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I remember having to quote this once and looked through my old posts. Only reference I could find was Archives of Nethys, Light Steel. It references Ultimate Equipment pg. 9 and PRPG Core Rulebook pg. 151.

Archives of Nethys, Light steel wrote:
You strap a light steel shield to your forearm and grip it with your hand. A light steel shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. Whether wooden or steel, a light shield offers the same basic protection and attack benefits, though the two varieties respond differently to some spells and effects (such as rusting grasp). A druid can use a light wooden shield, but not a light steel shield.

1d526 ⇒ 476

476. 3rd generation Skum that wear spacesuits so they can come out on land.

Hmm... as far as I can see... skum possess the amphibious quality... so they can stay on land indefinitely. So unless their 3rd generation offspring lose that property, this doesn't make sense., I suppose I can just hand-wave it in the interest of race-building though.

Neo-Skum (ulit nawr kini) (20 RP, Advanced)
The immortal skum, spawn of the aboleths, procreate only by crossbreeding with humans. While this normally results in typical skum, after a few generations, a rare genetic offshoot has begun cropping up. Many skum-spawn live entire lives as normal humans, only undergoing 'the change' when they would die of old age. Some of these rare variants lack the amphibious qualities of normal skum, instead living their lives beneath the waves, in the shallows and deeps of the ocean and the vast waterways and lakes of the underworld.

Neo-skum can still only breed with humans, but their inability to breathe air makes this extremely difficult, as any breeding stock must be brought underwater or at least partially submerged.

Physical Description
While slightly less muscular and hulking, neo-skum greatly resemble skum; hunchbacked, green-skinned humanoids with wide, frog-like heads and mouths akin to that of toothy fish. Neo-skum have more pronounced gills along both their necks and their ribs. They also have fan-like head fins that extend and retract as they move beneath the water.

Neo-skum exist in skum communities, typically dwelling in ruins of the aboleth's former power or in coastal villages beneath the waves. Unable to breathe outside of water like typical skum, they nonetheless perform the same duties; patrolling, hunting, and exploring, just strictly underwater. There is no apparent or appreciable stigma or social difference between skum and neo-skum in their society and there seems to be no restriction on any jobs, positions of power, or duties other than ones that require venturing ashore or out of water.

Relations Neo-skum have the same relations as skum would have with those around their communities. Some are raiders or pirates, though their hunting grounds are normally limited to ships and shorelines.

Alignment and Religion Neo-skum have the same beliefs and religion as skum.

Adventurers Neo-skum tend to be martially-oriented, taking advantage of their strength and mobility.

Neo-Skum Racial Traits (20 RP total):

Racial Qualities (26 RP)
Monstrous Humanoid (aquatic) NeSkum eat, sleep, and breathe. (3 RP)
Medium size (0 RP)
Speed, Slow Neo-Skum have a base movement of 20, a swim speed of 40 feet, and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
Darkvision, 60 feet (0 RP from Monstrous Humanoid type)
Natural Attacks Bite (1d6), 2 claws (1d4) (5 RP)
Natural Armor Neo-skum have a +2 natural armor bonus (3 RP)
Resistances cold 10 (2 RP)
Feats Multiattack (2 RP)
Skills +4 Perception and Stealth underwater (4 RP)
Abilities +2 Str, +2 Dex, +4 Con, –4 Cha. (5 RP)
Languages Aboleth, Common. Neo-Skum with high Intelligence can select Aquatic, Dwarven, Elven, Gnome, Goblin, Orc, or Undercommon as additional bonus languages. (0 RP)

Weaknesses (–6 RP)
Air Vulnerability Neo-skum not only cannot breathe air, but their skin and gills dry out extremely fast. After each minute of being mostly out of or away from water, they must make a DC 10 Fortitude save or take 1d4 nonlethal damage. The DC increases by 1 every minute. Whenever this nonlethal damage surpasses their Constitution score, they become fatigued, which cannot be removed normally until they submerge in water for at least an hour. They also take a –1 penalty to Constitution. This penalty affects the threshold for additional nonlethal damage from drying out, and if this penalty ever equals or exceeds their Constitution score, they fall unconscious and have one hour to be submerged or they die (restoration or other effects can also buy them more time by negating the penalty). They will still need to be able to breathe somehow or will likely die much faster. Being doused or submerged will suspend the Fortitude rolls, but they will not reset to their base value (DC 10) until the neo-skum is submerged for a full hour. (–6 RP)

Equipment Neo-skum have developed specialized suits for excursions out of water and onto land. The simplest are enclosed helmets containing water which last for anywhere from minutes to an hour. These allow them to breathe as long as they cover their neck gills. This still leaves their skin and lateral gills along their ribs exposed to drying out, so are only good for quick scouting or emergencies.

More useful are full body suits to maintain water and moisture. The lightest are made from sea sponges. These are equivalent to padded armor and can sustain a neo-skum for up to 2 hours before needing to be refreshed with new water. Masterwork versions of the suits last 3 hours.

Other versions involve sharkskin, whale or walrus hide or other leather-equivalent variants from local sealife, coated and sealed with a gel-like combination of coral or barnacle excretions and a grease excreted by the skum themselves.

The typical mechanic (for afflicted lycanthropes) was that during their changes on the nights of the full moon, they generally have amnesia and function as the alignment listed for the lycanthrope of their type. This doesn't apply to natural lycanthropes generally, however. This was spelled out in 3.5. In Pathfinder, they just generalize it with notations on amnesia and misdeed performed.

Otherwise, there's no set alignment for lycanthropes during 'normal' times, though characters that come to revel in the power or freedom of their curse can certainly start to become evil.

Crafting is half price. If you want to pay full price and wait several sessions... then that's just the trade off. That's entirely up to you. Depends on the item, situation, and your actual ability to buy the item you wanted to create.

*PC squire is giving a bag of holding and throughout a good portion of it, they draw out awesome things and hand them out to the level 20s: healing potions, magical bane arrows as big, bad monsters appear, ladders, etc. Then somehow you contrive to have the PC get a black handkerchief which is actually a folded up (or really tiny) portable hole (possibly created and placed by the bad guy). They drop it in the bag, rift opens... level 20 hero knocks PC to safety as they're all sucked into [the Void].

*PC loses sight of heroes at one point (having been told to hide around corner, move to a balcony, fog cloud or obscuring mist). When they see the fight again, the bad guy has used an illusion to switch appearances with the heroes (which the heroes aren't fooled by). The heroes maybe say something that hints about it, but isn't clear ("You think that trick will fool us!?") while the PC can't see it. Hopefully they come around the corner or see an opening to [use a weapon/use a magical bomb/etc.] and they hit the heroes and it works incredibly well (crit/stone to flesh then crumbles and the bad guy blows them away/etc.)

*Lever labeled 'Super Happy Fun Slide'.

Logically, ships and sails and such could be magically treated to not only resist fire (in the case of fireball) but to also be more durable. There's already rulings on magically-treated walls in the Dungeon section. There's no reason that ships can't also be treated similarly. While an expensive prospect, it wouldn't be unheard of, especially since a ship is a large investment. Even buying some unguents of timelessness are not hugely expensive (except for large ships), but you can definitely coat sails (and have spare sails), and exterior parts of the hull. That will increase saves and allow for saves against magic from those parts and objects.

Also, remember that against objects, the fire damage is halved before applying it against the hardness. Also, if magically-treated, the area gets a save, which can halve it further, before applying any resistance to fire and hardness. A cannon, on the other hand, is likely considered a siege weapon and may ignore hardness or ignore the half damage from ranged attacks against objects at the least.

