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Melkiador wrote:
Give them an empty spellbook and have them scribe the highest level spell they have prepared into it.

This is a simple, yet elegant and great answer, in my opinion. Give them the needed inks and spellbook and have them start writing. Other than that, you could do the same with a scroll, since ostensibly any wizard (other than some variant) should know how to Scribe Scroll, but that leaves a chance for some other spellcasting class, like a sorcerer, to have just taken the feat. So scribing into a spellbook is probably the most effective and hard to fake.


21. An entire planet or ocean made up of a Sargasso Sea-like kelp system with thick patches and areas that make up the only solid 'land' or even continents.

The Sargosso Planet:
-------------------------------------
Unlike the real-world Sargasso Sea, this system of seaweed and kelp is actually thick enough to stand on and hinder ships (most ships trapped in the real world sea are because of becalmed winds). The thicker patches form islands that can support light vessels (like a Starfinder ship to land on) or even small light structures like tents, pavilions or shacks. Most building structures are whale or other aquatic creature bones and hides or woven seaweed until other materials are transported from elsewhere.

Outlying areas from the most stable sections are vast swatches of less dense strands and stretches of kelp that effectively function as boggy swamps or morasses where people could theoretically still move across with difficulty, like traversing mud or deep snow without sinking completely into the water below, but one misstep can still be dangerous. Lightly-kelped areas or open areas of water would support normal sailing or fishing.

There are variant kelp species and other plants (mold, fungus, lichen) that grow amongst that could be used for farming, consumption, medicine, and other purposes, but not actual trees or wood, and likely no mushrooms that require earth or rotting wood unless transported there from elsewhere and kept in an artificial midden or garden of compost.

Currents and wind do make open spaces, some as large as a small ocean or large sea. Most large, leviathan-like creatures swim in the deeper areas of cleared water. Sometimes, the breach the edges of the thicker kelp structures and can alter the terrain. Otherwise, seals, turtles, or other semi-aquatic creatures rest on the kelp and even avian coastal creature fly about and fish from above before nesting back in the thicker kelp.
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22. As 21, but the islands (or even continents) aren't of distinctly different colors of kelp; red, blue, yellow, green, brown, etc. Creatures living on the kelp or born upon it tend to have a fungal coloration matching their home kelp (most aquatic creatures do not have this except in rare cases).

Command and Conquer:
------------------------------------
Such creatures are driven to infect or take over other colored kelp territory. A significant amount of such creatures nesting or occupying a non-native kelp territory will slowly cause it to turn to their variant. Creatures off their native color have distraction or other penalties to skill and combat (until the kelp is 'claimed') and while it may be discomfiting, the need to grow or colonize their 'territory' usually overrides this.

Intelligent creatures are not forced to do this or even attack creatures of other territories, but most feel a strong inclination. Some individuals of different strains do rarely mate or find love with another, typically this is when a strain is about to be completely conquered and there are fewer breeding or mating creatures available of the native type.

Such pairing typically produce offspring of the dominant strain, but occasionally, very rarely, a mutation or variant coloration is produced that will be resistant to the dominant parent's strain and will eventually seek out it's own territory to create a new strain. The dominant strain or location they were born to will typically be immune to their occupation, at least until they 'conquer' their own sizable area or have enough offspring or creatures to start wearing at its edges. Typically, such creatures travel far away when they mature, assuming their culture lets them survive.
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I would say, by the wording, that they don't lose shield proficiencies (but keep other limitations, such as not using metal or such). While class proficiencies list shield use for the class under the Weapon and Armor heading, it doesn't seem that shields and armor are considered the same thing or category (just that they didn't want to make the name of the section 'Weapon, Armor, and Shield Proficiencies')

Armor and shields have their own AC bonuses, they have their own feat trees, they have their own AC penalties, a fighter's Armor Training doesn't apply to shields and their Armor Mastery ability calls out both, and the wording could easily have been, 'X loses all armor and shield proficiencies.'

Also, other archetypes seem to call out when shields are lost, such as the Lore Warden or Warlord where it specifies armor and shields.


Diego Rossi wrote:
The ogre is using a melee attach with reach.

I agree that the target (in the OP situation) has cover from the attacker with Snap Shot. Only replying to point out, for consistency, and because this might be easier to see than in my previous post where it might have gotten lost...

The ogre does have reach, and even saying that it is using reach to reach Mariseil's square, she is still considered an adjacent target to the ogre, and the ruling for determining Ranged cover is used for targets that aren't adjacent to the attacker. Not whether they're adjacent to the corner it's checked from.


