody could place the agile property on a greatclub, but such a property would only be active if somebody was using weapon finesse (or another compatible ability) with that weapon.

This one is not true, at least in the text.

The original question...

*sigh*

Thanks to the way the writer worded the feat, and the fact that in 2011 there wasn't any way to use Weapon Finesse with a weapon other than those allowed by the feat text, and the fact that JJ didn't change the text in "A Song of Silver", intentionally or not, . . .

. . .

. . . Yeah, fine, go nuts. PFS will probably produce bricks from undigested food over it, though.

There's a lot of things I wouldn't dare try in PFS. If this was a PFS question I would say something very different.

I think that that interpretation is the one that makes the most sense, though. Especially since one man's one-handed weapon is another man's light weapon (character sizes!), and it's not like there's some objective quality to a weapon that decides whether it is possible to use it with weapon finesse or not. (Merely the ease of doing so for various people)

Ultimately, it all comes down to what the table wants to run with. So, OP, please do ask the other players/GM what they think would be the most fun.


Personally, I'd go with "crafters can technically apply any kind of property to a piece of armour or weapon, but only ones whose prerequisites are met have any positive effect".

So somebody could place the agile property on a greatclub, but such a property would only be active if somebody was using weapon finesse (or another compatible ability) with that weapon.


Seems like it'd be an interesting character, then, even if it's not mechanically optimal. I hope you enjoy playing!

Also, melee or ranged combat?


A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

Just being shaken is pretty bad, especially at low levels. The worst part, though, is that most sources of fear conditions will stack with each other to give you even worse fear conditions, and those can be crippling.

Still, it's only active when you've taken more damage than half of your maximum hit points, so it's pretty reasonable to manage to make a build where it'd rarely come up. Temporary hit points, temporary constitution bonuses, converting damage to nonlethal damage (doesn't count for this purpose, I'm pretty sure), magical healing... Barbarian, skalds, and kineticists are fairly good choices to take that drawback and rarely have it come up. (Kineticists because your character's burn would probably render said character unconscious before the drawback would even kick in) Something to note: The fluff of these classes and that drawback do not overlap easily, so that'll encourage you to create a rather interesting and non-standard background.


I had read it before, and I have now reread it. Thanks for the suggestion, but it didn't provide any information that was particularly useful. Still, it was a decent refresher in how vehicles work.


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Suggestion: Don't make magic just trump non-magic. It widens the already-present gap between spellcasters and non-spellcasters and trivializes a lot of otherwise neat abilities.

In this particular case I'd suggest that, at the very most, the invisible character can make a stealth check to move away without being noticed... and then, if they succeed at said stealth vs perception they only have a minor advantage if they do something loud. (For example, if they start casting a spell with a verbal component, the martial character can step up and make an AoO with a -2 penalty for poor timing, or whatever)


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On its own it seems fairly clear how it functions. However, there are several interactions I'm unsure of.

First of all, how does it interact with Lingering Performance? Can you spend two rounds, stop playing, and rely upon Lingering Performance keeping the effect going for two more rounds to get the actual effect?

Secondly, can you use a tuned bowstring to pay for each round of performance cost after the first?

Thirdly, can you keep the performance active for more than four rounds to get the spell effect off every four rounds all as one bardic performance?

Thank you for your time and consideration.


Reduxist wrote:
Linea Lirondottir wrote:
Sebaceous Twin + Infernal Healing, especially on a creature that already has fast healing or regeneration. (Really, Sebaceous Twin on its own on a creature w/fast healing or regeneration is already rather cruel. Infernal Healing "just" means that they need to make 10 more attacks on that person to counteract Sebaceous Twin after figuring out the proper method to cure it)
Sebaceous Twin? I can't seem to find that spell. Is that 3.5 or something?

Pathfinder Adventure Path #119 - Prisoners of the Blight, pages 70-71. It's specifically a spell for Cyth-V’sug worshippers. Overall effect: If it penetrates your SR you're affected. Spell lasts for CL turns, +1 for each amount of healing you receive and -1 for each time you're damaged. Every turn you must make a fortitude save at what the spell's DC would be or take 1 point of constitution damage and you're sickened for that round.

It's only a third level spell (Cleric, Oracle, Druid, Hunter, Sorcerer, Wizard, and Witch spell lists) so it's very spammable and easy to apply metamagic feats to. A very slight mitigating factor: It requires a touch attack, so if you can stay out of melee range and they don't have reach metamagic you're safe from it.