While cloth has no hardness listed, you might consider sailcloth to be heavier stuff, with at least a small bit of hardness to help, but there's no reason a sail couldn't also be made from special materials, like darkleaf cloth (hardness 10, and much higher hit points). An expensive prospect, but an incredible investment, especially if treated with flame resistant coating.

Lost the original roll while doing this up, but here it was.

180. An extreme predator that relies on looking like a helpless child of another species/race to attract prey.

Blaiddharn (20 RP, Advanced)

The fey creatures known as blaiddharn are carnivorous, cannibalistic predators that prey on other humanoids. While capable of hunting and slaying with weapons, they possess the ability to take the forms of young, nearly helpless children and toddlers of other races and ingratiate or work their way into households or orphanages, where they can feed on others before disappearing again.

Physical Description Blaiddharn stand approximately 5 feet tall and are slender and elf-like. They have large, serpent-like eyes and narrow, slitted nostrils on smooth, broad heads. Their mouths are wide, like a bear trap, and lined with sharp teeth. Males and females are both lithe and have short, wiry hair ranging in color from black to blonde.

Both males and females dress in durable, functional armor with an array of weaponry. These blend into their deceptive forms when they assume the appearance of young, helpless creatures, leaving only simple clothing and items apparent until they change back.

Society Blaiddharn are almost always solitary hunters, with a rare mated pair being encountered. Blaiddharn have no communities or society of their own. Some integrate into other races' communities, but mostly as stalkers and predators, rarely for any significant amount of time. The closest thing they have is fey society and fey courts, where they typically can be found in the darker, unseelie courts and conclaves where they serve as spies, emissaries and assassins.

Relations Consuming members of other races tends to dampen relations with others. While capable of infiltrating into communities when the desire arises, it is almost always short-term.

While blaiddharn have no inherent respect or inability to consume gnomes or elves, they seem to avoid it or at least such instances are rare. This may be due to some fey connection between the races, but it doesn't appear to apply to half-elves and there seems to be no real hesitation when it come to just flat out killing any gnomes or elves that threaten or get in the way of a blaiddharn's plans.

Alignment and Religion Blaiddharn are almost always chaotic evil, enjoying deception, hunting, and eating sentient humanoid prey. Being fey, they tend to have beliefs and devotion to primordial concepts and arcane and abstract philosophies which mortals have trouble grasping.

Adventurers Blaiddharn tend to become rogues or rangers to increase their hunting skill, stealth capabilities, and damage potential against prey, but are equally likely to become sorcerers to increase their magical capabilities, though few take direct offensive or targeted spells. Almost none become druids due to their aversion to druidic plants like holly and mistletoe.

Blaiddharn Racial Traits (20 RP total):

Racial Qualities (15 RP)
Fey Blaiddharn eat, sleep, and breathe. (2 RP)
Medium size (0 RP)
Speed, Normal Blaiddharn have a base speed of 30 feet. (0 RP)
Low-light Vision (0 RP from Fey type)
Natural Attack Blaiddharn have a bite attack which deals 1d4 damage. (2 RP)
DR 5/cold iron (3 RP)
Resistances Blaiddharn have cold and electricity resistance 5. (2 RP)
Spell-like Abilities: Constant—nondetection; 1/day—hide from animals, obscure object, sanctuary. CL equals character level. (2 RP, Enclave Protector)
Abilities +2 Dex, +4 Cha, –2 Str. Blaiddharn are agile and lithe as well as strong-willed, but they lack the raw strength of other races. (standard + Advanced Charisma. 4 RP)
Languages Blaiddharn speak Sylvan and Common. Those with high Intelligence can select Dwarven, Elven, Giant, Gnome, Goblin, Halfling, or Orc as additional bonus languages. (0 RP)

Racial Traits (11 RP)
Deceptive Form (Su) As a full-round action, blaiddharn can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores, nor do they gain any abilities other than movement abilities and natural attacks. The form is always of a young, almost helpless individual, typically one size smaller than a full grown creature. All weapons, items, and gear other than simple clothing meld into this form. Magical items with constant effects still function and items in spell component pouches can be accessed, but other magic items cannot be activated or used. Blaiddharn can maintain this form indefinitely but require two rounds to end it, during which time they can only take a 5 foot step each round. (4 RP)

Concealed Casting While in their Deceptive Form, casting spells and spell-like abilities is completely unnoticeable. They are still required to have any components on their person or in a spell component pouch and must be able to perform any somatic components and be able to speak for verbal ones, however, all such actions are disguised as other movements or sounds and are unidentifiable as casting. This prevents both normal counterspelling and identifying spells as they are cast, but does not prevent any attacks of opportunity if the blaiddharn does not cast defensively, though only hostile or suspicious creatures may take them and even then they are unaware that it is because of casting, as opposed to the blaiddharn being distracted. (3 RP)

Cornered Fury When a blaiddharn is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. (4 RP)

Weaknesses (–6 RP)
Broken Veil If a blaiddharn ever targets a non-blaiddharn with a spell or spell-like ability, they forever lose their Concealed Casting ability against that creature. This does not apply to indirect effects, such as summoned creatures, the damage from a creature moving close an existing wall of fire, or effects that target attended objects in a creature's possession. (–2 RP)

Plant Vulnerability If touched or struck by mistletoe or holly, blaiddharn receive 1 point of Constitution damage and cannot utilize Deceptive Form or end it for one minute. A successful Fortitude save (DC 15) negates the damage and reduces the form-lock time by half. (–2 RP)

Silver Vulnerability If struck by a silver weapon, blaiddharn receive a –2 distraction penalty to saves and skill checks for a number of rounds equal to the base weapon damage that would have been dealt before the blaiddharn's damage reduction is applied, if applicable, even if it reduces the attack's damage to 0. Only the weapon's base, rolled damage counts; enhancement bonuses, Strength bonuses, and extra damage from things like sneak attack or a bard's inspire courage do not apply, though critical hits do. (–1 RP)

Young and Helpless While in their Deceptive Form, blaiddharn have a –2 penalty to attack rolls and their movement speeds are 5 feet less than those of the assumed normal creature. (–1)

Have not looked at giant mantis shrimp specifically, but:
Unless they say otherwise, most durations will overlap, not stack. So if you get stunned for 2 rounds then immediately get hit with a 3 round stun, you will be stunned for 3 rounds, not 5.

Similarly, if you get stunned for 3 rounds and 2 rounds pass (leaving you with 1 more round of being stunned) and you get hit with a 2 round stun, you will be stunned for 2 rounds.

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If blinking, they take half (42). If they save, they take one-quarter (21).
Then you apply resistance, which can bring it to zero.

The target does not roll any saves against the poison or even know how many saves they will have until the spell ends (they can guess, based on how many times they were bitten or something).

When the spell wears off, then they make their saves (and any they fail will increase stacking with the next failures). This does make for a potential avalanche of saves (if you were repeatedly poisoned). But it also allow you to drink antitoxin, get tended by Heal (which doesn't usually happen in combat), or otherwise buff your saves or remove all the poison at once with neutralize poison just as delay poison wears off.

I will just address cure spells, as those are the most common magical healing, not every possible method of healing.

You could try a variant of option A, where cure spells instead grant the equivalent of fast healing. The amount of healing would be based on the spell level. So a cure light wounds (1st level) that got a result of 5 total healing would heal the target 1 point over 5 rounds. A cure moderate wounds (2nd level) that got the same 5 points of healing would grant the equivalent of fast healing 2 over 3 rounds (only healing 1 on the third round).

