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Order of Chaos's page
24 posts (70 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.
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3 people marked this as FAQ candidate.
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Occult adventures page 125 says:
Quote:
"True Thought-Form (Sp): At 20th level, you can shed
the restrictions of the flesh and become a thought form — a being that exists independently of its substance.
Whenever a creature would kill you, you can attempt to
use mind swap* against that creature as an immediate
action just before dying."
it should instead say:
Quote:
"True Thought-Form (Sp): At 20th level, you can shed
the restrictions of the flesh and become a thought form — a being that exists independently of its substance.
Whenever a creature would kill you, you can attempt to
use major mind swap* against that creature as an immediate
action just before dying."
Since using Mind Swap just before death seems kind of pointless..

Is there a need to an original creature to be in any way present during the casting of Simulacrum? Can a wizard just name a creature and get a Simulacrum version of it (RAW)?
Quote: Simulacrum
School illusion (shadow); Level sorcerer/wizard 7, summoner 5; Elemental School void 7
CASTING
Casting Time 12 hours
Components V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
EFFECT
Range 0 ft.
Effect one duplicate creature
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.
At all times, the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

Is it possible to cast Astral Projection from outside of Material Plane? RAW seems to say no...
Quote: By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
When this spell ends, your astral body and all of its gear, vanishes.
^ please notice how nowhere does it say "the plane you cast this from". Which would seem to suggest that the old Create Demiplane + Astral Projection combo is actually illegal (at least RAW).
Does a character attempting to craft Spell Lattice need Scribe Scroll or cat it be replaced by adding +5DC to the check? Same question is for the Orb of Arcane Research. My gut feeling says +5DC is ok.
In addition can character craft Spell Lattice for a spell she doesn't know? (I realize this is the biggest cheese ever, but I am interested in RAW)
Quote: The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat(singular), which is mandatory.
We have had the Occult Adventures rulebook for a while, yet there seems to be no guide what so ever to playing Occult classes.
I would especially like to see a guide for the Psychic (most importantly spell and feat choices).
Thank you
1 person marked this as FAQ candidate.
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What use is a Craft skill to a character with high Spellcraft for the purpose of crafting magic items?
Does it save money in any way, or is it purely flavour?

I had my dreams dispelled today when I realized how contradicting some books are.
The most blatant example of this is Pathfinder Unchained, where you can find alternative skills/skill progress, alternative crafting, alternative downtime. The word alternative sound like this book is just something that can be, something that is not compulsory...
Until a new book is released, called Occult adventures and there is not a single reference to these changes brought about by Pathfinder Unchained. Nada, none. Does that mean that Pathfinder Unchained is non-canon? Why is that if you want to play a Summoner in Pathfinder Society you have to play the unchained version? Why are unchained classes legal and therefore canon?
Another gripe I have is something most of your PCs doesn't do very often - running a magical weapon/item shop (Holy Potatoes, I know...). There are rules for it on several places some of which do contradict. Which version is therefore canon? Unlimited Campaign? Pathfinder Unchained?
I therefore came to a conclusion it is time we had our First Council of Nicaea and decided which books are considered canon and which are essentially glorified apocryphal home-brew.
2 people marked this as FAQ candidate.
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I have just noticed, that if you want to play with the skill changes brought about in Pathfinder Unchained while being a class from Occult Adventures you will run into several problems with compatibility both of which I would expect Paizo to address before releasing the books.
Problem first, there is no Consolidated Class Skill list for occult classes. None. And before you suggest, I don't want to house rule one. Pathfinder is/was a complete rule system and I want to treat it as such by keeping it clean from crazy houserules.
Problem second, it is not mentioned how do the new Occult Skills interact with the skill merge from unchained, especially given how Appraise gets removed / shifted into background skills.
So Please, dear beloved Paizo, address these changes in your next Errata or at least FAQ. Pretty please.
If the creature has a supernatural aura, is there a way to ether steal or copy or in any other way obtain for use said aura?
The only think I could come up with so far is by the use of the new spell Microcosm, the disadvantage is you have to feed, clean feces from said creature (or get someone to do it for you).
I was asked what kind of Craft skill would I apply if someone wanted to make a chastity belt (SFW) .
Given there is no magic one (yet), I would have to guess either Craft (Jewellery), Craft (Locks) or Craft (Armour). What are your opinions?
...Alternatively create a magic chastity belt and use Spellcraft? Paizo? :D
TL;DR This is a prime showcase how the craft skill is pointless since it might be easier to invent a magical item rather then waste your precious skill point to create a mundane item.
Please forgive it this has been already answered, but I do the answer anywhere.
If I want to create an item which requires for me to know a spell, can I simply replace said spell with Wish or Miracle or do I have to take the +5DC in this case?
Provided I can, does the crafting cost increase when using Wish for this purpose? The item crafting description says something about access to the spells, not their use.