Sebaceous Twin + Infernal Healing, especially on a creature that already has fast healing or regeneration. (Really, Sebaceous Twin on its own on a creature w/fast healing or regeneration is already rather cruel. Infernal Healing "just" means that they need to make 10 more attacks on that person to counteract Sebaceous Twin after figuring out the proper method to cure it)


Dragon's Blood. 180 gp needed, no more than once a week for that person... but it works. If you have a cooperative dragon you might even be able to make it a renewable resource! (Except hefty bribes to the dragon in exchange for the blood on top of lesser restorations to restore the stamina damage)

Black Soul Shard is a preventative measure rather than healing, but it might be worth considering. And while expensive it can also function up to once/week.

A Staff of Restoration would be expensive but worth considering, I think, especially if you anticipate having to remove many negative levels throughout the campaign. (Cheapest cost-to-create is (400*4*8 + 1000*50)/10 = 6,280 gp, but that'd require 10 charges every single time you'd want to use it so you'd probably want to make it more expensive in exchange for fewer charges/use)


tchrman35 wrote:
Mark Hoover 330 wrote:
25 GP; 2d4 +2 unerring force damage. Not a bad use of the money!
50GP, actually. 25×SL×CL. Since you're scribing it at CL2, it's 50GP.

Since that character is the one scribing it, only the cost to create it matters and not the market value, so it's only 25 gp for that specific character.

Something that I think is better than scrolls and scrollcases: Take a spellbook (100 pages of parchment, which are explicitly large enough for a magical scroll) and turn each page of that codex into a magical "scroll". Not only does it place all (a bunch?) of your "scrolls" in one place but it's also really cool thematically, I think.


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An occultist's Saint's Holy Regalia panoply (Psychic Anthology Pg 27) can start healing ability drain at 10th level.

An autodoc (Technology Guide pg 60) can be used to remove ability drain, amongst other things.

Cureall (Technology Guide pg 33) can cure ability drain from a disease or poison.

Metabolic Molting (Blood of the Beast pg 19) can cure ability drain.

Greater Neutralize Poison (Dirty Tactics Toolbox pg 28) can cure all ability drain caused by poisons.

Overall, I think that the Healer's Satchel is the best option. Renewable, relatively inexpensive, and can be applied to multiple people at the same time. Unfortunately, it's not very fast.


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A witch with the Healing hex is good for anyone who needs positive energy to heal. One use per person each day, so that's a good healing option, and it scales up very well as you level up. (2d8+5 at fifth level, for instance, and then 2d8+10 at 10, at which point you can also get Regenerative Sinew and Major Healing hexes for even more healing awesomeness. (Regenerative Sinew should work on people w/negative energy affinity, too, which is nice)

A Kinetic Chirurgeon is probably one of the best options for an adventuring healer. Can heal people multiple times/day, can deal with most status effects very effectively... the burn inflicted can be a problem, but much less-of-one than leaving the damage alone.


Hm... one possible way to do it: Take a Clockwork Leviathan, remove its ability to "eat" things, and replace it with the ability to safely transport its carrying capacity in materials/crew around, with volume assumed to not be a problem.

Thank you for the idea.


I hope that this is in the right place; my apologies if it isn't.

Are there any rules that can be used to create a clockwork sea vessel or creature w/cargo/crew space? If yes, which ones would you advise using?

Thank you for your time and consideration.


Note: You don't actually count as adding the spell to your spell-list with that UMD check, IIRC. The UMD just acts as a secondary means of meeting that prerequisite. Not sure if that'd make any difference.

I would guess that, as far as staves go, CL is CL and as such your wizard would be using that staff at CL 11 (or 10, if feats boosting CL aren't meant to count), and taking that level of cleric wouldn't change anything (other than the opportunity cost of not taking wizard or an appropriate prestige class).


Thanks, Lost in Limbo, very nice to know.


Okay, thank you for that information.


... I still have no idea what ETV means. Anyway, anyone have information on whether the entire piece of equipment has the auras of all upgrades for that equipment?


2) Maintaining territory is much more difficult. There are high-altitude fliers, people who can teleport, people who can burrow through the ground, and multiple separate planes of existence that people can travel between reliably. And there's still the "traditional" walk/ride to the territory en masse technique, and quite a few other threats.

None of these are even close to insurmountable problems, but defending against all of them simultaneously does require a significant investment of resources.


There's one other method to keep in mind: There are several races that have the same subtype as each other. I'm pretty sure that that means that they can take each other's archetypes, feats, etc. as long as they meet the rest of the requirements.

One example: Gnomes and svirfneblin both have the humanoid (gnome) typing.


Under what circumstances is Dalenydra fine with/approving of violence?