This will slow healing but still make more powerful cure spells more effective, as they will work a bit faster. Likely you will have to make some rulings, such as making multiple cure spells overlap rather than stack (with higher level ones taking precedence over lower level ones). So casting 2 cure light wounds spells right after each other will only have an effect if one rolls higher healing, but that will only extend the fast healing time. A higher level spell will just overwrite the lower one with its higher fast healing and its own 'duration' even if that healing would be lower (or you can make your own call).

Also, you have to decide if this would now mean that cure spells are no longer technically instantaneous and are now considered to have durations, which means that they could technically be dispelled (which would make healing less certain), or just assume the spell is still instantaneous and the fast healing effect just happens. It also might make bleed attacks less dangerous, as even low-level healing spells will end most effects with their 1 healing per round unless you make a ruling that the healing and bleed just mitigate each other unless the healing occurs after the bleed effect.

Just a possible suggestion. You could always make the healing occur over minutes instead of rounds.

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1d526 ⇒ 498

498. Razor Legs

I guess we can try and make a race with really sharp legs.

Rasombra (10 RP, standard race)
Rasombra are semi-nomadic hunters and warriors dwelling underground. They tend to have large territories which might include other races' settlements or territory and move about it at various points and times as the hunting or resources begin to wane in one area. Rasombra are mammals with bony and hardened flesh plates on their bodies and wiry manes of hair that they typically wear loose, though sometimes they are braided or held back with bands during a hunt or when working.

Rasombra prefer a carnivorous diet of meat or insects, though they supplement this with cave fungus or fish if such resources are available at their current location. They typically drink water flavored with such fungus or plants as a type of tea, but will also enjoy beer and ale if they have opportunity to trade for it. They rarely take time to brew such things themselves, though they do leave caches of their herbal brews hidden in barrels and such to age or ripen for the next time they return, though most other races can't seem to tell the difference between aged and unaged rasombra brews.

Rasombra tend to wear harnesses when hunting or on patrol and prefer light armor or breastplates, and typically dress in kilts, skirts, or waist wraps with footwear and pants being nearly unheard of. Only the occasional metal anklet or piercing through a plate is worn as ornamentation on the legs and these are almost always temporary for a specific ritual or ceremony and removed afterwards, as the plating grows too quickly and would either destroy, warp, or grow out. Otherwise, they wear necklaces, jewelry and torso coverings like any other subterranean race.

Physical Description Standing about as tall and lean as an elf, rasombra have brownish-yellow skin with hardened flesh and chitin in along their spine and ribs. They have almond-shaped eyes with large, dark pupils nearly filling them and short, flattened nostrils. Their faces are angular and narrow, almost elven, though their canines are pronounced and they have a second pair on their bottom jaw. Their manes range in color from steel grey to brownish-red.

A rasombra's most noticeable feature is their legs. Their legs and feet have heavy chitin plating, which grows at about twice the speed of human fingernails and forms spines and razor-sharp edging. These are normally kept in check through normal movement, but more sedentary rasombra have to trim or maintain their legs and feet to prevent overgrowth and loss of mobility.

Rasombra have a lifespan equivalent to half-orcs, typically living no more than 80 years, though most do not live even half that unless they are shamans or craftsman in well-established tribes. Rasombra elders are looked on with respect, especially those who were hunters or warriors or have physically defended the tribe.

Society Rasombra live in tribe-like hunting packs, moving around their regions in a nomadic style. Most such communities number between 25 and 50 hunters and warriors with about half that number in crafters and others. They tend to have a shaman or spiritual guide and a chieftain, either of which can be male or female. Disputes are typically settled with non-lethal combat using their leg spurs and bludgeoning weapons like clubs or quarterstaffs.

Relations As nomadic hunters, rasombra tend to have little trade with established settlements, who sometimes view them as encroaching poachers or raiders, but they aren't typically unfriendly with races that don't attack them. Most of their trade is with smaller, traveling merchants and includes gnomes, elves, and even drow or as exterminators sent after troublesome creatures or pests invading mines or other tunnels.

Alignment and Religion Most rasombra are neutral good. They tend to prefer their own tactics when hunting unless as a pack in which case they will work together. They are generally willing to share their prey and spoils with the pack and even with those members that don't hunt or fight, such as older rasombra or the crafters.

Adventurers Most rasombra are warriors or rangers, using their natural abilities to stalk and hunt prey through their territory. Some also pursue more spiritual pursuits, like oracles and shamans. There are even priests, though there is almost never any organized religion or ecclesiastical hierarchy. Most priests and shamans venerate earth or rock spirits and deities with underground portfolios.

Rasombra Racial Traits (10 RP total):

Racial Qualities (5 RP)
Monstrous Humanoid Rasombra eat, sleep, and breathe (3 RP)
Medium size (0 RP)
Speed, Normal Rasombra have a base speed of 30 feet (0 RP)
Darkvision Rasombra can see 60 feet in darkness. (0 RP from Monstrous Humanoid)
Natural Armor Rasombra have distinct chitinous covering and ridges over their legs, but also smaller chitin and cartilaginous plates on their body, giving them a +1 natural armor bonus. (2 RP)
Abilities +2 Dex, +2 Wis, –2 Cha. Rasombra are agile and perceptive, but their predatory appearances and outlook makes it hard to earn the trust of others. (standard, 0 RP)
Languages Rasombra speak Undercommon. Those with high Intelligence may also select Common, Draconic, Dwarven, Gnome, Goblin, Elven, or Orc as bonus languages. (standard, 0 RP)

Racial Traits (7 RP)
Adhesive Spittle (Ex) Once per day as a standard action, a rasombra may spray an adhesive spittle over a 5 foot space. This functions as a glue seal spell, but it cannot target creatures or objects. The DC is 10 + 1/2 HD + Con modifier. The duration is 1 minute. (1 RP)

Cat's Luck (Ex) Once per day, when a rasombra makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. (1 RP)

Climbing Spurs (Ex) Rasombra gain a +2 racial bonus on Climb checks when they are able to utilize their legs. (2 RP)

Dissolving Spittle (Ex) Once per day as a swift action, a rasombra can spray enzymes that loosen the hold of adhesive over a 5 foot space and any adhesive creatures within it. The spittle lowers the difficulty to escape from such effects by 2. It only works on adhesive or sticky effects, like webs, tanglefoot bags, mimics, etc. It has no effect on ordinary grapples, nets, or snares. The duration is 1 minute, after which the adhesive returns to normal potency. (1 RP)

Razor Legs (Ex) Rasombra have sharp chitin plates and grooves along their legs and feet. They gain a primary kick attack that deals 1d4 slashing damage. Additionally, this damage applies to successful trip attempts made by the rasombra if they use their legs during the attempt. It doesn't apply when strictly using their arms or bodies to knock someone down or with tripping weapons. The damage is also applied each round to any snares, ropes, or other bindings around their legs or feet as long as they can move their legs at least a little, even while helpless, such as being bound, but not if unconscious, paralyzed, or held. (2 RP)

Weaknesses (–2 RP)
Item Restriction The flexing, sharp-edged chitin on a rasombra's legs and feet prevent them from wearing footwear or most leg coverings other than skirts, kilts, and the like. Magical items designed for those locations have no effect when worn. Additionally, any armor whose coverage includes the majority of the legs has its armor check penalty increased by 2 while worn. (–1 RP)

Light Sensitivity Rasombra are dazzled as long as they remain in areas of bright light. (–1 RP)

A good question. We will assume that for purposes of erase 'writing' includes sigil, marks, designs, and symbols (though not the symbol spells). By RAW, the erase spell specifically says the target is one scroll or two pages. Reading the spell description, we see that it specifies removing magical or mundane writing from a page, parchment of 'similar surfaces'. Whether you consider a wall to be a similar surface to a paper or parchment, or whether you consider flesh to be similar will determine your decision on removing writing from those surfaces. So, by RAW, the spell technically doesn't.

