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55. Mono-Phasic Resin Coating
This resin contains millions of crystal molecules that are naturally charged with piezoelectric energy. The resin causes the object or surface it coats (about 5 feet square or a Small object) to repel intangible or phased intrusion into or through the object. It has no appreciable effect when coating creatures, as most creature's bio-electric fields seem to interfere with it, but certain constructs can be coated with it unless electrically charged themselves in some way. It doesn't affect other dimensions or planes, like Ethereal or Astral travel, but otherwise trying to pass through the resin slows the object or creature requiring a full round to pass through and deals 1d6 damage + 6 electricity damage per round of phased contact. On a failed DC 12 Fortitude save, the object or creature is repulsed back.

The brush-on coating takes 5 minutes of work to apply fully to an area or object (less if a smaller area or object is coated) and lasts for 6 hours. The spray on applicator takes only 1 minute to apply (less for smaller areas or objects) but only lasts for 1 hour.

This type of coating can be permanently worked or applied to most objects and surfaces in a lasting manner when created or installed; the durations here are only for the quick-coat versions of the mono-phasic resin applicators.

56. Laser Sharpener
Similar to a whetstone for sharpening blades, this device uses laser technology to both measure cutting surfaces into microns and to shear metal to razor sharpness. It's as effective as an ordinary sharpening stone, but takes half the time. It has no effect on actual laser swords. This version is only calibrated to sharpen blades of iron construction, such as steel or other ferrous alloy, not crystal or other metals. It might be possible to adjust or recalibrate for other metals, such as mithril, adamantine, bronze, or possibly glass, but it would require an hour of work and two DC 15 checks with a suitable skill or Knowledge, made at the start and at the mid-point of the task, with failure indicating a miscalculation. Once recalibrated would then have to be reset again to work on iron implements.

128. A Quail's feather token. It's like a Quaal's feather token, but it's a non-magical, wooden token of a quail's feather (5 cp).

129. A dusty, but still stylish top-hat (assuming top-hats are in style). It's been squished under the rock however, and is quite crumpled and flat. It can be repaired into shape with a DC 10 Craft (Tailor) or Profession (Seamstress) check and 1 hour of work. Or it can be thumped on the side in a really cool manner to make it just pop back into near-perfect form with an impressive *pomp!* sound. This requires a successful DC 12 Dexterity or Charisma check when performed. Failure indicates nothing happens that time, and further successive attempts in the same encounter are at a cumulative –1 penalty with each failure just looking more and more embarrassing. If not brushed or dusted off first, there's a dusty cloud when it happens which might cause a cough or sneeze.

Long Explanation:
There is no specific 'invisible creature in space you stopped in rule' so we have to use and extrapolate an answer based on the rules there are (and also what makes sense from a gameplay and common sense standpoint).

There is a rule against being able to move through an opposing creature's square (with some exceptions; overrun, size differences, etc.) There is also clear indication that you can move through a friendly square. The implication is that it's because the creature wants to allow you to pass through its square.

Just like a totally unequivocal foe can choose to let someone run right past them on an overrun, there's no reason any creature can't just let a creature pass by it (unless it fills the space, like a gelatinous cube) or they legitimately couldn't move out of the way, like they're squeezing in a narrow space or on the ladder or rope you're climbing up or down.

Invisibility wrote:
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.

For game balance purposes, allowing a character to 'scan' for invisible enemies by merely passing into every 5 foot space (typically at least 6) with one move-action just to be 'magically blocked by a GM forcefield' and thereby pinpointing an invisible creature's location is not supported, especially when there are methods or abilities or talents that allow for such 'sweeping' of an area, typically requiring a standard action. Letting someone check 6 or more squares for a move action (and then getting to use their standard for attack when they hit the 'forcefield' would not make sense). Granted, the invisible creature could take an attack of opportunity, but that's besides the point here, since this would still be a benefit to an attacker or searcher over the defender (at least, defender in the case of this activity and action). The GM should give the leeway and advantage to the concealed creature and they should most definitely not just act like there's a five-foot square forcefield around an invisible creature that lights up like a pinball machine bumper going *Ka-ching!*.

Invisibility wrote:
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.

While this details the results for an active attack into a square where an invisible target is believed to be, we can see that the rules are very on the side of keeping the invisible creature's location a secret and concealed; requiring miss checks and even going out of the way to not hint that a PC is choosing wrong by secretly rolling and keeping them in the dark. It would not mesh with these methods to just let someone with a high move speed, like a barbarian or monk just move-action and then pinpoint and attack in one round with nothing the defender can do.

Just like a character can choose to make it easy to get hit or let someone hit them (maybe barring a roll of natural 1 from the attacker at the GM's discretion) a foe can just let someone go past them and their square. If an attacker/searcher is somehow lunging or charging through a square that they highly suspect has the invisible creature (which is basically a grope, as listed above and should be limited to two spaces at most) then the defender would have to rely on the 50% miss chance as normal.

As stated, there's no direct rule, but I think this is the most fair for such situations. In the case of someone stopping in the invisible creature's space (unaware), then I'd certainly allow the evading creature a chance to move to an available space subtly (though a Perception check for movement to hear them would be called for, free movement or not), and providing that there is such an available space.

I feel this a fair ruling (not the official rule) because the 5 Foot Square method is basically for combatants who are controlling their space and can control up to a five foot area. In the case of someone who is not halting entry into their square, this should not apply. Just like 3 or 4 humans could stand together in a 5 foot square elevator and could actually brawl or have a fight in one, sometimes you have to make a common sense call. You just assume they've all allowed themselves to get up close (and the GM can make bonuses or penalties to attack or defense based on that specific situation).

In this case, the invisible creature should fully be allowed to let a creature pass through its space, whether it's friendly or not. Just like an ally who is invisible can allow a character to pass through or suddenly say "Wait, I stop my ally from passing by when he tries to." That is a reasonable thing a person can do (and even if you say blocking would cause loss of invisibility, it probably doesn't apply since it's an ally). A person can fail saves, let someone hit them and not dodge, or not contest control or block a space (assuming they have the capacity to move out of the way).

52. Hourglass
It looks like an ordinary wooden frame hourglass of hand-held size with sand inside. But the wood is actually a composite resin 3D printed out and the glass is impact/shatter-resistant silicate. The sand inside is really made from advanced polymer materials to be both hypoallergenic and biodegradable (should it ever get loose from the container).

Unfortunately... it's also about 1.02 seconds slow. Removing 15 grains will correct this, but will require a very accurate digital timer to detect this and a highly accurate mass/ratio scanner to determine the weight/mass/grains needed to be removed.

53. Digital Hourglass Calibrator
This small electronic device is specifically calibrated to test the accuracy of hourglasses or other timekeeping devices that utilize mass or objects for timing. The scanner is set up facing the object (it does not possess thermal or night-vision capabilities, so there must be adequate lighting). The time parameters for the monitored hourglass are inputted into the digital display and then the hourglass is turned and allowed to run. Afterwards, the reader will display how accurate the hourglass is and possible methods of adjustment if needed.

It depends on the ability and how it's used. Generally you can choose to not use an ability. In most cases it's probably a moot point because you can generally fail anything that you don't want to accomplish (generally), but not getting the benefit of an ability is not the same as tanking the situation where the benefit would occur. Obviously there's too many abilities and too many situations for any one answer to be correct for all of them.

For Point Blank Shot, anytime you are shooting at a target, you get +1 to attack and damage. There's no turning it off. Presumably it's the extra damage you don't want to do, since if it was hitting the target... you just could choose to not aim at the target and shoot "just over their shoulder. Unfortunately if you hit a target, you do +1 damage. Like Ryze Kuja says, if you want to do less damage, deal nonlethal or use a weapon that deals less damage.