Hunting animals for food?

Hurting/killing an attacker to protect self or a non-combatant?

Destroying (non-sapient) undead?

Laying a haunt to rest?

As an unavoidable side-effect of combat training?


There are several magical weapon/armour abilities that have a necromantic or enchantment aura, and thus are themselves pretty clearly viable subjects for Haunt Scavenger material components.

My question is if, by including one in the equipment, the entirety of the equipment gains that aura and thus if Haunt Scavenger materials can pay for all of the material costs involved.

Thank you for your time and consideration.


ThePuppyTurtle wrote:
Linea Lirondottir wrote:
For example: If you worship Torag and commit suicide, regardless of how lawful or good you were, you're going to Avernus. (Unless this was retconned?)
Erastil, not Torag.

I'm fairly sure that both of them have, or have had, that behaviour ascribed to them in the books, and I am almost certain that I have specifically read that Torag condemns the souls of those who commit suicide to Avernus in one of the adventure path book's articles.


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http://www.d20pfsrd.com/magic/all-spells/e/early-judgment/ <Possibly more-useful and convincing than the detect-alignment spells.

I think it's also worth noting that which deity you worship can have an even greater effect on a person's afterlife than their alignment.

For example: If you worship Torag and commit suicide, regardless of how lawful or good you were, you're going to Avernus. (Unless this was retconned?)

Shelyn probably brings in a fair number of neutral souls to herself, and even a few evil ones...


Ventnor, probably with a fiend keeper who's notably more optimistic and upbeat about things. After all, the work of generations is actually coming to an end, and they're likely to get a new ally out of all of this work. Proof that it's all worth it, and more determined than ever to not slow down/reverse that by performing evil deeds. And, instead of containing concentrated malice/selfishness/arrogance, having something approaching moral neutrality which is far less draining.

Also, perhaps planning on finding a new fiend to bind soon.


I don't know... the purpose of accepting the fiend's powers in this case is, according to one interpretation of the fluff, to show that it can be used for good and to slowly convince the fiend that good/neutral is better than evil.

As such, accepting the boon from evil does not advance the cause of evil, and thus is probably not against most codes of law and good. Heaven, at least, would probably be warily okay with it.


I'm pretty sure humanoid babies are universally true neutral (though possibly not dragons and native outsiders) and thus completely ineligible for bound bound by a fiend keeper.

There are plenty of options that have been brought up for this dilemma, including adopting them all oneself (adventurers could certainly afford to hire as many assistants as needed to care for them all).


When using spells like planar ally, should a Fiend Keeper receive help from the deity they actually worship, or from one connected to their prisoner?


Something that I think should be remembered: All of those things that adventurers are looting? Somebody made them. Somebody gathered the resources, refined those resources, and then put them into the final product. (Sometimes with many more steps in-between)

Some of that is going to be from nobles/bandits (a bit redundant, I know :P) extorting people from their wealth and then combining it into a more concentrated form (generally magic items).

Anyway, ultimately all of that wealth was produced by fairly normal people (for that universe, where even a first-level character is superhuman in at least a few respects) at some point, and far more was destroyed.

There is a great deal of wealth being produced every single day on Golarion.

Still, keeping people alive is rather expensive. Food, medical care, "please-don't-kill-us-or-steal-our-stuff" bribes, payment to adventurers to kill off those people threatening to kill them or steal their stuff...

I also think it's worthwhile to note that most wealth is going to be in things like their house, animals, their business, and other non-liquid investments.

Also: Only the head-of-household pays for the highest cost of living. Everyone else in the household can get away with a lower cost of living, so that's a money-saver.


Something I'll note: Emotional manipulation is not mind control. People can very easily react unpredictably based off of hundreds of thousands of factors that are hard to know.

Also: How sure was your gnome that destroying the book would not itself trigger negative effects? I can think of a few things that'd make destroying it very unpleasant.

There's also "who will replace the Asmodean cleric? Are they worse?"

And "What will the congregation do in response to this affront?"

Oh, and people who make that specific book are now able to earn just a bit more money because the supply of those books has decreased by one, thus increasing Hell's coffers by a tiny smidgen. :P


One method of making them somewhat more usable: Place them in a staff. It's an expensive one-time investment that gives you one (or two, with tat an arcane battery) uses/day at the cost of equal-level spellslots, and it can store up to 10 charges.

They're mostly useful if you're trying to defend a location, though, and that's a relatively rare setup to play.


I would say that the action was "bad" in the sense that it was reckless, there were thousands of ways for it to go horribly wrong, and there was very little mitigation done regarding all of those risks.