However, if we look up tattoos, specifically under Inscribe Magical Tattoo, we see that an erase spell can permanently destroy a magical tattoo. I don't see why being magic would make a tattoo more inclined to be erased than a non-magical one.

So while RAW might not state or seem to support it, reading further on interactions with magical tattoos and erase would seem to highly imply that flesh is similar enough to vellum, which is similar enough to parchment that it is a 'similar surface'. Or that erase just does work on them, if you don't want to play the connect-the-dots game.

willuwontu wrote:

The faq implies that the manifestations are what is used to identify a spell, not that manifestations are only used to indicate that a spell is being cast for those unable to identify it or trying to hide it.

The FAQ does imply that. It implies that they have no idea what allows a spell to be identified (the basis of that FAQ question). It then very clearly states that the reason he is offering the 'manifestations' theory, is because they want to prevent 'stealth casting' (without an ability that specifically grants it) and to prevent non-casters and mundanes from not knowing that a caster is 'doing something magical' even if they have no chance to identify the spell.

FAQ wrote:
Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation.

Despite the fact of how the writer of the question posed their question, note that the author of the FAQ does not say something like 'these manifestations allow people to identify spells they can't observe as they're being cast' or anything similarly related. He clearly couches and phrases it in a way that explains why they are doing this. He also makes it clear that it is NOT a rule or in the Core rules or in any way a rule, or in any way even mentioned or hinted at anywhere else; only that he's expounding on an explanation for a possible reason that its to prevent casters from running amok among non-casters. Not as a way to get around the requirement of Spellcraft.

He goes on to claim there are artistic examples, without citing any, which would lead us to believe that because there is an artistic interpretation by an illustrator in one book somewhere of an invisibility spell being used that shows the caster as a dotted outline or very dilute/faded image while orcs look about unware that this means that an invisibility spell just makes you a dotted outline. This is clearly not true or intended.

Nor does he try and imply that being able to note manifestations which indicate the casting of a spell (whether the spell has a verbal, somatic, or material component present) that this overrides the specific, written rule that the spell must be able to be observed (in some manner) while its being cast, to utilize the Identify a Spell as It's Being Cast rule in Spellcraft. The Spellcraft skill is very specific and pertains to the question at hand in this forum. You must be able to observe the spell being cast.

So even in a situation where there's an 'uninitiated' person present, but they have a blindfold on and can't see the caster or the caster is not visible to them, they cannot visually observe a spell and know that it is being cast by the caster (again, this question is specifically about vision, not the smell of a flounder that might be a material component or the sound of a verbal component which must be spoken of in a strong voice).

Dasrak wrote:
It [Secrets of the Grave] appears to allow your mind-affecting spells to ignore all aspects of the undead creature type, so that would work for affecting them with mind-affecting abilities. However, it's written just vaguely enough that a restrictive GM might shoot it down.

That is a tough one, luckily this is Advice. So we can be a bit more open to ideas and interpretations, however, Secrets of the Grave certainly is not written to ignore all aspects of the Undead creature type, however.

It very clearly states that while it allows mind-affecting spells to work on undead, it still has to be able to work on Undead, meaning a charm person will not work, because despite being a mind-affecting spell that is now allowed by Secrets of the Grave, the undead is not a Humanoid, even if the were a Humanoid.

So depending on how your GM interprets that, it could clearly mean that a [mind-affecting] spell that somehow caused death or poisoned the target (I don't have any examples) would also have no effect, even though the undead is not immune to the spell itself. Because those immunities are based on something separate from their mind-affecting immunity.

In the case being discussed here, fortunately, you would be right, because the wording for morale effects falls entirely under an Undead's mind-affecting immunity clause, so those would be allowed, whereas a hold monster spell would still have no effect, because despite being mind-affecting, it specifically causes paralysis (uses the word 'paralyzed'), and an undead is immune to paralysis as a separate part of being Undead.

Like Blahpers says, trap the soul should work fine on any creature as long as it has the soul. So in the case of an undead, it should work as long as the creature has a soul/'life force' (we can probably use magic jar's wording to help in which case we can assume that (intelligent) undead have or are life forces, just negative life forces.

Unfortunately, in the case of liches, the wording on liches' phylacteries could be clearer on what it does (or maybe the writer thought it was clear enough). It merely says it is created to store a lich's soul. This is not clear on whether that means that the lich's soul is placed into it and the body goes on about its business or whether the lich makes a box and when it's destroyed the soul goes into the phylactery and rebuilds.

Personally, the way I read it, the lich's soul is stored in the box, but that's just me. That would mean that the lich would be immune to things like trap the soul and other such spells (like magic jar) unless used specifically in the range of the soul in the phylactery or on it.

However, it does appears that in 2nd edition, they have made a Lich's Phylactery equipment item, and that wording specifically says that when a lich is destroyed, its soul flees to the phylactery. That makes such adjudication much clearer, but that is most certainly not the case in 1st edition. That item is vastly different in durability, cost, and power from a 1st edition one.

So it really depends on how your GM views a lich's phylactery and whether the creature's soul/life force is technically present at the body (where your soul trapping spell is assumed to be taking place.)

As the others have said, the appropriate item creation feat for amulets (at least all the ones I have found) would be Craft Wondrous Item. That means you will have to be at least 3rd level to add magic abilities to your bonded amulet.

Since you can add abilities to your bonded object as though you had the appropriate item creation feat, it's really a moot point except to make sure you are the required level for the feat (which maybe you knew), so if there was a specific type of magical ability for an amulet that somehow required Craft Magic Arms and Armor, you would also be considered to have that feat (in regards to enchanting your bonded item), though you would need to be 5th level for that.

By the rules, No. You have to be able to observe the caster (using sight as the rubric, since the question involves invisibility, which is visual). The 'manifestations' being mentioned by some are based from a FAQ that talks specifically about knowing a spell is being cast in instances of an observer not being able to specifically identify it (having no ranks in Spellcraft for instance) or the caster trying to avoid making gestures (not have verbal, somatic, or material components visible, possibly with Silent Spell or other abilities). It in no way is meant to imply that you can see invisible casting, identify the casting, or that manifestations reveal the locations of invisible casters.

In fact, the FAQs are very specifically stated to not be extrapolated into any areas other than what they specifically answer, though you can use them for reference in very similar cases (such as a FAQ about a spell's ability to affect 'smoke and mist' meaning it can also effect 'clouds and fog' as being included, then a different spell or effect with identical wording can too).

In this case, the FAQ is very specifically about being able to know that a spell is being cast whether the caster is making gestures or using components that are visible (or audible) or whether the observer can identify the spell being cast (rather than knowing a spell of some kind is being cast). It in no way applies or gives any power to identifying spells when the caster is out of sight.

Keep it simple, use the rules of Spellcraft which are as RAWmonger quoted, 'You must be able to clearly see the spell as it's being cast.'