Taja the Barbarian 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).Either of the 'bottom' corners of square 'A' has unobstructed lines to all four corners of square 'T' so 'T' does not have cover against ranged attacks from 'A', but 'A' does have cover against any melee attacks from 'T' (since the right-most corners do not have unobstructed lines to all corners of square 'A').

Yes, you can choose any corner of your square to draw your line of attack from (as opposed to a melee attack, where each corner is checked to the target's square). You still draw that line to each corner of your target's square. When it says 'any corner' it means from your chosen corner to any corner, not that you choose both corners.

Since a line from any corner of the attacker's square (in OP's diagram) will pass through a solid object or along a border that would, the Target has cover (and does not provoke AoO). Specifically, even choosing the lower left or right corner for A, a line would still pass along a solid border of a square to the upper right of T.

happyjk wrote:

Image

The core rulebook has an example scenario that is similar to this case (with some differences), Merisiel didn't receive cover when the ogre attack her from the corner
(though until today I still not fully understand how it works)

A very helpful diagram. While I cannot say with absolute authority, I think the issue is that they mistakenly used reach (which the ogre does have) but didn't go into the details that despite having reach, the ogre is not making a melee reach attack. Merisiel (#2) is still adjacent.

Combat > Cover wrote:
When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Note that while it says a reach weapon (and the ogre does have reach) it is not a reach attack, since Merisiel is adjacent and the ogre, despite having reach, can still attack adjacent foes, meaning this melee attack is not counted as a ranged attack for cover purposes.

So why doesn't she have cover, since a melee check would be from any corner of the ogre's space to her square? And clearly some of those would pass through a wall?

Quote:

Combat > Big Creatures and Cover]

Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.

So that means the ogre (being bigger than Medium) can choose the most beneficial corner (in this case, the upper left, as shown in the image and diagram), and since it's a melee attack against an adjacent target (Mariseil) and not a reach attack, it doesn't use the Ranged method for determining cover (just to the square rather than every corner).

It is rather arcane and byzantine, but that seems to be the manner and method I am determining. (Though it's still entirely possible they just made some mistake as well).


No. It's easy to miss, since it isn't mentioned in the Attack of Opportunity section. You have to look at Cover.
Cover

Cover > Cover and Attacks of Opportunity wrote:
You can’t execute an attack of opportunity against an opponent with cover relative to you.


There's lot of fun/crazy things to try that may or may not work. The issue is that if the player is allowed to arrange the spells (which should be simultaneous), they will almost always come out greatly benefiting. That's why the GM should be the one to make the call. Certainly, there can be a GM that always wants the player to benefit and probably the rare one that never does. I believe most will want to take an even-handed and fair approach or make it random if there's an issue.

For instance, if a caster only had remove blindness and blindness/deafness spells left, they could cast it on the target. If the player got to choose, it would always be remove first, then blindness, but that probably isn't appropriate, they should cancel each other out simultaneously. Otherwise they'd basically be giving the target a –2 penalty to their save and as well as a bonus to overcome spell resistance.

With two dimension doors, I would say the destination has to be within the range of the spell when completed. If the range is 100 ft (for this example), and you synergized two dimension doors, you can't hopscotch 200 feet (100' then another 100'). I would allow the caster to bring more people along, say they can bring themselves and four others, they could bring four instead. If there's an issue with where the caster ultimately ends up, it should be the GM's call. Same if the caster had one spell targeted 100 feet to the north and the other 100 feet to the south. Both destinations are within range, but if they're sequential, once you're at one, you're out of range to reach the other. The GM can say you end up at one or the other, or that you don't move at all, or that there's a tear in space time and dump you someplace else for fooling with magic.

You could certainly also cast summon monster and a summon nature's ally (as long as they have the same casting time). There's nothing stopping you, but if at the time you complete the casting and want to place the creatures, you can obviously put them in a clear space, but that doesn't mean you can put them both there. Nothing stops you, but the GM will be the proper person to determine what does and does not happen when you make the decision to do something so unusual. The answer is likely that one or the other won't appear, either their call or at random.

I also wouldn't let a caster pair a spell with limits, like hit points with a damaging spell to get the target under the threshold. If you cast power word kill (101+ hit point target are unaffected) with a damage spell that simultaneously dealt damage, I wouldn't count it if it brought the target below 101 hp. Other GM's may vary, and that's fine, but it's best to talk with them before hand and get an idea how they do it. If they say, "Whatever benefits the caster," then that's fine (in their game), if they say it's random, that's also fine. The wording is that they happen together, even though mechanically one or the other will have to be resolved or saved against in some order or the other.


