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The Raven Black wrote:


It was done on purpose to prevent the Invisible summoning character shenanigans, among others, that the PF1 RAW allowed.

I understand I'm necroing this thread, but I have to ask - what then do you make of the Hidden Watcher feat? This feat specifically calls out that:

"If the spell (Invisibility) targeted both of you (Summoner and Eidolon), the spell ends for both of you if either of you uses a hostile action."

This sure seems to indicate that the Summoner and their Eidolon are completely seperate - and that if only one is targeted (Summoner) and the other uses a hostile action (Eidolon) the spell will not end.


BretI wrote:

I had missed that alignment damage only harmed the opposite alignment.

That makes Divine Lance a lot less useful.

That makes it the best Detect Evil cantrip in the game. *shrug*


Ravingdork wrote:

XD

According to all known laws of aviation, there is no way that a bee should be able to fly. Its wings are too small to get its fat little body off the ground. The bee, of course, flies anyways. Because bees don't care what humans think is impossible.

- Bee Movie

A popular myth pulled from the 1930's when we didn't know much about flight, but is ultimately untrue. We know much more about how it works now. First, it has a lot to do with scale (small things are less effected by gravity). A larger creature would have a very difficult time replicating what works for a bee. Second is the sheer number of times they are able to flap their wings - like most small flying insects (which is basically impossible to replicate at the scale of say, a dragon). Thirdly, the direction of the their "flap" (which is sideways, not up and down) creates small vortices in the air which aides in lift.


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Mighty Thor 34 wrote:

So at a moderate curse level a flames oracle becomes concealed to all enemies as they become shrouded in smoke (Unless of course they have a way to overcome that concealment)

That's not true. Read it again - the smoke only fills the Oracles eyes, while from an outside perspective "harmless flickers of obscuring flames fill your space".

So no smoke here, just harmless flickers of flame. This seems much closer to the effects of Mistform, Radiate Glory, and Flicker - all of which have some variation of (taken from Flicker) "As usual for concealment involving an obvious visual manifestation, you can’t use this concealment to Hide."

As a GM I might side with the player to provide them this additional benefit just because RAW it doesn't say otherwise, but I would be really surprised if they don't errata this when they get around to the APG.


By all of the above logic, would you not also need to have the formula for the specific Rune in order to transfer it? Crafting rules requires it, so it must be the case - but that really seems to fly in the face of providing a party Runestones as rewards if they need the formula to use them. No?


cavernshark wrote:
Honestly, if the familiar could fly out, deliver the spell, and fly back in the same round then it would be an mechanically superior version of Reach Spell. The familiar can grant all kinds of additional benefits.

You wouldn't lose Reach Spell for a week if you take 5 damage from an area attack.