If you actually read the FAQ, you will also see that the answer given is very specifically 'we don't really know, but [something]' rather than them specifically saying there are glowing lights or sounds or anything definable. The whole manifestations from every spell bonanza stemmed from people interpreting that initial FAQ and running it down a slippery slope.

Gaze is very clearly worded and intended that if you can see the creature (or its eyes or whatever, depending on the creature)/are actively looking at it, and are in range, you need to save when that happens. This means if you see a medusa and charge to within 30 feet, you make a save.

Otherwise you end up with hijinx not only like you describe, but also where a creature says it's not looking or has its eyes closed at the start of its turn, then says it opens them (free action), takes attacks and actions completely free of penalty, then says it closes them again at the end of it's turn. Other than potentially being flatfooted against the creature on its turn (if it can even reach the character in the case of ranged attackers or casters), it would have none of the attack penalties such measures are clearly stated to cause.

Clearly, there is a point where they are actively looking, and that causes a save. After that, they make a save at the start of their turn (or when actively gazed at). Similarly, if they start their turn averting their gaze and succeed at the 50% chance to avoid a save, then take an action that clearly involves looking directly at the creature or not averting their eyes (like a power requiring you to look into their eyes), they have to make a save. Otherwise, the save as should only be required once per round (unless the creature actively gazes as its action), so if you were averting and still had to save, then ended up looking directly, that wouldn't require another save, nor would making the save at the start of your turn and backing out and then back into range.

Is that a Pathfinder ruling/FAQ or a Pathfinder Society ruling/FAQ?

I would have to say I find it highly suspect, and not the least bit counterintuitive, that if you can't cut a rope with a club, that the fact that it animates suddenly means you can smash it apart with a club. I similarly find it highly unlikely ('stupid' would be a go-to word, but let's hold off), that if you animate an ice statue, suddenly it loses its immunity to cold, ice typically being hardness 0 (even though there's no listing of ice's energy immunities, I think for the most part its cold resistance should be at least 'pretty high' if not just immune). And I think that's pretty reasonable. Again, though, I did say if they are still considered suitably 'objects', which I think animated objects fall into a special category of (meaning they had to be given 'some kind of type they best resembled), rather than golems or such things.

22. Commemorative Dungeon Cards
Placed halfway into a dungeon or facility. This device require 10 gp worth of currency and dispenses 3 random, baseball-card sized cardboard photos. On one side is a picture of the indicated creature and on the other side is a list of its common statistics, as though from a Bestiary entry. The creatures depicted will always be of a type found in that particular location, even if not currently there (such as a dragon's lair guarded by kobolds and an owlbear, but the owlbear and dragon are currently out hunting).
01-10– A specific 'visitor' card. This could be a PC or henchmen exploring the area but not a resident or normal creature lairing there. If none currently, default to a rare boss or creature. Familiars and similar companions are included with their masters. Animal companions that are sufficiently powerful to be significantly different from a 'normal' creature of their type (in HD, gear, feats, abilities, etc.) may have their own cards (with mention of their masters, if necessary).
11-20– A specific creature. This will be a specific creature, like a lieutenant, sub-boss, a chief or shaman.
21-80– A common or uncommon creature found in the area. Specific individuals will not be noted. It will be similar to a Bestiary entry, including listing commonly used equipment, though that may not be what the particular creatures in this location use or even the feats or skills they possess, only the 'average' creature statistics.
Note that you will never receive a generic humanoid or animal card (unless the animals are predominantly the sole creatures in the location). You won't receive a 'horse', 'mule', 'bat', or 'leech' card unless it is a specific creature (and that would not be with this roll). You may, however, receive special version of these common creatures, such as 'bat swarm' or 'leech swarm' if those are possible encounters. Similarly, you will not just get a 'goblin' it would be a 'goblin warrior' or 'elf adept'. Monstrous Humanoids, magical beasts, plane-touched or specially-altered or adapted creatures (like a shadow horse) are sufficiently special for this, (assuming they aren't unique enough to be in another category).
81-95– A lieutenant, sub-boss, specific magic item found in the dungeon (including common appearance).
96-00– A rare boss or special card, possibly a random deity's avatar's stats that aren't linked to the location.

Note that specific cards will include the creature's normal gear, even if they aren't wearing it at that exact time that the card is created (ie. if the goblin chief 'Hormak' normally uses a +2 Morningstar and wears +1 leather armor, it will note that, even if he's currently sleeping and not wearing it when the card is vended). Magical spells and effects, like mage armor or resist energy are never listed, nor are spell lists or spells known. Also note that it shows the creature's common appearance. So if it were currently disguised or invisible, it won't show its current appearance (unless that is a common, nearly constant disguise). An invisible stalker card will not show what one looks like, obviously. Also of note, strangely, is that these cards in no way count as having a likeness, image, or any additional special connection to the creature for purposes of magical effects or any other effects, for no known reason (and this fact isn't even really known that commonly).

Ryan Freire wrote:
The thing is, if your feet are coming down hard enough (which they'd have to to be running that fast) water wont have "give" At a certain speed there's no functional difference between water and concrete.

Yes, at a 'certain speed', but that speed is not going to be the same one needed to skip, glide, or ski over it. Which was the basis of the reply on the speed needed to barefoot water-ski in correlation to the 'certain speed' which we are not necessarily certain of to run across water (as a humanoid creature, presumably).

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The Old Man was preparing out on the cliffs, when he slipped on a wet rock. He fell, broke an ankle or wrist, but the Storm Breaker fell into the waves at the bottom.

The PCs must search it out (or face the Embodiment without it, which would destroy the village during the fight). It either washed with current into some sea caves (accessed underwater, though they could connect elsewhere) or was carried into it by a giant octopus or sahaugin or something. Either just on their own or serving the Embodiment.

Possibly defeating the creature(s), they find the axe handle has been broken or splintered. Make whole can fix it, but the Old Man says the (important) enchantment is lost. It needs a new handle from a sunken ship wrecked on the rocks nearby 'The Stormbringer.' Possibly from the old mast which is just visible below the surface of the water. Or from something else deeper in the ship itself if you want some exploration.

Also remember that most things with hardness may still be considered objects (even if also Constructs, like animated objects), in those cases, energy attacks typically do only half damage before applying hardness.

It does spread out from you. The term spread means it will go around, over, and under obstacles to fill the space. After that, it's in place (unless some effect that moves fog or mist moves it)

The duration is how long it lasts, it doesn't mean you continue to emanate or give off mist during that time. You can cast it and then move around within or out of it and it won't be affected.

Obscuring Mist wrote:
A misty vapor rises around you. It is stationary.. ...

Diego Rossi wrote:

Wikipedia wrote:
Barefoot skiing is water skiing behind a motorboat without the use of water skis, commonly referred to as "barefooting". Barefooting requires the skier to travel at higher speeds than conventional water skiing (30-45mph/50-70kmh). The necessary speed required to keep the skier upright varies by the weight of the barefooter and can be approximated by the following formula: (W / 10) + 20, where W is the skier's weight in pounds and the result is in miles per hour. It is an act performed in show skiing, and on its own.

Yes, but we can also agree that skiing is not the same as walking/running. It is one thing to just maintain an angle or plane to counteract the downward drag of water, especially when your momentum and propulsion are being supplied externally, than it is to be 'running' where you must constantly be pressing into and against the tension of the water's surface enough to propel yourself but not enough that you just press right into it like postholing through deep snow.