Attela wrote:

What about this hypothetical scenario; a Mystic Theurge uses Spell Synthesis to cast Dimension Door twice.

How does the targeting work? What if they choose two different locations that are both within range of Dimension Door? Which location would they end up at since both spells trigger at the same time?

No idea. Assuming you had, for some reason, somehow decided to learn dimension door for two different classes, one arcane and one divine...

and wanted to cast use both spell slots with mystic theurge's spell synthesis...
you could do it.

Then your GM would either roll randomly or just pick one that seems best. Or say "Screw it" and give you some custom teleport errors chart.


Attela wrote:
Perhaps I misunderstood the Spell Synthesis effect then, I am mostly confused because of this sentence in its description: "You can make any decisions concerning the spells, such as the spells’ targets, independently."

The way I read that line is that both spells are independent. They are not linked to the other one. For instance, you do not have to target the same target(s) with both spells. You could cast charm person and cause fear and have one affect one target and the other affect another. In the case of a mystic theurge it is usually better to affect the same target with both, since it gives the target penalties and the caster a bonus to overcoming spell resistance.

It means you don't have to have spells share the same location, targets, or areas of effect. You can have fireball and ice storm go off and they don't have to be centered together. You can have the fireball go off 50 feet to your left and the ice storm appear 25 feet to your right as long as that's in each spell's range, respectively.

Similarly, if a target was immune or protected from one spell the other would potentially still work. Same deal with SR. You would check for both spells, you wouldn't check once (though you'd count as 2 levels higher, as per the mystic theurge's ability).


Dimension door's restriction applies. You cannot do anything that would count as an action until your next turn. Technically, even a free action would still be restricted. So you can't dimension door and drop an item, or fall prone, or even speak.
A permissive GM might allow you to speak when you arrive, "Here I am!", but that would be their own call and houserule and not technically allowed.

Reading the mystic theurge's spell synthesis ability, it does not appear to interfere with that. You can use it as a full-round action to cast dimension door and another class's spell simultaneously.

The issue is where you say dimension door 'resolves first'. That's not how it works, they are cast at the same time. The only one who can really resolve that is your GM, and trying to have a set, universal rule based on the sheer number of spells that can be comboed with DD would be impossible.

Usually, they would happen together. Both occur simultaneously. You cast DD and bull's strength on yourself, you have the extra strength when you arrive at your destination. You don't technically get the bonus and then teleport or arrive and then get the bonus. Likewise, I wouldn't necessarily apply one spell's penalty to a target in relation to a synthesized spell. If you cast hold person and fireball, even if you had them roll to save against the hold person first, I wouldn't count them as paralyzed (0 Dex) for purposes of the Reflex save against fireball.

Similarly, you don't cast dd and magic missile and arrive and then unleash the missile at a target at the destination. Even if you could see the target from your original location, I would rule it would have to be valid as you complete the casting (ie, within range), since it's completed as you complete the dimension door.

Now, in my opinion:
Obviously with so many spells, there's probably countless combinations of things to come up with where one going off could be important, but I think for balance, it has to be viewed that the spells happen (and must be legal) at the same time. For instance, I wouldn't allow synthesizing dimension door and bull's strength to let you target an ally out of range even if you're teleporting next to them. You could cast them together to touch an adjacent ally as you teleport away. I would also allow it if you were teleporting with them as part of dimension door. Otherwise, you could be holding that charge to touch the ally at the destination, but, even though you get a free action to touch someone after casting a melee touch spell, dimension door's wording would trump using that action.


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160. Pacifiers
10 boxes containing 10 baby pacifiers each.

161. Movie Clapper
(strong Conjuration) A black and white movie clapper.
Written in chalk on the side are the words, 'BBEG Boss Fight' 'Scene 7, Take 4'
If someone claps it, the party is transported to a random boss fight (party CR +2) on roughly the 4th round of combat. Casters are down 1d3 random spells or slots. All party members are missing 0-30% hit points (1d4-1 x 10%). The boss is also missing spell slots and this amount of hit points.

The fight lasts until the boss or all PCs are reduced to 0 hit points or 20 rounds pass, at which point a voice calls out 'Cut! No! Back to mark!' At which point the party is returned to the crate without the clapper and they gain half the XP for the appropriate CR of the fight, win or lose. Magic items or spells expended are not returned, but the party is healed to 1 hit point if lower (or killed). Changing the writing prior to using the movie clapper has no effect.


319. Delusion of Mortality wrote:


When struck by an attack that would threaten in this doubled range ...

Clarification, the extra damage from the phantom critical needs to be confirmed before the target needs to save to take the extra non-lethal damage.