People can say, 'Just don't pull your bowstring as hard' but some bows require a flat amount of pull to even fire correctly, and unfortunately, that doesn't actually apply to the vast majority of things PBS applies to, like firearms or crossbows. You can't really pull the triggers lightly. However, if the situation is reasonable, like a bowstring or throwing a dagger or maybe even a sling... then a GM could take that into account. It's not in the Rules for a player to make that decision though. All you can do is state a reasonable case.

Skill Focus: Athletics is always going to give you the bonus... the fact that you can just not climb a cliff and fall or stop swimming and sink underwater doesn't change that.

You can't really say your Toughness isn't counting at any time so you suddenly drop a few hit points for some reason (to avoid a spell effect that affects a certain range). Similarly, an ability that grants you literacy or the ability to speak a language won't allow you to suddenly opt to 'not understand' the language when it's convenient:
"I can't read the 'No Weapons' sign... err... whatever that sign in Common says, so I'm not consciously violating any rules and can't be considered willingly breaking the law" or "I suddenly don't understand Common, so that [language-dependent] spell can't affect me,".

It all depends on the ability and the situation. In most cases you can take an action that will just negate or otherwise counteract most benefits but it really isn't a simple answer that can apply to every ability.

Azothath wrote:
Cover requires that all the 'lines of attack' of a ranged/thrown attacker go through occupied squares or squares that provide cover.

It only requires that one line of attack goes through such a square or the border of such a square.

Cover wrote:
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

You can choose any corner of your occupied square and then you draw four imaginary lines to each corner of your target's occupied square. If any one of those lines would give cover, then your target has cover.

Goth Guru wrote:
119. Random Crate, seems to have fallen out of the sky.

And how are we supposed to figure out what's in the crate?

120. A dilapidated carousel. Made of wood, it has 3 carved wooden horses with the central poles coming up from the base of the rotating platform they rest upon. Where a fourth horse would be is a gilded and decorated bench for two.

The platform is connected to a winch system meant to be turned by 2 to 4 persons nearby, with the gears turning the carousel. In its current state, it takes the strength of four normal humans to turn, but if refurbished it can be done with less (depending on the carousel's current load of riders).

63. As 62, but it's a folded origami book. (Wiseacre here)

64. Long strips of cloth or ribbon with seemingly random letters along its length. These strips are meant to be wound around a rod or dowel, thus lining up the letters into words that are read from top to bottom. Since the alignment of the letters is important, the proper circumference of the reading rod is paramount. Such a rod fitting this [set] of story strips may or may not be nearby.

These are based on the code-staves from history, where coded messages would be sent between two parties, both of which have identical staves. Anyone intercepting the code would need to have the right size dowel or have to spend time piecing the words together laboriously.

I haven't been able to find any reference in my searches, but I remember a Civilization-esque game where there was a Midgard setting.
Jörmungandr (his mouth) was a location where you could enter an underworld like system. It also spawned winged creatures like a monster lair (and they were inside him as well). These flocks of creatures were called
Jörmungandr spittle, basically like winged bat creatures that probably were also poisonous.

So you could also have him belching forth swarms of such creatures and individual such creatures of slightly larger size for the party to fight or to deal with so Thor can keep focused. Assuming the PCs can even hurt
Jörmungandr, maybe any slashing attacks also release such spawn.

430. Leomund's tiny outhouse (CL 10) springs up except the wooden door has a bean-shaped cutout instead of a crescent moon.

431. 1d4 belts in the area (worn take precedence over others) turn into serpents for 10 minutes and slither away from their previous owners. They only bite if attacked or grabbed at. If damaged or reduced to 0 hit points, they return to belts with equal damage or destroyed. Owners may have trouble chasing them if their pants are falling down.

Reckless Infatuation wrote:
You fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, you designate a single creature as the focus of the target’s desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.

I'd have to say, it probably does not. While I would say the target certainly would go towards the object if they knew exactly where to find it (or reasonably, like their house). But nothing about the spell indicates that they are given any knowledge that they don't have. Not sure what 'specifically known individual' might mean.

Expecting a 3rd-level spell to make someone go on a quest or task like a geas is a bit much. The target will certainly seek them out, but I don't see anything about them ignoring needs, like sleep or food or combat or duty. And if you're going to read the spell specifically RAW, then technically it doesn't give a penalty until they're within 30 feet and 'move away'. So it probably would be better to choose a target that is close by (if not already within 30 feet) that keeps moving out of range so the target becomes staggered (and would have a harder time keeping up or defending itself, since it only gets one action).

'Known' is a tough one. Do any of 'specifically know the President of the United States'? We know his name, we know his face likely. I would say that for most spells, 'known' generally means met. I mean we all know that gods exist, like Pharasma, but expecting someone to kill themselves (after receiving a second save for danger) to try and 'be within 30 feet of her' is probably not intended.

Diego Rossi wrote:
You can wake up from unconscious because someone shouts?

What does ending a condition have to do with this thread? No one is claiming that. Or are you claiming that?

'Diego Rossi" wrote:
You are equating unconscious to asleep, but they are functionally different.

No. They are actually functionally identical for almost all purposes and for the purposes of this thread. The methods of ending their conditions might be different, but that does not make the conditions themselves functionally different. They actually have nearly identical functions and results.

Diego Rossi wrote:
Ask a Medicine Doctor if they are the same thing or not.

Ask a 'Medicine Doctor' if a sleeping person is considered conscious? Ask them if a comatose person is considered 'conscious'. Ask them if a catatonic person is considered 'conscious'?

A person who is not 'conscious' is considered willing. Being 'unconscious' is certainly considered not being 'conscious' but for being a willing target, the rules go on to describe a person who is conscious but immobile (even helpless). The fact that sleeping isn't the same as the Unconscious condition, does not mean a sleeping person is conscious.

Sleep definition

the natural, easily reversible periodic state of many living things that is marked by the absence of wakefulness and by the loss of consciousness of one's surroundings,

Is Sleeping Considered Unconscious


Is Sleeping considered unconscious?

Sleep is defined as a state of unconsciousness from which a person can be aroused, therefore, external stimuli have no effect. In this state, the brain is relatively more responsive to internal stimuli than external stimuli. Sleep should be distinguished from coma.

Whether you can be roused with a shout back to consciousness is not at issue to this discussion. It is whether or not you are conscious while sleeping (You are not).

Diego Rossi wrote:
JJ isn't a rules developer, he is the Creative Director. At one time he was reprimanded for responding to rule questions. His opinion is worth a bit more than yours or mine as he has a lot of experience, but it isn't dev input (unless he is speaking of Golarion specific rules).

It doesn't matter whether he made the rules for being Unconscious, the sleep spell, the rules for resting, or a single rule at all. Sleep is not a defined condition. It uses common sense, that means anyone can point out why it isn't needed to have a rule for it, whether they are a Rules Dev, a Creative Consultant, or someone who has never opened a Pathfinder book and read a rule in their life. Unless the rules specifically say otherwise, you go with common sense. If an effect puts a target into a 'coma', we don't need a rule that gives the exact parameters of a coma (not saying they wouldn't be helpful or appreciated, but if they aren't there, most GMs can determine that Unconscious is probably equitable and, if that's the case, there's no reason to bother defining something that's commonly understood to be equivalent and similar).