It's like the difference between the speed and effort for a rock to skip across water as opposed to if it rolled into the water and tried to roll across the surface at the same speed.

Presumably you knew where everyone else was standing. Also, if you get within 5 feet (next to them), you can see them. They have concealment, but that usually isn't an issue with most buffs or when they want to allow themselves to be touched. Also, you could all back out of the mist on the other side and keep it between you and you foes if you really need to see each other.

They can still AoE, true, but at least they can't technically target and lay out blasts to catch you all optimally (unless metagaming or if they go right after you cast the mist and no one's moved from their space yet).

As Blahpers says, it's not specified. It's clearly not in the realm of 'Activating a magic item' that falls in the normal standard action unless otherwise noted category, so basically it should fall into the realm of 'How long does it take to normally do something similar?'

Imagine draping a tablecloth or bedsheet out before you. It has to settle into place (there's no indication that it's like a cartoon black hole that you quickly whip out and slap like Velcro in place) or laying it down. That's just placing it, not accounting for unfolding it from handkerchief size.

I think in this case, a full-round or even one round action (that provokes Attacks of Opportunity) is probably a fair call.

Wonderstell wrote:

Both Cover and Concealment are based on drawing lines to the corners of the squares you occupy. Line of Effect and Line of Sight are both dependent on squares, not the form of the creatures.

This statement is true, but it is misleading in this situation. It is not always the case. There are many instances where a creature can have cover or not be seen or in line of sight despite there being no cover or interference between two creatures. For instance, you can hide behind a bigger creature (even one that does not fill a square, like a gelatinous cube). It is a little harder to do, but this is true even though soft cover, like creatures, does not provide cover or block line of sight normally.

You can also hide from a creature by using that very same creature, such as hiding beneath a creature two or more sizes than you. It clearly has line of sight and line of effect to you, but you are considered to be be unseen by it. At no point does doing this say it grants you cover or concealment, it just means you aren't seen (which is different than concealment).

Granted, in these cases the individual is likely attempting to specifically hide from someone, but these are just things that can be done with no special feats, powers, or racial abilities (though they might make it easier).

It is very clear that the intentions and wording for combat abstraction and rules for targeting are not meant to apply in normal/noncombat/everyday situations. Just because they removed facing from combat, does not mean that people have 360 degree all-around vision at all times. A person can specifically be looking in a direction and they can specifically not be looking in a direction. If they say they are standing with their back turned and are not looking at a door, they do not get to see anything that happens to the door, whether it magically changes color or opens. They may get a Perception check (since that covers listening as well) if the door opens or someone steps through and makes a detectable disturbance other than a visual one, but that's it.

If your GM determines from your position that you cannot see a creature where it is, whether you can see any part of the square, then you cannot see it, just like you cannot see inside a chest or box or through a curtain to see someone behind it, even if that object does not fill its entire square.

If you are completely under a 3 ft. x 3 ft. table, then someone on a balcony or even standing on that table looking down cannot see you, whether they have line of sight or line of effect into every single corner of that square. Even though that table in no way mechanically blocks line of sight or effect to the square. Someone stepping down off the table could be able to see someone underneath it, even if they didn't technically change squares from their original location. It is no different when someone is standing to one side of a doorway with nothing visible from a distance down a corridor. You can't see them until you get close enough to look around the obstacle.

As Blahpers said, applying the rules for combat to noncombat situations is not and never was intended. A normal human can hide behind a two-foot wide curtain or behind an upright coffin or behind an open door even though none of those things would block an entire square.

Goth Guru wrote:
That's great. Maybe there's a hatch on the cube where they can get inside, and find the gun' so they can shoot tiny cubes at the other big cubes.:)

No... The hatch leads to a crate and they have to roll on Goth Guru's Infinite Crate chart to find the gun like everyone else.

You... did remember to put it in there, right?

Wonderstell wrote:

But apply common sense first. While Character B is considered visible from a mechanical point of view because they occupy the whole square they're standing in, that may not always be the case.

Not disputing the common sense part, that's what applies. Just wanted to clarify the wording in case it gets misunderstood that there is no 'mechanical point' or rule of seeing a creature because they are in a square and you can see a part of the square. You have to be able to see them. In fact, the rules are very specific that while a creature occupies a square, they do not take up or include every part of it, or even most of it. If they do, it's obvious, such as a gelatinous cube.

For instance, if there was a three foot barrier across the bottom of the door (or it was one of those Dutch-style doors and the top half was open), you won't be able to see a halfling, gnome, or small or tiny creature standing behind it, even if they aren't hiding, and even if you can see the square and are able to target it (such as launching a fireball into the square and affecting the unseen creature (and denying it cover).

If you're fighting Olive Oil (a beanpole skinny woman from the Popeye cartoons), she can hide behind a flagpole and be unseen unless you legitimately move to a point where you can see here. That's a GM's call when that happens, but creatures (PC or NPC) are not implied to get x-ray vision or be able to see through or inside solid objects just because they can see the square they are in.

If B is entirely to the side and not in the doorway. He can't be seen regardless of the lighting. Assuming B made no effort to hide (or didn't know A was there), A would have to get to doorway (about 5' diagonal) to see him around the corner.

It's possible for A to detect B's presence (but not where) with Perception if B is making sounds (the amount determining the difficulty) but, of course, lighting has no effect on that either.

Note that depending on the lighting in the room B's presence a likely location might also be obvious. For instance a lamp or torch on the wall might be casting B's shadow into the room or across the doorway where A could see it. That's a GM's determination. He still couldn't see B until he got to a point where he could reasonably view B's square before even bothering with whether he can be spotted.

The 13th floor should be a bad luck floor. Any luck bonuses secretly have the opposite effects, becoming penalties. Don't tell them this unless they have some magical way to determine this (or maybe if one happens to be holding a four-leaf clover, all the leaves fall off when they enter the first room, becoming a no-leaf clover).

Similarly, 'bad luck' penalties (most penalties are untyped but you can figure it out, like enemies in a prayer spell, evil eyes, hexes, etc.) have a positive effect.

Works especially well if the party does a lot of such buffing or debuffing. Otherwise you should place bless or prayer items or effects in or prior to the level.

Consider adding a non-enemy pugwampi that they meet at the end of the 11th level. Says he lives on the 14th level but fell down a magic hole that opened and he needs help getting back. He is lame (healing spells won't fix them). He must be carried. If the PCs put up with his unluck aura (or counter it with luck bonuses) through the 12th level, they deserve to secretly benefit from it through the 13th (unless they've negated it with luck bonuses, which will give them penalties on the 13th level). For this reason, you should secretly roll the 2nd d20s when called for rather than the PC and give them the appropriate result so they don't metagame the mystery when seeing the result (they still roll their original). If they help him, on the 14th floor he shows them a secret way through the level that bypasses his tribe (which aren't friendly). He warns them about the mighty beast(s) along that path (which is why his tribe avoids it), but they won't have to deal with cramped, barricaded passages and a tribe of pugwampi.

Also good if you added a small bad luck penalty for breaking the magic mirrors on the mirror level. Assuming it was on level 10, they've pushed through to 13 and get a small respite (unknowingly). Possibly there's a way to remove the bad luck at the end of level 13. In this case, consider adding a tribe of hobkins gremlins for their collateral damage and out phase abilities to force attackers to break mirrors (and get damaged even if you don't add bad luck). Especially good if one or two of their elites (since they aren't a great threat normally) are monks that force collateral damage with Deflect Arrows or crane wing maneuvers.