320. Surge of Wind
Target one object, cloud, gas, or spell effect
Duration 3 rounds

As gust of wind except the target is the only object affected. It must be in the affected area when cast, but after that, even if removed or blown from the area and carried back in, will be affected during the duration. Only the specific target is affected. Similar objects like other torches, other boats or sails on the same boat, or a second gas cloud cast in the area would not.

Creatures cannot be affected unless holding onto or secured to the target, such as someone tied to a windmill being turned or hit in the face by a paper, blowing cloth, or pile of sand targeted by the spell.

Surge of wind can be made permanent with a permanency spell. If the caster is within 60 feet, they can concentrate as a move-action and designate a new target as long as the new target is in the area of effect at the time. The wind direction cannot be altered once cast.


318. Orb of Health
Conjuration (healing)
Level Clr 3, Pal 1; Domain Healing 5, Restoration 3
Casting time 1 standard action
Components V, S, M/DF (10 gp worth of powdered gold, silver, or diamond dust)
Range close (25 ft. + 5 ft./2 levels)
Effect 2-ft.-diameter sphere
Duration 1 round/level (see below)
Saving Throw Reflex negates; Spell Resistance yes

The caster summons a spongy, 2-foot diameter sphere of sparkling, luminescent energy (illumination as a candle, 5-foot dim). It functions and is controlled similar to a flaming sphere except when it enters a creature's square it releases positive energy, curing 1d6 damage. If multiple creatures are in the same square, the healing (or damage) is divided amongst those that failed their save or chose not to make one (rounded down). It can do this a number of times equal to its spell level, at which point the spell ends.

The orb is only functional during the action in which it is moved by the caster. Otherwise, touching, bumping, or attacking it does not trigger the healing. A creature can ready or otherwise prepare an action to intercept or step into its path during the movement, however.

The caster can choose to lose any number of spells or spell slots of a lower level when this spell is successfully cast. If any slots are expended this way, the orb heals an additional 1d6 damage for a number of uses equal to the slots sacrificed. If there are any uses left after that, the orb heals its base 1d6 damage. For example, a 5th-level cleric that sacrifices one 1st-level spell and one 2nd-level spell upon successfully casting this spell will add 1d6 healing to the first three uses and the remaining two will heal 1d6 as normal.

When the duration ends, any unused spells or slots return to the caster. The lowest level spells and slots return first randomly and partial slots, such as a 2nd-level slot that was expended but the orb was only used once, are lost.

Special Paladins may choose to sacrifice a number of lay on hands uses in place of spell slots and these are returned when the spell ends if unused. Additionally, if the caster has access to the mercy ability, this is applied to affected targets on modified touches of the orb. The caster cannot choose to exclude affected targets.

319. Delusion of Mortality
Enchantment [mind-affecting]
Level Inquisitor 2, Magus 2, Psychic 2, Sor/Wiz 2, Witch 2.
Casting time 1 standard action
Components V, S, M (clay model of a tombstone, coffin, crypt, or grave)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates and Will disbelief (see below); Spell Resistance yes

A target that fails their initial save perceives their life as being in greater danger from attacks. All attacks against the target are assumed to have double critical threat range (max 16). When struck by an attack that would threaten in this doubled range (unless it would be equal or greater than an attack's normal threat range, in which case it deals normal critical damage), the target makes another Will save. Failure indicates they take damage as though it was a critical hit, but the additional critical damage is non-lethal. A successful save prevents this damage, but doesn't end the spell's effect.

The damage from this spell can be healed as normal on the target and it restores at a rate of 1 point per round once the spell ends.


81. Single-purpose room
This seems like an empty room until you press any of the buttons on the wall. Hidden machines, panels, equipment, and atmosphere then spring out to reveal the rooms purpose.
Roll on Goth Guru's 100 or more Space Ship, Installations, or Base Rooms table to determine the result, with a result of 80 or 81 indicating an empty room.

82. Mobile Chair
Roll again, ignoring this result. The indicated area will also have a mag-lock track in the floor (shielded or engineered to not interfere with the room's workings if possible, otherwise ignore). There will be a mobile, padded chair that runs along the track to any entrances and any important features in the room. A joystick on either armrest allows the user to sit in the chair and move around the room in comfort as well as spin the chair.

Notes:
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A missing cotter pin in the chair means that anyone who continuously spins or rotates the chair counter-clockwise for three or more rotations causes it to unscrew itself from its base and it falls off. It can be easily reset and rotated back one revolution to make it functional again, but unless the pin is replaced, this issue will continue to occur.
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188. Eyelid Beams
You have the ability to fire eyebeams, but only from your eyelids. This means you must close your eyes and then concentrate. This generally gives you a 50% miss chance (or a 50% chance that a target isn't affected if it isn't an attack roll). This power doesn't work unless all eyes facing the target are closed (no firing with one closed eye and one open).

