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Hello All,

Reading through the Time Oracle's abilities/mysteries (all of which are fairly strong), I'm thinking that the ability Erase From Time is very overpowered. I know that there is a touch attack and a save involved, but I'm thinking that any fight against one enemy (or even two) is essentially over if it works. For example:

--Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

*Enemy is removed from time for, let's say, 5 rounds.
*For 5 rounds people buff and ready for enemy's return
*Characters' ready actions to attack/cast spells at enemy upon return.
*Enemy is either dead or gets one action before getting pummeled by PCs again.

There was an ability like this in 3.0 and I remember many people using this tactic for those characters. I just hate that this ability can basically become the center for every boss fight when it is used.

Here are my questions:

1)Is this removing from time a teleportation effect? If so, that would limit it to some degree.
2)Has anyone encountered/thought about this issue yet?

Thanks


My group is currently at a place in a Pathfinder campaign where they want to transport an incorporeal spirit using a bag of holding. According to the bag of holding rules, there is nothing that would prevent this from happening that I can see.

Aura moderate conjuration; CL 9th

Slot —; Price see below; Weight see below
Description

This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.
Bag Bag Weight Contents Limit Contents Volume Limit Market Price
Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move Action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

So can this happen? The incorporeal creature is willing, by the way.


Hey everyone,

I'm interested in buying this adventure but I cannot find any reviews on it. Has anyone played/bought it and, if so, could provide some feedback? Anything at all is appreciated.

Thank you.


Hello everyone,

I'm not totally sure if this has been discussed elsewhere and if so, I apologize for the repeat. I'm starting a new campaign soon and I know that one of my players wants to be a cleric that focuses on summoning monsters and I believe another player wants to be a druid or wizard that specializes in summoning as well. They have instructed another player to create a rogue, which (I'm guessing) is for flanking/sneak attack purposes; essentially, summon a bunch of crap, have those summoned creatures surround enemies, and have the rogue go in "guns blazing" with sneak attacks. While I understand that the idea is good, within all the rules, and that there are certainly ways to thwart this plan, I'm still worried that this takes any excitement and danger out of the adventure. If 2 out of 3 players are just sitting back summoning creatures, I fear for a "rinse and repeat" campaign.

I'm thinking about letting the cleric use summoning and telling the potential wizard player to go a different route. Furthermore, I'm thinking about limiting the number of summoning spells active for the cleric at one time in an effort to limit this situation: "Ok guys, the big boss is in the next room so I'm going to summon a bunch of fodder and when I complete this last spell, you bust open the door."

Any thoughts? Has something like this come up in other games? I'm thinking about limiting the active summoning spells to 2 at any one time. For example, the cleric can have Summon Monster IX and Summon Monster VII active with any combination of creatures allowed (such as 1 creature from the IX list and 1d3 creatures from the VI list). This way the cleric can do other things (such as healing) and I don't have to worry about enemies in the adventure just being overrun by a bunch of summoned creatures.