As the others have said. You aren't an object. There's no reason you couldn't get a crown, circlet, tiara, or headband and cast it on that. At least that way you can take it off when you don't want to be noticed or a distraction (or trying to sleep without a blindfold for the rest of your life). Sure, a hood or cowl would hide your flaming head, but that would work on a flaming crown or circlet too.

10. Acheron:

A plane of immense iron cubes, some the size of continents, constantly grinding and crashing into each other as they float through the void. Where endless battles take place with no victors.
Arrive on a ship-sized cube with what might be mistaken by perspective to be 10 cubes visible in the distance. The cubes are actually much closer, are incredible tiny and are, in fact, flying quickly at the traveler. Tiny markings on their sides resemble those on dice. They slam into the traveler and inflict 1d6 damage each. Any that deal 6 damage 'explode' for an additional d6 (exploding bigger on another 6, etc.) Tiny, antlike warring armies may or may not be visible fighting on the cubes but, in any case, they're all smashed to pulp as their cubes crash into the target or the cube they're standing on or explode.

Here is another thread about dungeon gimmicks.
This link...
should go to my post about trampoline floors. There are ideas from others as well.

99. Disassembled leather-padded pilot/captain's chair with surround sound speakers and cup holder.

100. Experimental rocket fuel cannisters. Effectively burns 5 times as long and does 3 times the damage of equivalent alchemist's fire if burned. Improves speed and thrust when burned by an appropriately fast-burning engine (other engines or devices tend to explode).

'The Floor is Lava' level. The floor is not real lava, it looks perfectly normal but living creatures touching it are horribly burned and slowed as if moving through deep mud (it doesn't hinder climbing out of it, but trying to run or jump out or along it is). Objects are unharmed if dropped and can be picked up, but only solid, relatively immobile or thick objects are safe (at least the size of a medium shield). They could theoretically use two such objects to move across the floor by stepping forward and picking up the rear one and dropping it in front of them. Other items, like a backpack or trying to lay out a bedroll or blanket will burn anyone on it. The rooms are well-laid out with plenty of overstuffed and normal chairs, desks and tables, as well as bookshelves along the walls. Maybe a serving cart and a broom can be used as a makeshift ferry for one person at a time (maybe 2 small ones). Figuring out how to get through doors or down long, turning corridors can be a challenge, possibly balancing along a hand-rail running along its length.. Enemies can be chokers or other agile creatures with reach and grab (which pull PCs towards them and let go, putting them on the floor), or flying creatures.

'Hall of Mirrors', this level is several rooms and corridors of mirrors along the walls, floor and ceiling (with lighting). It can be maze-like, but there should be plenty of paths through it. Light based attacks and spells are reflected if they strike a mirror (possibly at the caster, possibly at an angle, depending on the mirror's angle). There are also special illusory wall illusions of mirrors (they can't be seen through even if disbelieved except by their caster). These variants are figment-based, working on the viewer's mind, so that they fill in seeing themselves or what they believe they might see in the mirror (rather than worrying about whether an illusionary mirror can normally show an actual reflection). Enemies can by light-using creatures, like lantern archons that are proficient in bouncing shots around corners or around cover (possibly at a –2 penalty per mirror bounced off of). There could also be creatures with blindsight or blind sense that don't get confused or see the mirrors (like bat swarms or oozes). Anyone damaging or breaking a mirror takes damage (maybe just 1d4). Cracks and broken mirrors seal up or reform like liquid silver after one round.

Note that if the spell fails for another reason, that is not the same as you succeeding on the saving throw. That means if you are an invalid target (charm person when you aren't humanoid) the spell will have no effect and, by the rules wording, the caster does not detect that you saved. That's probably a rare occurrence.

A more likely one would be where you have a protection from evil effect which makes you immune to new possessions and mental control. In that case, if you passed your Spellcraft (or made a really good guess), you could pull off feigning it and the fact that the GM can legitimately tell the caster "You didn't sense that they succeeded on their save," (so to speak, it's probably an NPC, but still) will greatly increase the chance of them not realizing what happened.

Sounds like you pulled it off. A little late now, but there was also a 2nd edition AD&D module in Dungeon Magazine #29 called Ex Libris.

The PCs travel to an old temple to Oghma and end up in the hidden library which basically slides around like one of those sliding tile puzzles. The exit doesn't appear until the rooms are all arranged in the proper order. It's currently set to random movement, requiring the PCs to search through books and rooms to find the control pages (which allow the PCs to control the movement of the rooms and 'lock them down' if they figure out the pattern. The .pdf does show the cut outs and handouts that would be used for the tiles in game.

Coidzor wrote:
97. Inside of the crate are 420 water purification control computer system chips and one counterfeit platinum piece.

What? No GECKos?

John Mechalas wrote:
Suffocation wrote:
This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one’s breath-if the victim fails the initial Saving Throw, the air in his lungs is extracted.

So the suffocation spell always extracts the air from the victim's lungs, save or no save.

No. If they fail the save, the air is extracted. If they pass the save, they are staggered the next round as they gasp for air (but it does not say the air is extracted if they save, only if they fail the initial save). So if they save, the spell forces them to gasp but that doesn't mean there isn't air in their lungs, they are just gasping as though there wasn't.

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1d765 ⇒ 613 Sahuagin, Mutant (Four-Armed)

Going to make a new creature with four arms rather than a new creature with a mutant four-arm variant. Stat blocks are not my specialty, so something may be off and I am not going to try and gauge a CR at this point, though you may suggest or offer one.

Shrax (Leechmen):
A slick, green-skinned humanoid standing on two legs with four flexible arms coming from its torso. The forearms are thick and bludgeoning, like maces, ending in stubby. thick-fingered hands. The creature's upper body hunches forward, its neck extending into a tubular head resembling the circular, toothed maw of a leech or lamprey.

Shrax (Leechmen)
CN Medium Monstrous Humanoid
Init +2; Sense darkvision 30 ft., low-light vision; blood sense 30 ft. (see below); Perception +6
AC 13*, touch 12, flat-footed 11 (+2 Dex, +1 natural) (*see reinforced limbs below)
hp 38 (4d10+16)
Fort +6 (–4 against environmental heat effects) Ref +6, Will +5
Weaknesses fire vulnerability (see protective slime)
Defensive Abilities resist acid, cold, fire 5 (see protective slime), reinforced limbs
Speed 30 ft.
Melee bite +6 (1d6+2 plus grab) and 4 slams +6 (1d6+2). If using a weapon, the bite becomes a secondary attack at –2 to hit but slams are unaffected (see multiweapon mastery below).
Ranged bone-tipped harpoon +6 (1d8)
Special Attacks blood drain, blood frenzy

During Combat Typically laying in wait in low water or mud, leechmen will launch their harpoons at ranged foes and either attempt to drag them closer or hold them in place while others move into melee. In melee, they attempt to bludgeon their foes into unconsciousness before feeding. They will use their bite, but will only attempt to grab and blood drain during combat if they outnumber their enemies or are injured and believe they can heal without too much threat. Some carry vials of preserved blood to imbibe before a fight, allowing them to enter blood frenzy without having to drain a dangerous opponent first.
Morale Unless starving or in a blood frenzy, leechmen attempt to retreat below half hit points.
Str 14, Dex 14, Con 16, Int 8, Wis 13, Cha 9
Base Atk +4; CMB +6; CMD +18
Feats Great Fortitude, Improved Natural Attack (slam), Multiattack(B), Toughness(B)
Skills Handle Animal +1, Perception +7, Stealth +9, Survival +6, Swim +7
Languages Aquan, speak with worms (see below)
Blood Drain (Ex) If a leechman starts its turn with an opponent grabbed with its bite, it drains 1d4 hit points in blood and heals an equal amount. Hit points above its maximum become temporary hit points (maximum 2x Con modifier) which fade after 1 hour). Only draining fresh blood grants healing, though drinking suitably preserved or older blood can allow a leechman to enter blood frenzy (see below).