If someone asks in the Rules forum whether a 7th-level fireball does more damage dice than a 5th-level fireball, we don't need to have the Rules explain that 7 is greater than 5. We certainly don't need to have the person who wrote the fireball spell tell us that or even the head designer or the CEO of Wizards of the Coast. Any one of us, yes, including James Jacobs, can answer, 'A 7th-level spell deals 7d6 and a 5th-level spell deals 5d6,' and not have to hear about how they're suddenly making 'official rulings' about what '7' and '5' mean and they've already been reprimanded once before!

The common sense understanding is that being asleep is the same as being unconscious. The main difference being what can rouse you from that state, but that has no impact on the effects of being asleep.

Diego Rossi wrote:
CRB wrote:
Unconscious: Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.

If we ascribed to your assertion, we'd have no idea what an unconscious person could or couldn't do other than what's described in 'helpless'. If we literally read the rules definition of the Unconscious condition you quoted, they're 'knocked out and helpless'. So other than whatever helpless does, 'knocked out' is specifically called out. There's no ruling on being 'knocked out'. Are we to assume that an unconscious creature doesn't fall prone? Are they not considered blind or unable to see and perceive their surrounding while 'knocked out'? Do they not drop items held?

Basically all that leaves is that we know they're 'helpless'. 'Helpless' doesn't necessarily mean they can't talk (you can be bound and tied up and helpless and still talk, just like you can be gagged and can't talk but not be helpless). Can they see? Can they cast spells or use purely mental ability that don't require movement (they have an effective Dex of 0), like Stilled Silent spells? No! Of course they can't, because we know what being unconscious means! We have a basic understanding of what's supposed to happened even though unconscious is a defined condition in the game with a description that doesn't fully detail the ramifications of being unconscious... because they didn't define they didn't have to declare the common sense parts of it! If we do something that 'knocks out' a waiter carrying a platter of food, we can make a common sense understanding that he or she is, very likely, unconscious, prone, and dropped the platter of food. Just like we put that same waiter to sleep without 'knocking them out' or 'knocking them unconscious'... we know there's no difference in their state other than how they got there and how they might be roused from it.

We don't need someone to tell us that being 'knocked out' is actually the same as being 'unconscious' and the fact that it's used as a defining example of being unconscious, while having no in-game definition itself, only further highlights the absurdity of pretending that common sense shouldn't be used. It's the same thing with sleeping. The fact that unconscious didn't list sleeping, comatose, catatonic, or epileptic doesn't mean that someone is 'conscious' during those situations. Are there exceptions, of course. Some people can sleep with their eyes open and might actually have a greater chance of waking from a visual disturbance than a normal person, but they still aren't considered 'conscious' while sleeping with their eyes open any more than a sleeping person is considered conscious because a loud noise could wake them.

It's the same thing with being asleep. The fact that James Jacobs happened to address the reason that there isn't a ruling (and I think he explained it succinctly and well), does not invalidate that it is the correct answer just because he didn't write the Conditions section of the rules. A two-year old giving the same answer would be just as correct. He is not making an official ruling. He is telling you why there isn't an official ruling or a need for one.

Diego Rossi wrote:
Pizza Lord wrote:
Being asleep is the same as being unconscious for game purposes. You are considered a willing target. Unconscious does not have to specify giving you additional conditions because it is a common sense issue. Just like they don't say that you fall prone or gain the prone condition if you go unconscious or fall asleep. Just like they don't say you may or may not drop items you are holding in your hand.

You are citing a Dev comment. Link it.


Being asleep means you aren't conscious. It doesn't have to be a rule or spelled out because it is considered common sense. Just like sleep will not target sleeping creatures in its area even though it says 'unconscious'. It would make no sense.

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Wow, what an atrocious spell. No target limit, a range of hundreds of feet. No [language] descriptor or indication that you even need to be speaking a language they understand or any language at all? No save for a majority of creatures in a crowd or group unless they're 5HD or more and can do up to 6 ability damage (which could take up to 6 days to heal naturally)?!

Obviously you need line of effect, but it doesn't mention being seen or heard or anything. It would require individual GM interpretation of what an 'audience' means. Similar to a bard's audience, but even a bardic performance typically has a stated range.

Being asleep is the same as being unconscious for game purposes. You are considered a willing target. Unconscious does not have to specify giving you additional conditions because it is a common sense issue. Just like they don't say that you fall prone or gain the prone condition if you go unconscious or fall asleep. Just like they don't say you may or may not drop items you are holding in your hand.

They may be different conditions, but that is often because the methods of removing those conditions will differ. For instance, healing a sleeping person might not bring them to consciousness or wake them, but it might for an unconscious person. A spell might only specifically affect a sleeping creature, where it might not affect a purely unconscious creature, such as waking it up. There may be instances where something may clash or overlap or not mesh because of it, but that will happen in any game.

It has been remarked upon by devs as the reason why it isn't listed in the rules; specifically because it is common sense. Which is why that doesn't make it just a dev comment, but more an actual reason they didn't write it as a 'rule'. Otherwise, we have spells like sleep that ignore unconscious targets in their area (presumably so they don't waste the HD limit on already sleeping targets), that wouldn't work on unconscious targets... but still do so on sleeping targets. That's clearly not the intent.

Just repurpose a Boot Blade (Bladed Boot) into a Book Blade that shoots from the spine for 25 gp. Ignore the part about making it harder to walk when using it. Technically I'd probably require it to be made from cold iron itself as well.

Your GM would have to agree that the weapon is still the book and the blade is just modifying the book.

In most cases, I would allow a flying character to 'reorient' themselves while during the course of flying movement (though it depends on how the character is or is capable of flying; winged, magical, etc.) and any complicated maneuvering will obviously affect any Fly checks with possible modifiers).

If, for example, a character has fly cast on themselves, but are just walking with their party and then they are tripped. They become prone. They suffer all the normal penalties (easier to hit in melee) and benefits (harder to hit with ranged). On their turn, if they opt to declare their move action that they fly straight up, maybe only 5 feet to land on their feet, rather than take the stand action, I would judge that kind of maneuver to be the equivalent difficulty of a hover maneuver (DC 15 Fly check, the fly spell in this case grants good maneuverability' +4 to the Fly skill).

I would also still grant an AoO for threatening creatures the same as standing (+4 to hit a prone target), whether they succeed at their Fly check or not. Even though it might be a different action and may not move them more than 5 feet, I wouldn't consider it a 5-foot step and I would consider it basically a substitution of the same action.

Lucah wrote:
The goal was to find a way to remove prone from an enemy without their consent, because I am not aware of any ways to do that using a specified method, even using published 3pp.

In the case of involuntary movement, I don't know of any effective way off hand. Usually involuntary movement doesn't provoke unless you have the equivalent of an improved or greater skill feat, like Greater Bullrush.

Levitate on a target would let you move someone up and down and I could see that movement provoking AoO, but levitate typically requires a willing target and even then the spell is pretty detailed that it doesn't really let people reorient themselves without something to push against. Maybe if you had a floating disk-like equivalent that was laying on the ground and you Awesome Blow someone onto it, then have it raise or lower, but that's very unique and specific.

Diego Rossi wrote:
I suspect that some contributors think that the (harmless) tag counts as "this spell work only on willing targets", but it doesn't do that.

I am inclined to believe that this is the case as well. I think the designer assumed (harmless) meant willing only. That and the fact that it emulates other polymorph spells that are almost always Personal or You, which, by their nature, don't usually allow saving throws or resistance.

Unfortunately, the way it's written it can be used offensively, so a GM will either have to rule it differently or just be prepared.

Undead are destroyed at 0 hit points, but that doesn't mean their bodies crumble to dust (unless you want them to). The term 'destroy' is typically used for objects, constructs, undead, and buildings. The term is generally accepted that when you destroy something, it's basically unusable or worthless until it's repaired. Like a vase reduced to 0 hit points counts as destroyed, how it's described depends on how it was reduced to that state. In most cases, it will be a pile of shards but those could theoretically be put back together with make whole, same with the corpse of a destroyed undead.