189. Photon-enhanced Vision
You have darkvision 60 ft. as long as you are standing in bright illumination. The area of illumination must be enough to cover your entire space (for creatures larger than Medium). If you already have darkvision, its range increases by 60 feet to a maximum of 90 feet in those conditions.


103. Fool's Encounter II
The floor of this room is covered in complete, decent condition human skeletons. The walls have burial rites and symbols of the afterlife carved into them. While the skeletons cover the floor, there is a winding, circuitous path past them.

Skeletons:
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These are normal skeletons, but a god of the dead just happens to be watching over them currently. If anyone is disrespectful, such as attacking or damaging the bodies, The god will be displeased and their anger and punishment will be appropriate and is up to the GM based on the infraction, sacrilege, and alignment or demeanor of the god (lowered healing, turning into an undead, being attacked by undead, penalties to saving throws, nightmares, etc.) Minor infractions, like carefully stepping over the bodies, rather than just leaping or jumping them, or rearranging them respectfully, as opposed to just stealing a thighbone or sweeping them aside, may be forgiven.
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104. A dinosaur skull.
Identified as a Tyrannosaurus Rex skull by those with the knowledge. The skeleton is nowhere nearby (though that might not be obvious). The skull is in good condition and valuable to the right person, due to its size and age (it's ancient, not from some recent dinosaur if they are in existence).


98. Handful of green slime

Green slime:
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As the user draws their hand out, if contains a pile of green slime. This slime is imbued with CHAOS!. Being only a small piece and not a whole 5-foot patch, it deals 2 points of Con damage to those touching it. It deals 1 point less to chaotic creatures and 1 point more to lawful creatures. The drawer takes this damage and may immediately fling, throw, or drop it. If not, it can only be removed by freezing, burning, or other methods to kill it after that point.

The patch remains active as a normal piece of slime (and will eventually grow into a 5-foot patch, dealing 1d6 Con damage as normal but maintaining the CHAOS! properties). Until then it will only do 2 points of Con. Otherwise it is destroyed as normal if exposed to fire, cold, or sunlight.
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The slime does not affect the Chaos Bag.

99. Red Balloons

99 Red Balloons:
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The user is holding one. The rest just fly out at a rate of 11 per round (10 on the first round) and can't be stopped unless a dispel magic or similar effect is used. They aren't lighter than air, but they do drift and float slowly before settling on the ground. More than 20 in a square will spill out into an adjacent space and start to fill that. Any square with at least 10 balloons applies a –1 to attacks made at targets into, out of, or through it. After a minute, if not disturbed, they settle down and don't cause any hinderance until disturbed (moved into or an attack kicks them up). The balloons are otherwise permanent until destroyed or popped, at which point they vanish.
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100. A ruby dagger.
(Moderate transmutation) A masterwork dagger made of ruby with a leather-wrapped hilt sized for the drawer. It has no enhancement bonus but is enchanted to be as strong and durable and deadly as an equivalent steel blade (though it doesn't count as metal). It can be enchanted further.


Sphynx wrote:
15’ becomes the reach … your reach increases but your weapons reach does not.

As thorin001 touched upon, in the case of enlarge person, the target's equipment is similarly enlarged. So a Medium human, carrying a medium-sized reach weapon, would then be a Large human (with 10-foot reach naturally), carrying a large-sized reach weapon (which would double their reach out to 15 and 20 feet, and they can't attack anyone closer with that weapon).

The size of the weapon is only really important in relation to the user. A small-sized reach weapon and a huge-sized reach weapon shrunk down to small size would be completely identical in the hands of a Small creature. The only important thing is that it must be appropriately sized to the wielder.


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Just adding on to Mysterious Stranger's answer. There is no reason a creature can't take levels of monk in most cases (restrictions, like alignment not withstanding). The monk HD will stack with the racial.

For a general rule (meaning I am not going into archetypes or feats or abilities), a monk cannot use their natural attacks to flurry or to deal monk unarmed strikes. The dragon would have an unarmed strike (as most creature's do). A monk's unarmed strikes, meaning the ones that deal different damage than a normal creature's, which are usually based on size, must come from fists, elbows, knees, or feet. So as long as the creature has at least one of those, the dragon could make monk unarmed strikes and flurry.