Blood Frenzy (Ex) Once per hour, a leechman that drinks blood, either with its blood drain ability or from a suitably preserved source, can fly into a frenzy as a free action in the following round. It gains a +2 bonus to its Constitution and Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.

Blood Sense (Ex) Leechmen can detect the presence of living creatures with fresh blood as though using blindsense. This sense works equally well above and below water and also detects recently spilled blood in the area.

Multiweapon Mastery (Ex) A leechman never takes penalties on attack rolls when fighting with multiple weapons, and treats slams as primary attacks even when also wielding weapons.

Protective Slime (Ex) The protective mucus coating on a leechman grants it resist 5 against acid, cold, and fire. If the protective slime resists 5 points of heat or fire damage in one hour it dries up and is negated for one hour (requiring the leechman to be moistened or in a wet or humid environment to restore it). The leechman is not subject to its fire vulnerability until after the protective slime is burned away.

Reinforced Limbs (Ex) Despite their flexible bodies and moist, rubbery skin, a leechman's forearms and fists are thick cartilage, muscle, and boney chitin that not only makes them hit like maces, but easily deflects blows and damage. A leechman receives a +1 shield bonus for each limb that it doesn't use to attack with or otherwise use during a round. Holding anything larger than a small item or light weapon or using a limb to cast a spell counts as using the limb. The limb may not be used as a shield in other ways, such as to shield bash. This bonus stacks with the bonus from any actual shield the leechman may be using. For example, a leechman with a small shield would have a +5 shield bonus on any round it didn't use its other limbs (+2 for the small shield and +1 for each limb). Additionally, attacks and effects that would sever a leechman's hand or arm at or below the elbow have a 50% to fail.

Shield Proficiency (Ex) While not proficient with any armor, leechmen are proficient with shields (except tower shields).

Speak with Worms (Ex) A leechman can communicate telepathically with worms, leeches, slugs, and similar creatures (including swarms, giant, and intelligent ones) to a distance of 150 feet and control them. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.” Intelligent creatures may resist such commands with a DC 15 Will save DC. This save is Charisma based and includes a +2 racial bonus. Leechmen may use Handle Animal or Ride when necessary with such non-intelligent creatures, though any tasks or actions attempted still must be simple in concept).

Living in swamps, marshes, and other wetland areas, shrax are primitive predators, competing with lizardfolk and other inhabitants in their environment, though sometimes trade or non-violent interaction can occur, usually they end in fighting (since most only speak and understand Aquan). Leechmen have a tribal structure, with a chieftain and a shaman. Hunting parties and warriors typically lay in ambush, patiently awaiting suitable prey, which is just about anything with blood. Their weaponry is usually similarly primitive, being bone, stone, or wood, but they are quick to pick up fallen weapons from foes, so metal weapons (though often rusty) are not unheard of.

Well-organized and experienced warriors tend to wield a reach weapon as well as a close range weapon (or keep a hand free to slam with in addition to their bite) to increase their effectiveness. Almost all will have a giant leech or two nearby when expecting or planning for a fight. Well-planned traps and ambushes will utilize and call nearby leech swarms to further hinder their prey. Some powerful shamans and leaders have bred or found giant leeches of exceptional size that are suitable for mounts (they will have ranks in Ride, in this case) and there are rare rumors of ones that have even been known to control Worms That Walk for short periods of time.

The first line describes what the spell does, but that is typically meant to be its full effect (meaning failed save).

For your question, if the target fails, they start swift suffocation as per the spell and they'll be dead in 3 rounds anyway. If they save, they are staggered for 1 round which is spent gasping for breath.

While I would rule gasping for breath, as the effect is worded, might prevent spellcasting (which requires speaking in a clear, strong voice) I would still allow talking (in a gasping voice). For purposes of this particular situation, I probably wouldn't make them inhale water and start drowning. This is based on the last line of suffocation which specifies it expels the air from their lungs if they fail the initial save (implying strongly that success merely forces gasping similar to having no air but not meaning they have no air).

If you do decide to make them lose their held air on a save, likely they would not actually begin suffocating/drowning until they failed the DC 10 Constitution each round (+1 DC per round) as per normally running out of air.

93. Crate of ten experimental 'tanglefoot'-style grenades. One has detonated and filled the crate with a solid block of foam rubber-like material. The remaining grenades can be salvaged with patient digging and chipping to find them or an application of universal solvent

94. 2d4 vials of Ooze-a-matic Solvent. When poured onto an ooze, slime, or jelly of Small size or smaller it acts as a disruption effect (as the weapon property, DC 15). Against larger oozes, on a failed save they lose one size category permanently (or until they grow normally), including all ability changes for changing size. Against normal mold it acts as a fungicide in a 5 x 5 foot area.

LastPretender wrote:

Pizza Lord wrote:

Some good news is that the lance will still deal double damage on the AoO or other attacks the occur while charging.

I don't know about that, when the ready action is triggered, I don't think the cavalier and his mount are still considered "charging" since:

1 it interrupts the flow of actions and ;
2 The cavalier doesn't complete the charge if the npc is in the 5ft range.

Once a charge is started you are charging until it's over. While the +2 attack bonus only applies to the attack after movement (barring Ride-by Attack which lets you move after) the wording of lance itself is when employed from a charging mount, which means any attacks during that time.

The fact that something interrupts a charging character's action does not mean it makes them not count as charging. If that was the case, then anyone readying a brace weapon would never deal double damage against a charging character because the attack 'interrupted the charge' (when the proper phrasing is that it interrupts the current character's turn temporarily). Similarly, taking that further would mean using an immediate action to cast a feather fall spell would never work because it interrupts the target's 'falling' and it fails since they aren't currently free falling.

Some good news is that the lance will still deal double damage on the AoO or other attacks the occur while charging.

My initial thought is that a temporary negative level is counter-productive. Basically the caster gets one for no (personal) benefit, then the target's +2 attack bonus effectively becomes +1 (in addition to the other penalties a negative level gives). Sure, the 5th person is still effectively +9 to attack on their next turn, but then down 1 until the negative level is removed. Since it has no duration listed, it lasts for 24 hours (when they can save or it stays another 24).

A Fort save can prevent the negative level, but now you've got Will saves and Fort saves for up to 6 people (caster and five targets).

It's workable, but the mitigators might need adjusting. For instance, maybe instead of a negative level the caster picks the first target and they need a Will save to direct it to the next target. Otherwise it goes to an enemy or random target within a range (who can try and redirect it as they wish) up to 5 targets.

Just my initial thoughts.

It means it can use each of those once per day. It will be explained if they have a pool, though I am on my phone right now and can't search up an example easily.

It does not.

Mobility wrote:
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

There are differences between 'movement' (for game purposes) and a move action. Specifically, however, you aren't moving within or out of a threatened area for purposes of Mobility. (In this case, moving 'within a threatened area' refers to movement that keeps you in their threatened area, not just actions which might involve moving, like jumping in place, waving your arms, or digging in your backpack.)

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