(Continuing, since site crashed and I couldn't edit)
Just being Large isn't an indication of clumsiness. Any individual creature would be better served by having a racial penalty to Dex (above any size changes) or a penalty to Acrobatics to account for such things, rather than just being based on something as subjective or anomalous as the space it takes up on a grid-map.

Not unlike a GM ruling that a Large or Huge-sized serpent doesn't have a Squeezing penalty to movement to slip down a narrow corridor. It's a fair ruling based on creature specifics instead of a generality.

I think the main issue is that a larger creature is inherently a bigger target and is easier to see. That's just how things are. A larger creature is not inherently less acrobatic, agile, or balanced (despite a Dexterity penalty assessed to all such creatures, which you've already stated you aren't considering).

There are too many vastly different physiologies in large creatures in the real world, let alone a fantasy game to base everything on such an ambiguous rating (a Large snake has vastly different dimensions than a Large-size horse or a Large-size gelatinous cube). Even so, just being Large doesn't always mean that your foot or contact size is equivalent. An elephant (often a Huge creature) might have feet averaging size between 15 and 19 inches. I'm 13 myself (and that's obviously just length, not width and length like an elephant) and my brother has 16 inch feet. Sure, that's upper levels for humans.

Obviously the ability of a beam to support an elephant's weight not-withstanding, there's no reason an elephant couldn't have good balance (I think they really do) or be trained in Acrobatics. Despite being a quadruped and not being able to see their rear legs like a human just looking down at their feet while walking, it's pretty well proven that four-legged (and more, like spiders) seem capable of equivalent movement.

A larger footed animal might actually have a slightly easier time. Imagine trying to cross a 3-inch wide beam and you have a 4-inch wide foot try and bring into contact with it, as opposed to only having a 15-inch foot to bring down where you have a much higher chance of making contact and not missing.

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Senko wrote:
Which now has me wondering if someone has an auto-ressurect ability e.g. wont stay dead alternate capstone and you raise their corps as a zombie do they still return to life?

It usually takes long enough to animate dead that it probably won't happen in a combat or a scene, but in the case of say, an undead with create spawn that kills such a character and they would rise as a spawn, it would be GM's discretion.

I would either just not have them rise during the combat or I would have them rise as a spawn but when killed, they come back to life (and if not, like the party runs away, then I can maybe just assume that the creator just has them destroy themselves or something shortly after the scene and their spirit snaps back into their body (if incorporeal) or somehow reanimates with life. It's GM discretion, so not really a wrong answer as long as it works as smoothly as possible.

The ability doesn't really prevent you from being looted or having an arm or something cut off technically while 'out-of-play momentarily'. So having someone spend resources to animate your corpse (which, legitimately only happens when you're dead and already out of play momentarily), should still occur for a short time or length of a scene.

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Belafon wrote:

For a concrete example, here's a spell that leads into my conclusion that ongoing effects that target creatures should end when you die:

Sanctify corpse

superliteralist reader wrote:
This spell can only be cast on a corpse. But nothing in the description (or the general rules that I can find) says that the spell ends if the creature returns to life. Huh, one of the effects of sanctify corpse is that it can't be turned into an undead creature. So I guess if I get raised, I'm immune to being turned into an undead for the remainder of the duration. Hey, look at that. This spell can be made permanent. So I'm going to leave directions that in the event of my unfortunate demise, my party members cast a permanent version of this spell on me before raising me. Undeath immunity forever!
It's pretty clear that's not the way this spell works. The effect should end when the corpse is revived. So the reverse should be true as well.

Actually, the way I read it... that seems exactly how it works. If you have sanctify corpse cast upon your body, you won't be able to be raised as as an undead for 24 hours. If you were slain by an undead that creates undead, that effect is delayed until the spell ends. If you're raised after 12 hours, and then killed, you still can't be raised as an undead for another 12 hours (or sanctify corpse is dispelled).

If sanctify corpse is cast on your corpse (you must be a corpse at the time) and then made permanent, then you cannot be made into an undead until that spell ends (it won't normally) but it can be dispelled. After that time, your corpse could be reanimated like any other. I don't see anything about this example that hinders that.

It's no different than a living creature having a permanent bear's endurance spell cast, and then they die and come back an undead. It's the same creature, just an undead. They would still have bear's endurance, it just wouldn't have any effect, since they have no Con score. It's still there, the magic is still there, they are still under its effects, it just has no appreciable effect. It doesn't just go away.

Magic Sensitivity is fine as written from an overall viewpoint. It is not overly powerful and it is useful, but in practice, would be unusable for most PCs and adventurer NPCs. Unlike detect magic which is directional. There is no focusing (which is fine, it doesn't have to allow that), but it also makes no allowances for magical items on the character themselves. Since we have to look at PCs and adventurers using the feat, not just average Joe, they will likely have their own items that will always be interfering with their readings unless something has a stronger aura.

I might suggest that any magical items or spells on them for longer than 1 hour are 'acclimated to', meaning their own normally carried gear will not affect them and any long spells, like mage armor as well (after 1 hour), though other spells will hinder their sensitivity. And possibly any acclimated item out of their radius for longer than 10 minutes becomes unattuned. That lets a character drop some gear and move out of range if they really need to check something. As it reads right now, for a normal, properly-equipped adventurer [magical gear for their level] (and all their allies nearby with their own gear) it would be hard to effectively use for a PC. Unlike detect magic that you can direct away from an area.

Magic Resistance, probably works like Taja the Barbarian says. Maybe you can have an addition Improved version available at character level 9 or so that increases the bonus, which means rather than retraining it out can be built upon but isn't made too powerful by itself.

Derklord wrote:
So casting Major Image to have the ground reach up and reach for the opponents doesn't break Invisibility, actually grasping creatures nullifies the illusion for those targets. As an automatically disbelieved spell doesn't "harm or hamper" (CRB pg. 208, usage of "attack" in spell descriptions) the targets, it probably doesn't break Invisibility but would be a nonsensical thing to do.

It will break invisibility. We do not use the definition of 'attack' that you quoted. We use invisibility's. The broad definition of attack (harming or hindering) applies, invisibility includes additional factors.

Invisibility wrote:

For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. ...

Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

It doesn't matter whether the spell can or cannot do anything to a foe in the area, if you cast it on a foe in the area (knowingly or not, like if they were invisible themselves), you will break your invisibility. Spells that specifically do not exclude foes (or only target allies), like bless, are exempted from this.

This means if you cast a spell (or take an action, it doesn't have to be a spell) that is beneficial and affects foes, it will break your invisibility, like channeling energy to heal and somehow an enemy is affected, will break your invisibility.

If you cast charm person on a non-humanoid enemy, it will break your invisibility, even if the spell has no chance of affecting them. The spell or ability's affect or efficacy is not called into play for purposes of breaking invisibility (charm person does not exclude foes, just because it excludes non-humanoids who may or may not be foes).

It doesn't matter if you cast a fireball that catches a foe who is completely immune to fire, who has SR that you can't beat, and a contingent teleport to take him out of the blast area of a fireball if he would be caught in it. Once you do that, you break your invisibility.

Casting an illusion that includes a foe in its space, will break your invisibility, whether they automatically disbelieve it or not, or whether they're completely blind and can't perceive it at all (and it would have to be in the spell's area for it to 'reach' them, as opposed to 'reaching for them' or 'reaching in their direction'). If they then enter it after the spell is in place, it will not affect your invisibility, since that's not a direct 'attack' as checked for by invisibility.