Was it an evil-aligned act? I wouldn't say so, even if it is unpleasant and that cleric's afterlife is probably going to really suck for however long it takes to become a lemure.

I'd give that poor gnome a hug and teach methods to better evaluate such plans in the future. (Such as knowing who to ask to provide assistance with contingency planning while the gnome provides the brilliantly-insane ideas)


http://archivesofnethys.com/MagicArmorDisplay.aspx?ItemName=Wild <You might want to consider this magical armor property. It's not actually barding, but it allows you to use the same armor regardless of what you're wildshaped into.


Don't forget that a +3 enhancement bonus gets past cold iron and silver DR, +4 gets past adamantine, and +5 against alignment-based DRs.

There's also a feat that allows you to add up the damage from all of your attacks before applying DR. http://www.d20pfsrd.com/feats/combat-feats/clustered-shots-combat It's only for ranged attacks, though.

Maybe consider the vital strike feats? Also, you're getting the agile weapon property or one of the feats that gives dex-to-damage, right?

If you have a group you'll be working with frequently there are some teamwork feats that are worth considering taking, too.


Pretend to be blind. Helps with begging, makes people think you're harmless, etc. All the while you're actually watching everything that's close enough and noticing far more than people would ever suspect.


I suspect that the curse is only meant to trigger if the oracle knows that they've broken their word, even if it is unintentional. Still, it might work as a divination.

My preferred abuse? Use it as assurance to people that you value your word and that you're honestly going to do what you promised. (Granted, it only provides assurance of letter-of-the-promise fulfilment, but that's what their actual reputation can cover).

Most oracle curses can be turned to a person's advantage, honestly, even before getting into the (often notably better) boons from first level on. It's why I tend to think of them as boons with side-effects. (Granted, if they're a poor fit for the person in question then they'd most definitely be far more hindrance than help)


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Murashi (Surname that fits in with the local grippli tribe) is a second-generation halfling fiend keeper (though seventh generation overall for this fiend, a daemon of significant power and ambition). The tribe is largely grippli and halflings, and they have found some impressive synergies with each other.

Worships Shelyn (focusing primarily on art and platonic love of all sorts); her focus is one of the reasons she was selected from the pool of volunteers to bind the fiend as those aspects directly oppose a great deal of the daemonic mindset. Generally draws from the spirit's power with the guardian aspect.

Able combatant, though she refuses to kill without a very good reason against that particular person and works with a team that works likewise.

Composes positive songs designed to best utilize grippli and halfling singers and happily sings them, too, to help keep morale up and for the sheer joy of it.


What are grippli naming conventions? If they were ever written up I don't know where to find them.


Nitro~Nina wrote:


Oh absolutely. It's a way to get much more damage every round, so long as you're careful with Burn, and from a ridiculous range. For bonus points, multiclass yourself some Ranged Spellstrike. It does turn a feat-light class with lots of options into one that uses one of the most feat-intensive styles of combat, so be aware.

Would the intention be to get spells with a range of "long", or limit oneself to using ranged spellstrike to medium range or less? I can think of a few ways to apply reach to magic missile without extending the spell level, but that's about it without more than a few levels of multiclassing.

Nitro~Nina wrote:
My apologies for "pinging"; I was merely trying to be whimsical, not short-selling.

No need to apologize; I wasn't offended at all.


Nitro~Nina wrote:
Linea Lirondottir wrote:
Conductive ranged weapons should work, provided it's still a touch attack when you make it, but remember that you need to pay the burn cost of the blast twice to do it. This will often be 0, but be careful with your infusions and composite blasts.

You can full-attack, true, but not with your Kinetic Blast. You'll be firing off one Kinetic Blast with one of the arrows, and then you'll just be pinging off arrows because Conductive only works once per round.

That's once per round per character, too, so you're not getting around it with lots of conductive starknives and a blinkback belt.

Very true. Though "pinging" could easily be selling it short. And while it changes the attacks to normal AC rather than touch AC, you do get up to +5 to-hit from weapon upgrades (7 if you have an applicable bane property), which helps. And I'm fairly sure it allows you to hit at up to the weapon's maximum range without an infusion boosting the range from the paltry 30 feet base. And for a kinetic healer which can't use any infusions at all, that can be a pretty hefty advantage.

On a sidenote: There's nothing actually stopping a kineticist from wearing plate armor. Mithral plate w/the comforte enchantment, and one of the traits that decreases ACP, a kineticist can take a -1 penalty to attack rolls and ~11k gp a kineticist can grab +5 AC over what their actual armor proficiency would net them. If they aren't mounted it will decrease their speed, which is worth noting, but it's a choice that kineticists are freely able to make. None of their class features are actually harmed by wearing heavier armor, other than from the increased ACP (which can be brought really low anyway).