I think most GMs will agree that dragons at least have feet, so unless they are bound or otherwise out of play, the dragon monk can use them for a flurry or monk unarmed strike.

Monk > Flurry of Blows wrote:
A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Monk > Unarmed Strike wrote:
A monk’s attacks may be with fist, elbows, knees, and feet.


glass wrote:
Pizza Lord, where are you getting the requirement for an Aid Another rool from? AFAICT, the feat just works.

Just ignore that part. I was considering the benefits of allowing multiple helpers and was comparing them to aid another and didn't edit that part out.


44. Subpar Space
This plane seems identical to the Prime Material plane, but the average baseline stats are 6–7 instead of 10–11 (racial ability adjustments are unchanged). This does not apply to outsiders or extraplanar creatures (like the PCs that arrive here), but does apply to summoned creatures that would mimic a normal creature of the plane. Every full 24 hours spent on the plane lowers a creature's baseline stat by 1 point until it's 6 or 7 (depending on if it was 10 or 11, typically taking four days, since most campaigns' baseline is 10). This is not damage or drain and cannot be restored with such effects though they are restored at one point per day spent off the plane (not in an extradimensional space, like a rope trick)..

Unfortunately, experience and treasure rewards are equally subpar here, being only one-tenth normal. Prices are not reduced.

45. Supermen
This plane only seems to span the dimensions and immediate outlaying suburbs of a large city. Larger than most, a veritable metropolis. The sun is a deep red. There are no humans or human hybrids living here (natively, but there may be other visitors like the PCs). The racial demographics are otherwise up to the GM.

Metropolis:
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All humans here gain a fly speed of 30 (average), a +4 racial bonus that replaces their starting racial bonus in that chosen ability, DR 1/– (stacks), and 1/day X-ray vision (as the ring). They lose access to all of these in the presence of gold (typically within 5 feet, though it depends on purity and mass, a single coin might need to be within 1 foot or gold dust to be tossed on them, depending on quantity).

Human hybrids, like half-elves or half orcs receive a +2 racial bonus to Constitution and a fly speed of 15. Creatures with less human ancestry or other genetic divergence, like planetouched, are not affected.

Additionally, affected creatures receive a +4 circumstance bonus to disguise themselves as a prominent race in the city as long as glasses, goggles, or spectacles are involved.
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110. Milk Barn
Targets find themselves in a barn, standing in a bucket of milk (individual buckets for multiple travelers). A farmer is sitting on a stool looking up at one target (preferably the caster) with a puzzled look on their face and possibly their hands raised in a milking position. "What'd you do with my cow?!" he yells, pushing the character over. There's a check to resist being pushed over but the character is standing in a bucket and off-balance.
Regardless of what happens, all characters are teleported to their intended location immediately afterwards (with their shoes, feet, or boots covered and filled with milk).

111. We're Not in Kansas Anymore II
Arrive at intended destination, but the caster (or one random traveler) is wearing ruby slippers.

Spoiler:
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These magical ruby slippers (2,000 gp + magical property costs) replace the original footwear, which is gone. The slippers have any magical properties of the lost footwear in addition to an inherent enchantment that hardens them to prevent breaking from normal use and wear and tear, though they can be intentionally damaged.

They are incredibly hard to walk in and the wearer has a –1 penalty to attack and AC in any round they move more than half their base speed. The wearer receives a +2 bonus to saves against any effects from a witch, hag, or similar creature. They receive a +2 equipment bonus to checks to persuade others while showing off the slippers.

Once, ever, if the ruby slippers' heels are clicked together, for any reason, a house appears and drops on the nearest witch, hag, or similar creature except the wearer, though they may be hit by the house if close enough, as can others (or if they aren't wearing the shoes and click the heels together in their hands). If no other witch is within 100 feet (even if flying) or it wouldn't be possible (underground), nothing happens and the use isn't wasted. This power is never identified or known except through trial and error.

The possessor is the target of numerous such creatures who want to take possession of the slippers for themselves, though such attempts are not necessarily direct or violent. They could just be normal people hired on their behalf to purchase them, or offers of trade for services, or theft (Just in case they get a house dropped on them).
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I think it would stack. I don't think the 'doubling the crafting limit' counts as a bonus in the same way as stacking bonuses works. A GM can assign reasonable limits to how many people can assist in a task. For instance, only so many people can really help with picking a lock. Only so many people can really help with a crowbar to open doors. A GM can certainly put an assistant limit where they feel that more people are just getting in the way.