About the only situation which probably wouldn't break your invisibility, is if they were in the radius, but protected by a globe of invulnerability or possibly anti-magic field since the wording on GoI seems to be that it excludes those areas from magic, which technically could be read as meaning the foe in that space wouldn't count as being in the effect, but that's just something I'm adding for completeness sake and isn't at issue here. Just like a caster suddenly saying, "I consider all those foes in the space of my fireball to be allies, and my allies are based on my subjective perception, so I can attack all I want and not break my invisibility," isn't at issue. It's just something I wouldn't allow either.

I believe the wording of the Klar, despite being listed under weapons, is that it's the equivalent of a light shield with armor spikes. The rules for armor spikes on shields and armor, are that the enchantments are separate. Enchanting a shield will raise it's shield bonus to AC, but not the attack or damage bonus when bashing with it or using the spikes.

I believe the rules are the same here. You pay separately to increase the attack and damage bonus or the AC bonus.

It would cost 3,000 gp (2,000 for a +1 weapon and 1,000 for a +1 shield) + the cost of a masterwork klar in order to have a +1 klar that gave a +1 bonus to both attack and damage and to AC.

A +2 klar that applied to both attack, damage, and AC would be 8,000 (+2 weapon enhancement) + 4,000 (+2 AC enhancement) + cost of masterwork klar.

If you're creating or enchanting one, you don't have to do the full +2 bonus to both at the same time. You could just add a +1 to attack and damage to your masterwork klar, pay for that (2,000 gp/2) and later add the +1 AC. Later, you could pay the difference when increasing the bonus to either as per the normal rules.

69. A dusty wooden crate of 24 empty wine bottles, stashed in a small nook. No corks or stoppers. One bottle is cracked and cannot hold liquid any longer.

70. A leather-bound book entitled, 'The Restoration and Preservation of Manuscripts and Literary Works.' The book is badly water-damaged, warped, ruined, and unreadable.

71. A petrified dire badger's eye. It might be mistaken for a large cat's eye agate or similar semi-precious stone on a failed Appraise check. It's worthless as a gemstone, but might have value as a curiosity.

72. A magical compass that points to the nearest compass within 1 mile (otherwise it functions as normal). It also makes other compasses within 100 ft. point towards it.

73. A dwarf-sized boot with a climbing claw attached at the toe. The claw can be removed (with tools, it isn't made to detach) and applied to any other suitably sized and appropriate footwear (ie. not soft boots, moccasins, or slippers) and will function as normal, though you'd still need to find another climbing claw to pair it with.

It will break the invisibility. Any action that includes a foe in its area and affects a foe directly will break it. This means a summoned creature won't, but a spell that you direct to hit them will.

Using spiritual weapon as an example (while you're invisible): If you cast the spell and direct it at an opponent, that's a direct attack. If you have it cast already and direct it to attack and then later cast invisibility while it continues to autonomously attack the previously indicated target, that will not break invisibility. If you change the spell's target to a new target after casting spiritual weapon that will break invisibility.

A normal solid fog cast with foes in the area would break invisibility, because it has a direct physical effect (slowing them). If you were to cast it on an area without a foe in it and then they walked into it, you would be fine. The same is true for a wall of fire spell. If you cast it in a location where it intersected a foe or there was a foe within the heat-emanating side that would take damage (even if you couldn't see them because they were invisible or around a corner, your invisibility would break. If you cast wall of fire and then a foe moved into the damaging area or through the wall, you would be fine.

In the specific example, your illusion would break your invisibility because you are directly causing an attack (non-damaging) and forcing a save. If you instead cast an illusion of a patch of zombie hands rising from an area (in a space with no foes in it requiring an immediate save), then if they walked into it after it was cast, you would be fine.

The same is true of an illusory fog. Casting it on them or into their area will break your invisibility, but casting it elsewhere, even between you were it blocks their vision of you, will be fine, even if they enter it later.

Such-Monsters Booster
10. 1d4 Iron Cobras (Common)
If in a closet, only 1, but it attacks first with surprise.

11. Scarecrow (Rare)
This scarecrow is set facing the exit to the room away from the party. It won't activate or attack unless attacked itself. Its fear power works if touched (though touching it won't make it attack), not just when it touches a target, and also affects natural attacks against it. It smiles grimly at anyone leaving the room and looking back. If attacked and destroyed, a swarm of crows and ravens appears at the exit the scarecrow was facing and attack everyone in the room.

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Elric200 wrote:
Pizza Lord, I would agree with you, spells would continue after Resurrection as the Rules are written but If I were running the game. I would rule that spells other than restoration or Greater restoration would cease because of the spells being disrupted by the great amount of divine power used in Resurrections. When a PC dies his soul is ...

That would be a fine houserule in your game. Nothing wrong with that. I don't understand the restoration thing. Those spells don't have a duration, they don't stick around after they're cast.

Elric200 wrote:
When a PC dies his soul is sent to the Graveyard to be Judged by Pharasma, or to hell or the Abyss if the dead PC sold their soul.

Not to get into specific campaign details, but I think it's pretty agreed in general that Pharasma 'knows' when a soul will be resurrected and just holds off on judging them. There is no actual time or determination for when a soul is judged after death and I am somewhat positive that once it's judged, it's not coming back (without some immense greater than Pharasma event, ie. GM fiat). In the case of Hell or a demon holding your soul or getting it when you die... then you wouldn't be able to come back at all, so the spell's on your body are a moot point.

Most of us would likely agree that spells aren't generally cast on targets' souls, but rather on their bodies, whether living or dead. Unless the spell specifies it targets or affects the 'soul' or 'mind' of a creature, the spell probably stays on the body wherever it goes. Magic jar for instance, takes a creature's soul and puts in a gem, but any spells on that creature's body stay there and are usable by the caster of magic jar. The same with the spell's on the caster's original body. He doesn't benefit from those, unless they affect his mind, like fox's cunning, but they can still be dispelled at the body (and probably at the soul location as well now).

As such, where the soul goes probably doesn't matter unless the spell is specific to a soul. Even then, in most cases, a soul will be linked to its body, at least tangentially. So a soul whose body was the recipient of an owl's wisdom might be able to incorporate its bonus while drifting around briefly, the spell would still be on the body and could be dispelled (as could, whatever spell was making the the player's soul drift around outside its body, assuming there was still a body).

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Spells will stay active on the target once cast. The duration will continue to expire. The spell's effects may be moot, but the spell will still be there.

A resist energy spell will still be in effect on your corpse (and gear on your corpse) until it expires. Any such energy damage would be protected against on your body or gear. It doesn't go away.

A see invisibilty is probably worthless, but it's still there. If someone cast's a spell that deals damage to objects and creatures (you are still a creature when dead, just a dead creature) based on spells currently on them, then your corpse will be damaged (which is also a moot point in most cases, since you're dead), which could be important if someone tries to use breath of life, since that damage must be accounted for to get to your –Con threshold.

A fly spell will still be active, but it would be moot, since you have to be conscious to fly (whether dead or not). If you died while flying, you would crash into the ground (and take damage which still must be accounted for even though it's not going to make you 'more dead').

The duration while you are dead will tick down, so if you are brought back after one round, then one round of the spell will be 'lost' (though it wasn't technically, you were just dead). You would still have see invisibility and resist energy and fly on you when you return to life.

Similarly, if invisibility sphere was cast on a target and they then died (naturally or to an area-of-effect), they would still be invisible as would any other creatures that were affected (unless they leave the area or attack). The spell will still be mobile on the target, so they could pick up the body and carry it around and still be affected until it expires (or they do something to break it).