Conductive ranged weapons should work, provided it's still a touch attack when you make it, but remember that you need to pay the burn cost of the blast twice to do it. This will often be 0, but be careful with your infusions and composite blasts.


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Another way to have a good-aligned succubus equivalent: Figures out what people want and why they want it... and then they provide good-aligned methods to find fulfilment. (As such, it's generally not going to be precisely what they were thinking of, but something that satisfies their cravings anyway)

So such an outsider is present with somebody who's really lusting after (this person here) but the G!Succubus knows that it's because they are deeply craving emotional intimacy and don't know how to get it. So the G!Succubus gives a hug and helps talk her into renewing her lapsed family bonds and friendships, encouraging her every step of the way, and after all that is done providing some advice on dating people appropriate to the culture she's in and the good alignment.

The goal is to make people better off than they were before, to have their underlying desires fulfilled so they're no longer tempted toward evil (or at least not nearly as much), and to make sure that they're making the lives of the people around them better at the same time.

Desiring something can be dangerous, but it is not in any way inherently bad, wrong, or evil.


Entryhazard wrote:
I do wonder, what does happen if a Fiend Keeper dies, for example in battle?

As I understand it: The captured fiend would slowly work its way out of confinement. Until that happens, another fiend keeper can step in and reinforce the prison once again and continuing the work of corrupting the fiend toward good. No idea how long the grace period is, nor what's required for a new fiend keeper to step in.

It's possible that there are multiple fiend keepers reinforcing the prison, though, and losing one might just mean that they have a smaller set of things needing to go wrong before it can start breaking free.


A few possibilities: The fiend keeper in question has only geographically left the tribe, and still keeps in regular contact with them. (Sending spells, maybe? They're not perfect, but they're something, especially if you already have code words to convey common phrases)

One really good reason to go to the Pathfinder Society is to access their information. They have a lot of it on basically every topic, and getting what information is relevant to the village (without the Society ever finding out) could easily be a huge help to the village.

Still, there are two related reasons why it's a very dangerous choice: First, without that continual reinforcement from the tribe losing control is more likely, at least in general. Second, in the fairly likely event that your character dies (Pathfinders have an abysmal survival rate) who's around to continue binding the fiend?

Something to consider: Who would your FK be hanging out with? There are plenty of people there who could be trusted, and your FK almost certainly needs a lot of friends. One of the religious groups? (Shelyn? Sarenrae?) One of the teachers there? A group whose cause he believes in, at least enough to join for the comradery and mutual assistance?

I hope you have fun making, and playing, a fiend keeper. :)


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Something to note: Evil is about hurting people (for the satisfaction, for empowerment, whatever) even when it's difficult. Screwing people over is something actively encouraged by Evil deities.

As a whole, worshippers would probably strongly distrust each other and be ready to annihilate each other even if they were working together, provided they were not teamed up against another force that was much more threatening... and even then they'd probably be prepared to be betrayed for the lulz, power, vengeance for a quasi-imagined slight, etc. This is before you start getting into clashing philosophies encouraging them to work against each other. The qlippoth have genocidal hatred toward demons, and Rovagug is crazy enough to want to destroy everything. (Not quite like the daemons; I think Rovagug is driven more by a never-ending love of destroying things rather than a hatred toward everything in existence)

However, individuals could easily be extremely trusting and even loving toward each other. Priests are more than the deity they worship and their alignment, and there are countless things that could influence the relationship between groups that generally wouldn't get along. For one thing, they might not actually care about their deities' actual goals and just not mind doing their small part to advance it in exchange for the power to accomplish their own goals. They might not even be evil.


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The premise of the thread is basically "If you can communicate with somebody who has information you want and is cooperating, 20 questions is a perfectly reasonable way to narrow down the results really far and surprisingly quickly, provided no assumptions on the part of the questioner are blatantly wrong. Commune allows you to play 20 questions with a deity who presumably likes you."

As such, it being a useful spell makes perfect sense. It's not perfect; if the premise is wrong (for example, space is folded in such a way that one cannot properly say if it's closer to one side or another because it changes depending on the time, who's leading the effort to find it, or some other property). And it can take quite a few questions to narrow things down in some situations. As such, I continue to be more of a fan of more direct "ask entity a question" options like "planar inquiry". (Which is also something available at levels 5/6 instead of 7+)

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