Assuming we're just focused on the magic item creation aspect (and not Crafting), then it will allow faster creation. Typically it's 1,000 gp/day for most items, so it would up to 2,000gp and then another doubling will triple it to 3,000 gp. Assuming the Craft rolls and such aren't an issue (like creating the masterwork weapon or crafting a golem's body), then a crafter with two assistants with Cooperative Crafting could get higher value items done in a shorter time.

They still need all the skills, the assistants still need to pass an assist/aid another check. It's a DC 10 (can't Take 10), but it's still possible to fail if you're just trying to use low-level apprentices (for scrolls maybe, but they'd likely have to be 3rd or 5th for most other items). You still need to pay all the costs and your crafters can still only work on one item at a time, so I don't think it would be too egregious unless you're literally just pumping out an assembly line.

It definitely is a time-saver. A 12,000 gp magic item would be done in 4 days instead of 12 (at triple speed), but really, assuming all the crafters involved need the creation feat, if they all just made the item themselves (assuming they could pass the Spellcraft), you'd have three of the items after the normal crafting time anyway. The only difference would be if they didn't have the skill ranks to pass reliably on their own. In which case, they spent a feat for Cooperative Crafting. They could just as easily take Skill Focus (Spellcraft) instead and basically do the same thing alone.

Just my thoughts on it, though.


513. A spiral staircase of broad, shallow steps appears in the ground and descends downward. The steps are big enough and broad enough for a Large-sized creature like a horse to navigate with little difficulty. They descend 30 feet to a non-descript chamber of initially indeterminate or anomalous size, but at least 30 feet by 30 feet.

Stone stairs:
----------------------------------------
This is the equivalent of a rope trick (CL10). The entrance is visible and can be entered by any creature, but only eight creatures (of any size, other than inconsequential ones, like bugs or something) at any one time. Non-attended objects and effects, like pools of water or adverse weather, do not enter the stairs and the temperature is in a relative comfort range to the planter.

In the chamber, there is a crystal stalagmite, which is connected to an invisible, immobile arcane eye positioned at the top of the steps and gives the planter the ability to view a 120-foot distance in a 90° cone. The eye has a 360° radius, but requires the planter to concentrate (standard action) to change the viewed area. The scryed area is visible to them and others in the chamber as an image in the stalagmite and the eye continues to focus on the last area it was directed at as long as the stairs and chamber remain (10 hours). Creatures and objects are expelled into a safe location if in the chamber or on the stairs when the duration ends.
------------------------------------------------

514. The next teleport effect used on the planter brings them back here. There is no visible effect or indicator of this. Roll again on this table for an additional magic bean effect, ignoring this result.

Redirect effect:
--------------------------------------
The next time the planter is subject to a teleport effect (on this plane) or a plane shift effect bringing them to this plane, the GM makes a secret caster level check for the effect against CL 10 (DC 21). On a failure, they (and anyone else involved in that effect, such as companions brought along with dimension door,) appear here. On a success, the effect works as intended. Other effects that would redirect travel, such as teleport trap also need to overcome this DC. This only triggers once, whether successful or a failure and does not apply to teleporting or plane-shifting through linked portals (such as ring gates or astral pools.
GM should make a note of the current location (and any additional bean effects) for later use.
---------------------------------------

515. As Bean #510, but the planter is also granted the effects of fly for two hours.


Fractured Jester wrote:


How she got these stats? She added the dragon's stats to her own. a young dragon, but still a dragon. She also gets a big buff from her wayfinder of the stars giving her a massive buff to everything (and we're talking like 28 ioun stones in the Wayfinder)
- She's primarily a crafter with levels in stargazer and arcanist[Occultist]
- she also has a small platoon of custom made sheild guardian dolls with the advanced template, and can shoot 4 shots from double crossbows that do fire/bleed damage.
- And her familiar is a HD 17 celestial red panda with 14 levels of oracle that can somehow do 9th level spells.

Not to pile on, but when we're talking about someone that somehow got 28 ioun stones and when the trouble is they have a platoon of custom shield guardians, not just guardians, and how you say she has a familiar that can 'somehow cast 9th-level spells', there's a point where you have to take the responsibility.

That said, she's in the game, has been in the game, and right now you've asked how to make a good encounter that accounts for her, not whether she should be there or not. Hopefully some of the advice will help make this encounter memorable and not a stomping.

If you need something else to fix it... consider dropping a whole bunch of (possibly advanced) chaos beasts on top of her and hope one lands a corporeal instability. The DC to resume shape is only DC 15 (regardless of the DC to save or resist the curse), and you can always say that somehow she only resumes her 'true' shape (dragon is not her true shape, maybe if she was reincarnated). Even when the curse is fully removed, she's back in her true body (because CHAOS!), and yeah, it may not be spelled out in how the game works, but neither is any of the other stuff going on. And you let her play as a god for a year.