I doubt anything you can threaten it with is going to scare it. It's already beaten you once and it has your friend. It would have to be such a doozy...
About the only thing that might scare a demon, is a bigger demon. So unless you're going to say that you're cutting a deal with a bigger, badder demon either to get your friend back or to torture that demon for a few thousand years and can convince it you'd be willing to trade one or two of yours souls (and be good at bluffing) just to make his life miserable, that's a tough call.

Other than that, you'd have to be able to prove you can annihilate him, and that would take some actual evidence, like you blasting illusory pit fiends at a distance he can't quite be sure of.

Otherwise, once you said "We are coming to rescue our friend and if you harm him we will do x," to one of my demons. Its answer would be along the lines of, "If I harm him? Oh no... he's being maimed the longer we talk. I'd been amusing myself by holding him out and above the fire until you distracted me [screams in the background]."

(I still have no idea what the Cleaves is or how it works... so I may be far off-base)

5. Enthusiastic militia (Common)
2d4+1 young adult orcs (or other common humanoid). Treat as 2nd-level warriors but they are poorly equipped. They have buckets for helms, wooden planks held with rope and twine for armor (+1 AC), and carry makeshift clubs and wooden planks for shields (+1 AC). They carry pouches of rocks for ranged attacks (1d3 damage for Medium-size). They attack anyone they outnumber and flee if they lose half their number. They don't attack to kill and will leave after looting fallen foes. If a foe drops, one will spend a turn looting an item or handful of coins or gems if they aren't too threatened.

I guess closets are a thing? If this happens in a closet, the back of it is a secret door to another room where the enthusiastic militia was waiting and they may have a higher chance of surprise than normal.

6. Animated Caltrop Swarm (16 hp; 3d10 HD) (Uncommon)

Animated Caltrop Swarm:
A 10-ft sq. swarm of animated caltrops that deals 1d6 piercing damage to any creature in their space at the end of their turn. Unlike normal caltrops, these swarm under the feet of creatures in their space, dealing 1d6 piercing damage to any creatures moving into, through, or out of their space (no more than once per round).

They lack a distraction ability but can jump and bounce into any creature within 6 inches of the ground, meaning they can damage even creatures that don't move around or don't have feet, like serpents (though such creatures don't have their movement reduced by the caltrops' damage). Creatures wearing shoes or boots have DR 1 against their attack and metal-soled or armored boots grant DR 3. The caltrops have hardness 5 (thin metal) and are immune to piercing and slashing damage.

7. The Dead II (Common)
2d4 inactive zombies. At least 1 will be wearing fancy jewelry that radiates magic (but may be costume jewelry with a fake aura, may be a noble signet ring). The last command they received was to "just stand there". They will just mill and sway and rot in place unless attacked, at which time they all defend themselves.

If the room is a closet, they're all in there. Crammed in, because that's what their master wanted and he wasn't concerned about their comfort.

8. Ranaeril Araleth (Unique) (42 hp, half-elf, Cleric of Asmodeus 6; LE)
Ranaeril is investigating the area along with two temples guards (Fighter 3) who act as bodyguards. He isn't friendly or chatty except with other followers of Asmodeus, but if convinced to become friendly, he'll mention what he's looking for. Draw a treasure card to find out what it is and then shuffle it back into the deck (draw again if it doesn't make sense, like gold coins).

He channels negative energy but he'll cast healing spells for 150% of their normal value. He has 2 cure light wounds and a cure moderate wounds available, as well as a wand of cure light wounds (10 charges). He does guarantee a level of quality and when he sells such a spell, Asmodeus makes certain each such healing spell counts as a though he rolled a 5 per die.

He and his guards can be encountered again in a later room. He isn't interested in discussing how he gets around.

9. Slithering Tracker (Uncommon)
This intelligent, transparent, alien ooze is lurking on the ceiling. It won't attack unless it's spotted. If it isn't, it trails along behind the party until they are distracted or injured. Shuffle it back into the encounter deck face-up. The next time it appears at the top it attacks the party after they've dealt with the encounter they just drew, trying to catch them weakened. If they avoided or fled past a creature encounter, it will attack those creatures instead and cease tracking the adventurers.

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pad300 wrote:
So essentially, the ability should suck hard, compared to the 2nd level spell, Ashen Path?

It looks like Smokesight is always in effect on you, and you can grant it a number of times per day to others.

Ashen Fog does protect against natural inhalants of smoke and fog (and a +4 bonus against magical affects from it). Technically, by the wording of the spell, ashen fog only allows the target to see through the 'magical' smoke and fog.

The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants.
In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions.

The fact that the spell specifies both natural and magical as descriptors (protection from natural inhalants and a bonus against magical inhalants and then specifically the ability to see through magical obscurement), the rules would strongly lean towards it only working against magical smoke and fog effects; pyrotechnics, obscuring mist etc. but not against natural, non-magical smoke and fog.

Is that the intention? We can argue that all night, but it's the Rules Forum and the wording is very explicit in the spell. It goes out of its way when describing natural and magical properties for one effect and then only magical for another.

11. Yellow Door
A normal-looking door, painted yellow. The door is not locked, but is swollen into the frame (DC 15 Strength to unjam).

Hook: This door was painted yellow as a warning that an infestation of yellow musk creeper spores is beyond.

If the door is opened (or damaged to the point it receives the broken condition) a yellow musk creeper plant clinging to the inside releases spores (through cracks or around or under the door if it was damaged) and attempts to attack and zombify any creatures outside. The room beyond the door may contain other zombies or another yellow musk creeper plant on the other side if large enough.

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426. a giant slug grows from the ground and attacks any enemies of the planter in the area. It is not under any control and will mill about the area (sliming things up) unless attacked, in which case it defends itself. It cannot be dispelled, but vanishes after 1 hour or if slain.

427. A random wooden wand with 25 charges grows from the ground. The command word is written in Sylvan along its length.

428. The Beardinator's second-most loved bean effect occurs.

This is an interesting conundrum. I am inclined to say that spellbane (versus dispel magic) won't stop wish at face-value. It might depend on the wish's wording.

Being immune to dispel magic doesn't make spells in spellbane's area immune to dispelling. They'd still be subject to greater dispel magic or break enchantment or any other spell that could dispel them, like haste and slow's interaction.

Unless the wording for the wish was very clearly to duplicate the dispel magic spell, I think it would work (or have a chance to work). Whereas if spellbane was set to exclude wish spells, it would prevent them from working even if they were specifically duplicating a specific spell (like dispel magic).

Similarly, a spellbane that prevented flesh to stone and baleful polymorph would not prevent a polymorph any object from duplicating those effects or spells.

They stack, on the same or different target. Stacking age isn't the same as stacking bonuses or penalties. Age modifiers specifically do stack with themselves anyway, even if you were to try and count 'years' or 'age' as a bonus or penalty.

Adulthood for a half-orc is 14, middle-age is 30, old is 45, and venerable is 60. So Johnny is old. He'll have received a total of –3 to his Str, Dex, and Con and a +2 to his Int, Wis, and Cha from his age.

Using your numbers for each casting (10 and 11), he would count as 30. Just inside middle-age.

Johnny is 9th-level. Each casting of greater steal years will lower his apparent age by 4d6 years (1d6 per 2 caster levels) and add that amount to the 'donor'. That's an average of 14 years from one casting.

He casts the first spell, and his physical body is now as it was when he was 37 (51 – 14). That puts him into a middle-aged range for a half-orc. He would regain the 2 ability points to his physical abilities (no change to mentals, as per the spell description). The target would age 14 years. We don't know the target's current age or age ranges for a tortoise (I'll come back to that).

