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I can't find an answer to this. Example: If I am a sorcerer with CHA 18 and I cast Eagle's Splendor then cast Disguise Self the DC would be 17 to disbelieve (if interacted with). But if Eagle's Splendor then runs out, but the same Disguise Self is still ongoing, does the DC drop to 15 or stay at 17 until the end of that casting of the spell? Is there a rule for this somewhere that I can't find?
I'm sure I've just totally missed something, but I can't figure out the loot situation from random encounters. I've run adventure paths before where the loot is all built in, so I've never had to think about it. Now I'm planning to run the Pathfinder version of Rappan Athuk, which is intrinsically difficult and the group is looking forward to testing themselves against it. But it has a lot of random encounters and a lot of the '32 bandits live here' type stuff, with no loot specified. Is the adventure written with the expectation that the PCs will get random appropriate loot from those encounters? Basically, if I hand out loot for random encounters is WBL going to make the adventure more easy than it is supposed to be (which we don't want), or will it be at the designed difficulty level if the only loot players get are those specifically laid out?
If a sorcerer has a page of spell knowledge, adding a new spell to his list, then uses beast shape to become an animal, causing his equipment to meld into his form, does he still have access to the spell from the page of spell knowledge? Does he lose the spell from his list because he is no longer a 'bearer' of it, or, is the added spell a continuous effect and he would still have access to it? Note: Sorcerer has the psychic bloodline, so only needs thought and emotion components to cast spells.
So the group has used Dominate Person on an alchemist who has an Alchemical Golem, with him controlled they have had him order his golem to cease attacking. Can they now order the alchemist to instruct his golem to obey their orders, effectively gaining the golem as an additional party member? Can they then take the golem to town and sell it? I can't see what's stopping them from doing either of those things unless I've missed something. To be clear, I'm not looking to find some excuse to get the golem off them, I can work around it, just wondering if there's a flaw in this technique as I can't really find any rules on selling constructs or transferring ownership etc.
I have a vampire coming into my campaign soon and am trying to make sure I have their forms and effects right. Am I right that these are the changes applied to the vampire. Wolf Form: Gain low-light vision, scent, +2 nat armor (stacks with vampire nat armor), 1d6 bite (counts as magic for DR, plus does energy drain) with trip Does he also gain 50 foot speed? Does he gain the +4 CMD against trip attacks and x1.5 carry capacity for being a quadruped? Does the vampire lose his slam attack since he has no arms? Dire Bat Form: Movement goes down to 20ft but gain flying 40ft with good maneuverability, +4 nat armor, 1d8 bite (counts as magic for DR plus energy drain) Does he also get -1 attack, -1 AC, +1 CMD & CMB for being large? Presumably he doesn't get blindsense? Keep his slam attack? Gaseous Form: gains fly 20ft with perfect maneuverability, become immune to sneak attacks and critical hits, loses supernatural abilities (dominate, change form etc), loses armor, shield & nat armor bonus to AC Does he swap his DR/silver & magic for just DR10/magic or does his original DR overwrite it? Presumably can't attack but it doesn't say so directly. Also presumably can still be harmed as normal by magic & silver weapons. Note: I realize that the gaseous form produced by reaching zero hit points is impervious to damage.
Since vampires can apparently be non-evil I have an issue with a vampire that will soon have access to a Holy weapon. By the rules I can't find anything that means a non-evil vampire couldn't wield one and neither would it take a negative level from it. Just seems inappropriate. Am I missing anything rules wise?
So one way to permanently link two locations is to use two teleport circles, one each way and then make them permanent which has a total cost of 2x 22500gp = 45000gp. I was thinking that another way is to use greater create demiplane with a portal, then from within it cast create greater demiplane again to make a second portal from it to the second location, then make the demiplane permanent for 22500gp - so total cost 22500gp, much cheaper. However, in the Greater Create Demiplane spell it does state that such a portal 'can only be used for planar travel', which seems to indicate that both your portals would be close to each other in the material plane. So is it the case that once you create a demiplane all it's portals would then be physically next to each other in the material plane?
So my players completed Jorgenfist, found the library and convinced all the giant tribes to go home. Jorgenfist is now lying empty with all that historically significant stuff under it. They were previously doing Thassilonian research at the Archives in Magnimar and have met Archisa Aparna, a pathfinder at the Museum of Ages who has been buying Thassilonian artifacts off them. Now they want to approach her about organising a major expedition to Jorgenfist to basically man the place, guard the walls etc and make the library the greatest historical discovery in Varisia - the book does describe the library as being the greatest repository of information on Thassilon ever found. I think it's a great idea but my question is how do I work out something like this? I know I could hand wave it as 'the Pathfinder Society likes the idea and funds it and you're welcome to use the library whenever you like', but I'd prefer to spend some time on it, do a bit of kingdom building which seems to be how they would like to do it as well. Are there any rules for something like this somewhere? How much would it cost them to launch a major expedition? Surely a resource like the library would produce a valuable outpost but how do I work that out? Any suggestions welcome.
Was there ever an official response or errata on Spell Resistance and spells with Spell Resistance: Yes(harmless)? I know the general consensus is that it always applies whether spells are harmless or not. Still, there seems to be room for doubt in everything I've read so just wondered if there was an official line on it that had turned up at any point.