1 person marked this as FAQ candidate.
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A feeble and ugly Psychic called 'The Shrimp' successfully casts Mind Swap, Major on a 'Big Boy' the barbarian.
24 hours go by.
Morning the day after, the Psychic casts 'Akashic form' and goes to town to look good in his new muscular body. Then he all of a sudden comes across his barbarian's former friend - a cleric. The cleric recognizes something is wrong with his friend and casts Miracle to reverse the Major Mind Swap...
Quote: FIRST QUESTION: Can she do it even though the original Barbarian is outside of range ((100 ft. + 10 ft./level))? One would assume the reversing will be the same as casting this spell again, given the duration is instantaneous. Assuming she can, our Psychic returns back to his original body. Saddened by being ugly again, the Psychic commits suicide.
Quote: SECOND QUESTION: What kind of body does he return in? He recorded himself when he effectively was 'Big Boy' for all intents and purposes, so one would suggest there are now two identically looking people (one of which hates Clerics more than ever). Quote: THIRD QUESTION: Given that spell was cast and reversed, am I correct in assuming additional castings of Miracle/Wish with the prupose of 'reversing' the original Mind swap will simply fail (unless someone wishes to TRANSFORM our Psychic now calling himself 'BIG BOY 2').
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If someone gets reincarnated after dying from old age, can someone else kill them by casting a Wish or a Miracle to Quote: restore a reincarnated character to his or her original form ?
Or would that simply make them look like the young adult version of themselves?
Level 10 feature from Natural Alchemist reads:
Quote: "At 10th level, a natural alchemist learns how to formulate an imperfect duplicate of the sun orchid elixir that affects only her. This functions as the eternal youth grand discovery." Which means that Eternal youth discovery resets your character age to Young adult as per regular drinking of the Sun Orchid Elixir.
Furthermore, the Eternal Youth grand discovery states:
Quote: "The alchemist has discovered a cure for aging..." which should theoretically mean it is no longer possible for her to die from old age.
QUESTION FIRST: Are my assumptions correct so far, i.e. does the alchemist become eternally young forever? (until they are killed at least)
QUESTION SECOND: Does the same work for the Immortality Arcane Discovery?
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Seeing how one of the best garments for a witch is a corset, does it mean that if one decides to play as male witch he has to wear a corset? Wouldn't that bring too much attention to him?
Also, please tell me how a corset does not interfere with Arcane gestures, while light armour does :/
Each witch archetype has following sentence written in it "The following witch hexes complement the X archetype"
Are they compulsory?
Can witch choose different hexes and still have all of the archetype features available? (I am concerned the mostly about the Grand Hex)
Will witch's patron get mad at him/her for choosing hex that doesn't belong to certain archetype, given how patrons and archetypes are completely separate things?
For what purpose is it written there then?
2 people marked this as FAQ candidate.
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Can a Beast-bonded witch posses a new body permanently using Twin Soul? Is there a wise person from Paizo, who can confirm?
1) Old witch captures a young girl.
2) Witch stabs her heart in a wild ritual placing her soul in her familiar.
3) Witch takes over young girls body, which soul now has nowhere to go (dies).
4) An 80 year old witch in a young body, permanently.
"can persist in this state indefinitely"
In my opinion Reincarnation type effects should also roll to change characters gender and age. Reincarnating everyone into a young adult doesn't make much sense (imagine casting Reincarnation on a still-born :/ ).
In addition, the caster should be able to choose subjects new race, age and gender in exchange for ability burn. A effect modified this way should be able to also raise creature that has died from old age (to stop druids from committing suicide all the time :P ).
I am sure I am not alone when I say, that I, along with other noobies, would very much appreciate a guide to building a Psion (choosing the right powers and feats).
I seem to find only a guide describing 3.5 Psionics, but given how much has changed, I would be overcome with happiness were someone with great deal of experience to write a new definitive guide to Psion.
What I would like in especial is colour-coded power selection (a sort of "must have)" for each discipline.
Here is what I've found (and use) so far:
3.5 Psion guide:
http://brilliantgameologists.com/boards/index.php?topic=10238.0
XPH to PF conversion document:
http://www.giantitp.com/forums/showthread.php?182797-Pathfinder-Psionics-vs -XPH-Psionics-A-Handbook
And finally a PF Shaper guide:
http://www.giantitp.com/forums/showthread.php?232673-Shaper-Astral-Construc t-CharOp-Guide-Pathfinder
Can a Generalist psion pick powers from disciplines with his Expanded Mind?
It seems to be the only way to get access to 9th level powers from multiple disciplines.
Here is the quote:
Expanded Mind (Ex): At 20th level, each day when you
meditate to regain power points, you may choose any
one power from any class power list and add it to your
powers known for the day. This power does not count
against your number of powers known.
NOTE: Since I just joined, I have no idea how to make it fancy gray, quotation-style, so please bear with me.
I would like to ask you, to what degree are my followers loyal to me.
As an example, would it be possible to require some amount of children each year as a sacrifice material?
Given it's not uncommon for people to simply sell their children in third world countries, what would followers think of organized (and paid) breeding effort (I am not cruel to my followers, I am PAYING them. No penalty here.)?
Could I send of my Cohort to have a child and deliver it to me later (I am not killing the Cohort, so I don't see a reason to get penalty to my leadership score)?
As a following question, is it possible to tax my followers, given I provide them with tenure?
(Taxes pay for breeding efforts, breeding efforts pay for favours from Dark Gods.)
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