Johnny will retain this youth for 9 days (spell duration). If on the 2nd day, he casts the spell again (on the same or a different target), he would 'drop' another 14 days on average. He would count as 23. That would put him into adult range. He'd get another 1 point in his physical abilities (the points he lost when he became middle-aged at 30).

A 3rd casting the next day would drop him another 14 years on average, but only to an apparent age of 14, which is the minimum age considered to be adulthood for a half-orc. After day 9, he would lose the gained years from the first casting and regain an apparent age of 28 (the 14 he gained from the 1st casting added onto the 14 year 'floor' he hit with the 3rd casting. He'd still be below middle-aged (30) so no change to anything.

After another day, the 2nd casting would end and he'd gain 14 years putting him at 42 apparent age. That's into middle-age, so he'd 'lose' a point from his physical ability. After the 3rd casting ended, he'd lose whatever years he had stolen with that casting and be back at his original age, 51. Since that's old, he'd lose 2 points from his physical abilities and be basically as he was 12 days before.

He would have also had to deal with 1d4 hours of fatigue each of those last 3 days as each spell wore off, but I am sure that condition is easily remedied by a 9th-level character.

Side note:
On a side note, as a GM and for game purposes, not rules, I would probably not allow a familiar to be the target of its master's spell for this. A tortoise is fine, even any animal (I probably wouldn't let you steal more years than they would have). I believe a familiar is granted its lifespan (usually extended) based on its master's lifespan. For game purposes I would say the master would only be stealing his own bonded lifespan and I wouldn't allow. It's not too hard for him to find another target. Even though there's no actual wording about familiar lifespans, I think there's enough evidence that a familiar has such a bond with its master (often just counting as being the caster for some spells) that this is a fair ruling, not that you've asked for such a ruling. But obviously each GM can vary. Most tortoises can certainly have a life-span longer than humans and definitely half-orcs, but I wanted to add my thoughts on the choice of target from the question.

154. The Upright Pit trap
This 10–30 foot deep pit trap can be covered or uncovered and functions as normal. The bottom is a pressure plate that, once triggered by 51 or more pounds, causes a Large scythe-blade trap (2d6+1 per trap CR/x4) to swing from the walls at the bottom and attack any creatures there (+12 to hit +1 per trap CR). The pressure plate resets after 2 rounds and can trigger the blade again if more weight is added, but not from weight that is already there, such as a dead body that triggered the trap and hasn't moved.

This blade is positioned approximately 3 feet above the floor of the pit, meaning it will miss any creatures that have fallen prone into the pit (or incredibly short ones). This trap will catch anyone jumping, tumbling, climbing, or otherwise descending into or landing at the bottom without falling prone (such as cat's fall or boots of the cat.

155. Toe-Tapper Double-Tap trap
This trap can be affixed to a barrel, box, chest, or other container of sufficient size. Opening or closing the lid causes spear points to eject from the bottom and attempt to skewer the feet of anyone standing within 3 feet of any side (the trap-setter can set any side to not trigger, such as the side of a box facing a wall it's up against).
Spears: All creatures standing within 3 feet of the trapped container. Attack +12; damage 1d8 x3. This attack ignores shields and most armor, though footwear can adjust armor based on being leather, metal, or other protective material. Any creature hit is affected as though by caltrop damage and must make a Reflex save (DC 10 + damage) or fall prone. Anyone holding the box lid that falls prone also releases it, which triggers the spears to strike again when closed. Prone targets are easier to hit but get their normal bonuses from armor and shields and are not subject to the caltrop affect.

Taja the Barbarian wrote:

Applying these same formulas to the Helm of Teleportation, I'm coming up with 48,600 vs the actual price of 73,500, which seems to indicate that Teleportation might actually be valued significantly (+50%) above the formula results...

Your math looks correct, but I think the 50% increase in value is because you're using helm of teleportation instead of boots of teleportation. The helm has a 50% increase because it is in a non-affinity slot (travel) for its power.

I think your example is probably fair without me breaking everything down in a long-winded post that probably would only deviate a few thousand gold pieces from yours at best. This item will definitely be expensive, since it's greater teleport instead of regular teleport and has more charges per day than the boots. That's without adding plane shift, even accounting for a 'staff discount' from sharing the charges.

The fact that it's slotless isn't always an issue, but in this case it definitely is, since it mimics an item that is typically slotted (boots), so that's gonna double the cost for sure.

Some really good ideas from others. The best way is either concealment or misdirection. As a polymorph effect, the easiest thing would be to transform into a creature without a neck slot (not necessarily no neck, but no neck slot), that would have the necklace just be absorbed into the new form. Obviously that doesn't seem to work here, since the wearer is likely disguised as a person or other thing that does have a neck slot.

Otherwise, there's no reason a necklace has to be visible (unless that's a specific power or property of this necklace. You can keep it under your shirt unless its appearance is important to the wearer's ruse (like the necklace is a symbol of state or power or obvious identifier to the form/identity they're in). Just like you can wear a magical ring under a glove or over it (unless the design of the ring would obviously make that impractical, like a big ol' gemstone set into it).

For invisibility unless you make it permanent, it's not going to last long enough (I am assuming at least an hour for the event), even with Extend Spell from a metamagic rod. As others have said, you can have multiple similar copies of the necklace made (non-magical) that look the same, thus requiring a thief to guess or get lucky unless they go with a more brute force method of just getting them all. Making a bunch of jewelry might not be feasible in the time until the event. A minor phantom object spell could work instead to make copies (non-magical) and it have a much longer duration than invisibility, especially if you can extend it. Each decoy necklace is an additional layer of defense, but obviously if they're visible it might look odd to anyone else seeing someone with 3 or 4 copies of the same necklace unless they're Mr. T.

Magic mouth or sovereign glue would be pretty hard to get around, and an obscure object spell could prevent a detect magic or other effect from finding the necklace (if amongst decoys).

Less feasible ideas might be object possession or possess object. You'd have to leave your body somewhere nearby in a closet or something. You'd be able to basically guard the necklace yourself and resist attempts to grab it. Can't speak or cast spells, so you'd likely need a telepathic bond or a familiar to let people know.

Otherwise, aura of inviolate ownership would be perfect except for its short duration, and a contingency to trigger it if the necklace is touched by anyone but the wearer is probably just out of your power range.

423. A large bean stalk grows about 8 feet to 10 feet into the air. It bends and whips around slowly at first, like it was in a breeze (assuming it isn't). After a few rounds, the motion becomes more pronounced, like the wind was building. After a few more rounds, anyone nearby actually hears the wind and the beanstalk starts coiling and uncoiling until it finally bursts apart into a tornado that rises hundreds of feet into the air. Unless it picks up lots of dirt, dust, or other debris to form a typical dark funnel, it has a vaguely greenish hue because its mostly comprised of beans; a funnel full of beans (mostly lima beans, but it can be a mix of others). Treat this as an ordinary, natural tornado that will pick up creatures, objects, and anything else it can, but any damage dealt by the tornado to creatures caught within is only half lethal and half non-lethal, somehow the beans are just all over the place cushioning any major damage from other debris (falling damage from getting flung out of the tornado is normal).

Once its devastation ends, the area might be greatly damaged, but of course, any fields or viable lands will be well-sown with beans in the immediate future.

If this bean was planted underground, a blast of hurricane force wind appears from nowhere instead and blows a howling gale of beans-filled fury down any nearby passages (approximately 500 feet). This will extinguish unprotected (and some protected) flames and might blast down any doors and leaves [ordinary] beans everywhere.