I'm running Rise of the Runelords Chapter 4: Fortress of the Stone Giants(Anniversary Edition) and am reading up on Mokmurian. It states that each morning he puts greater magic weapon on his club and that is presumably included in his profile given its 12 hour duration as Bear's Endurance from his wand (with a presumably 3 min duration) is included. So his club is listed as a +1 defending spell-storing (vampiric touch) club. Has he used Greater Magic Weapon to add special abilities to his club? I can't find anything to say that's possible in the spell's description. Also if it is possible then where did he get the vampiric touch spell he stored in it? He doesn't have it prepared on his list for the day. If it isn't possible then why isn't the bonus from greater magic weapon on his club, presumably making it a +4 defending spell-storing club.
Making a custom construct seems to be very complicated in general, although it's pricing is quite simple - CR squared x 500. Then I thought of a simpler way to do it by taking a regular monster and basing the construct off it. My question is, is this a simple way to design and price a construct that follows the rules? 1) Pick a monster with just racial HD
Okay, so I was checking out Shadow Projection and for a level 4 spell it seems like for some really tough creatures it is pretty much a guaranteed win for the price of a single level 4 spell. It seems like most monsters that use natural attacks and aren't immune to ability drain often have no defense against this spell. For example, a Tor Linnorm (CR21) or Black Magga(CR15) - as far as I can tell they can't harm you because you're incorporeal and every time you hit them with your touch attack they would lose 1d6 STR. At zero strength they would pass out and be easy to kill. They can run away I suppose. I feel like I must be overlooking some rule somewhere, because a level 7 wizard using 1 spell and then taking down a CR21 creature on their own without any risk seems ridiculous. EDIT: Fixed where I said energy drain instead of strength drain.
So the rules state that a Bloody Skeleton's HD count as double when they are raised. They also state that a corpse with more than 20 HD cannot be raised. So my question is does that mean a bloody skeleton cannot be made from more than 10 HD, since the HD count as double? So you try to raise a 20 HD corpse as a bloody skeleton but you count its HD as 40, so it cannot be raised? My guess is that since the HD only 'count' as double, rather than being actually doubled, that a 20HD bloody skeleton is fine, but I wanted to get some other opinions on it.
This is confusing me a little. A Hat of Disguise says that you cannot appear as a different type, only a different subtype. So if I am humanoid(elf) I could appear as humanoid(human) for instance, which makes perfect sense, but not as a dog, which wouldn't make sense. But say I'm an Aasimar or a Sylph or something like that, even though I have only a few minor appearance differences from a human, like metallic hair or skin markings, because my type is Outsider, I can't make myself appear human with the hat. I can however, make myself appear as things with massive differences, like a Barghest and be the aforementioned dog(kinda). Am I understanding this wrong?
Am I understanding this right? So a deinonychus costs 600gp and buying a dinosaur combat trained costs 1-1/2 the cost, so a combat trained deinonychus costs 900gp. So by taking either the Rich Parents or Chosen Child trait, which allows the player to start with 900gp, you can basically buy a battle trained deinonychus, which has 4 attacks, pounce and a 120ft charge distance for the cost of 1 trait?
So I'm thinking of playing a Wyrwood, they're great due to all the immunities, but the main issue is that healing spells don't effect them due to their construct type. Here's a few ways I can see to heal one, does everyone agree these will actually work. Make Whole - the obvious one, but not available until at least level 3. Boots of Earth - 5000gp to buy or 2500gp to create, provides fast healing as long as you don't move, great, but not for early levels. Infernal Healing - Level 1 spell that provides fast healing for a whole minute, so a whopping 60hp with one spell. One of its components is unholy water which costs 25gp. The spell is evil though. Celestial Healing - like Infernal Healing but with a duration of only a round a level, plus needs holy water (so 25gp) for a small amount of hp, seems a terrible option. It's not evil though. Mimic Fibres, alchemical item that costs 30gp or 20gp to create, that repairs 1d10+10 to an object made of wood (Wyrwoods are made of wood). It seems this should work on them as they are objects (hence why they don't count as living for regular healing spells) Take a level of sorcerer with the Impossible Bloodline and then any regular healing spells you cast will work on yourself. Take a class with channeling and select the variant channeling Forge, and your channels will heal yourself.
A retraining question. Say I'm gunslinger 1/wizard 5, then I go back and retrain level 1, following the official rules. Does that effectively shunt all my levels up. So could I take a 6th level in wizard and end up being wizard 6? Or am I now left with a level 1 gap that I have to fill with a first level of another class, not wizard?
So Protection from Evil states that "While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target." So if an evil creature tries to use Charm Person on someone who already has Protection from Evil on themselves then it has no effect. My question is that if the creature is casting Charm Person as an SLA, so it has no verbal or somatic components, would the target be aware that the creature had tried to control their mind. Could they make a Spellcraft or Knowledge Arcana skill check to figure out that the creature had just tried to magically influence them?
I always assumed that you could use a longer action for anything you could use a shorter action for. So for example, something you could do as a swift action, you could do as a move action instead of moving. Is this correct though? So, for example, if you've already used your swift action but then you fall off a cliff, can you cast Feather Fall as a move action? Or a standard action? Or both? |