424. A column of searing fire springs from the ground and rises 12 feet into the air. The upper half appears to be the planter's torso, head, and arms. It gestures dramatically around and occasionally points at creatures nearby while bellowing in thunderous and commanding tones in Common or its planter's predominantly used language. It says things like, "Be in awe of me!", "Fear my wrath!", or "I. AM. MIGHTY!". It makes an Intimidate check against any non-allies of the planter within 60 feet (if they can see it). Its Intimidate modifier is equal to the planter's, but it counts as a Large creature and always has at a least a +1 Charisma modifier if the planter's is lower. Most animals will flee or avoid the area unless handled or controlled. Additionally, the column gives off waves of heat in all directions around it as a wall of fire (CL 10). Standing within the column deals damage as passing through a wall of fire each round. Anything that can dispel or end a wall of fire can dispel the column, otherwise it lasts for 10 rounds.

If the ceiling above is too low for the full-size column of flame, the area is just filled with a column of flame for the duration.

Pizza Lord wrote:
419. A dull-colored bean on a stalk that shrivels when the bean is picked. The dull-colored bean can be any flavor. As long as it's a flavor of ice-cream and that ice-cream flavor is found on Goth Guru's Ice-Cream Flavors chart.

Had to fix the url link.

419. A dull-colored bean on a stalk that shrivels when the bean is picked. The dull-colored bean can be any flavor. As long as it's a flavor of ice-cream and that ice-cream flavor is found on Goth Guru's chart.

420. A marijuana plant or similar herb grows.

421. A small pile of 20 frost-covered beans grows from the ground, just the pile, no plant or vine. They have a cool, refreshing scent, taste like delicious ice-cream, and function as a goodberry. They also give a reverse ice-cream headache after 30 seconds (5 rounds) that lasts for 10 minutes (–2 distraction penalty to actions). The reverse ice-cream headache is cured (though probably unknowingly by PCs) by eating more beans. Each additional bean after the first, noticeably lessens the intensity of the headache and reduces its duration by 2 minutes.

422. An ordinary fox springs from the ground and runs off immediately. It's a perfectly ordinary fox except any canine or canine-related creatures, including animal companions, summoned, magical, or intelligent creatures (such as werewolves in humanoid form), within 60 feet that detect it must pass a DC 14 Will save or be forced to bay, bellow, remark or exclaim and give chase for at least 4 rounds. After that time, if the fox isn't caught, they may attempt a new save to break off the chase and again each 4 rounds after that with a +1 bonus to the save.

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Best way to bump is to actually add something to prime the well.

413. A secure shelter grows over 10 minutes. It functions as the spell with the planter counting as the caster. Unlike the spell, this structure has two entrances, one facing the planter and one on the opposite side and is permanent once completed (it can be dispelled during the 10 minute construction). Its other feature is that it creates an exact copy on the Ethereal plane, meaning that ghosts or other creatures there cannot bypass the walls unless they can destroy or open the doors on that plane. It also means that anyone with force effects like mage armor or shield find themselves inexplicably stopped as though by a solid barrier or force field if trying to enter on the Material Plane. Creatures that cannot perceive the Ethereal Plane or objects, such as with see invisibility, may have no explanation as to why they can't enter (or exit), even through an apparently open door. Even if they can, they may have no means to manipulate or bypass the ethereal doors or walls there.

414. A bramblelash (CR 4) grows over the course of the round and can act at the start of the planter's next turn. Unlike a normal plant, this one has illusory phantasms of skulls and black mist floating about it. It emits a constant 30 foot aura of fear that acts as a scare spell (DC 13). Creatures that save are immune to the aura for 1 hour. Additionally, its slam attacks cause wither limb (DC 13), though the effects are temporary, only lasting one hour. The bramblelash is immobile and lives for 24 hours. It will not attack the planter (nor are they affected by its aura) but is not under any control and will attack their allies or other creatures within range indiscriminantly.

Technically, by the wording, polymorph any object is not usable on an unwilling target since it functions as greater polymorph (except when used to emulate a spell that does, like flesh to stone, baleful polymorph, etc.). Greater polymorph only works on willing targets, so unless you can put the target to sleep or unconscious (they count as willing) or trick them into accepting the spell, you can only affect an enemy by duplicating one of the other effects.

Your wizard should decide to either baleful polymorph them into a harmless animal (their gear melds and they still benefit from some magical effects other than armor and shields or things they need to activate) or they turn to stone. If the target already has a polymorph effect on them, it won't matter, since neither of those two spells care.

Assuming the puppet that the caster turned them into wasn't some construct or creature called a puppet and was instead meant to be like a sock-puppet or a marionette, then the target (who fails) turns into that creature or object for the duration listed. He'll be an inanimate puppet, no senses.
Polymorph any object
You'd look at the chart and attempt to list the Duration increases based on how drastic the change to the new form is from the old form. Ie. you'd account for creature type, size, intelligence, etc.

You can also look at the examples, one of which is turning a marionette into a human (it would last about 1 hours). The next one is turning a human into a marionette (it lasts 3 hours). It will detect as magic and the spell can be dispelled earlier.

We know the BBEG will be basically an inanimate puppet and able to do all the things a normal puppet can do, which is nothing unless someone sticks their hand inside it or works its strings.

If he's by himself or doesn't have a minion to grab him up in puppet-form (he can't see, hear, talk, or otherwise have any knowledge of what's happening as a puppet), then he's at the mercy of the PCs. Any damage they do to him in puppet form will translate to equivalent damage when he turns back. So they can break him in two and stomp him into splinters and after 3 hours... he'll revert to a corpse that's broken and looks like it was stomped upon.

The good news is, if the PCs just break him into pieces (as an object) he wouldn't technically be dead, like if he polymorphed into a creature. Nor can the PCs get any of his gear, which likely melded into his form (at least not immediately or without dispelling the polymorph). Technically he can be repaired like an object before the duration ends, which means someone with a mend spell could repair him to a state that doesn't involve him being dead when he stops being a puppet. If they break off an arm or something, even if he doesn't die he'll be in bad shape.

1. Florida Man wins Olympic gold medal. Has it bronzed.

Just to expand a bit on Name Violation's answer, which is correct.

Remember that resizing and reshaping is not changing form and function. A pair of magical gloves will reshape to fit a five-fingered, two-fingered, or even scoop hand wearer (unless its nature wouldn't function as a mitten, obviously). It will not suddenly become fingerless gloves just to accommodate claws, even on an equal size wearer to its original owner. They will resize and reshape to fit, but that means the user can't use their claws effectively (or can but will destroy the gloves) just like if they were wearing any other non-fingerless gloves. In many instance, it will require some consideration depending on the item and the new wearer's body shape, but in general most creatures (that can use those items) should be able to use different sized magical items.

Less rules specific here, but good to consider:
Also mentioned by NV is that race-specific items have a very good reason not to do so, but not just specific race items (like a dwarven [whatever]). It could be items made by a race in general, in common defense items like a ring of protection+1. Obviously everything depends on a campaign and world itself, but in most, dwarves are a militaristic (not necessarily expansionist) race (or have a history as one). They might have been involved in wars and battles with anything from goblins to giants (as their racial enmity shows). In such cases it is highly believable that any magic items they make would specifically not resize since dwarves wouldn't want their enemies to take items and gear from their fallen and reuse them against them. Even in the cases of same size creatures but with vastly dissimilar physiology, such items might be wearable but still be uncomfortable or ill-fitting (dwarves are vastly different in size, shape, and stature than elves even though they're both classified as Medium-sized). So an elf who puts on dwarven gauntlets might find them usable (as they should be), but not necessarily comfortable (which could impose circumstance penalties for some actions that wouldn't apply when wearing normally-fitted gauntlets. What about items made for friends of dwarves? Those are probably made specifically for them, as well.

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