It's a tough conundrum, because the shell of succor doesn't work the same way as most other avoid effects. It requires the hit to count as a hit and damage to be totaled to then determine if it counts as a hit.

As mentioned by Bjørn Røyrvik, some things are explicit to requiring a hit (as touched on by how DR works), like level or energy drain or poison (I also wouldn't apply bleed to an attack that didn't inflict damage). Add it to the fact that it isn't just reducing damage (the ability doesn't), it adds temporary hit points, which get lost to even non-attacks (so the effects of a bleed, would deduct those hit points and the defense). If you had 15 points of shell of succor temp hp and fell off a roof and took 14 damage, you lost 14 points, and still fell off the building and still are probably prone. You don't get to not be prone because you didn't take 'real damage'.

But for succor, we have to determine the damage for a hit, even if it isn't a 'hit'. In the case of a flaming longsword (1d8 slashing +1d6 fire), is the fire only added on a hit? Or do we deduct 1d8+1d6 damage from the hit? I think we should.

If your attacker rolls a critical threat and confirms, now you roll the crit damage and deduct it from the the temporary hit points... but if that wouldn't be enough to overcome the temp hit points... it doesn't count as a hit, so should it count as a critical hit? Would it still trigger a bursting weapon? We know bursts are still triggered on critical hits that don't count as criticals, such as against creatures immune to them. It's all really confusing.

I think in this case, I have to consider the Con drain as part of the attack and damage, rather than an effect that 'triggers on a hit or miss' (like energy drain or poison or stun or knockback). Only if your GM does not consider the ability drain or damage to be 'damage' would it not deduct.

outshyn wrote:
Similarly, if someone has Death Ward up, ...

While it's not supported by the wording, I would consider the full effects of a dread wraith's attack to be blocked by death ward. While not spelled out like a shadow's Strength drain, I think it's heavily implied that it is (but that's my call on it).


Let me ask you something
Does the spiked chain give you reach?

But in answer to the basis of your question, if you have a reach weapon (sized appropriately to you, so no dual-wielding a 'normal' weapon and a Tiny-sized longspear for both normal and reach threatening), the rule is that you double your natural reach. Now, there's some dev disagreement on if this should have an exception for creatures with '0' reach, because they don't actually have zero feet reach, just not a reach in 5-foot squares) to allow them to have a 5-ft reach, but that's not the issue here).

If you have a reach weapon, you double your normal reach but can't (usually) attack within that distance.

In the case of a whip, you have 15-foot reach and can attack any target within that range, but that's a special case and it works as a ranged attack and a melee attack, rather than a true, baseline reach attack (nor do you threaten).

A Medium-sized (tall) combatant with a reach weapon can strike targets out to 10-feet (2 squares) away, and they don't count the diagonals as 15-feet, (they did at first, because they were dumb and short-sighted). If the creature was increased to Large size (normally a 10-foot reach), and assuming the weapon sized appropriately (which most effects will do), then they'd be able to strike targets at 15 and 20 feet, but not at 10 feet or closer.


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It becomes an act of nostalgia when you actually start playing a later edition and realize/think to yourself, "Wait?! They did what?! Why?! It worked just fine/perfectly and made absolute sense before!"


93. Lust Bunny
Similar to #92, including making things feel a little dirtier when they're around, but for different reasons.

94. Velvet choker trimmed in ermine (250 gp)

95. A jagged red crystal shard.
(Aura: strong Chaos). When drawn, the drawer feels compelled (Will save DC 15) to jab it into themselves (1 damage + half strength bonus, bypass DR). If they do, they receive fire resistance 10 for 1 hour. If they succeed, and choice not to impale themselves anyway, they immediately drop it. Any other creatures within 15 feet that see it must make a Will save DC 10 of be compelled to grab it and jab themselves. The crystal shard lasts 1 minute or until used, at which point it shatters into glowing red motes.

96. A jagged green crystal shard.
As #95 except any creature jabbed begins sweating and excreting acid. Any creatures touching or striking the user with a natural or unarmed attack, or struck by a natural or unarmed attack from the user, take 5 points of acid damage. The user is immune to this acid (though it does have a harsh, caustic, eye-burning scent), but their equipment and gear and touched items are not. They have time to immediately start removing gear once they start excreting acid, but some things that take time, like armor, may still be damaged.


89. Bottom of the bag
Surprisingly, it's the bottom of the bag or backpack. It turns inside-out briefly, and 1d3 other results are rolled, falling out of the bag (if possible, roll again for results that don't work) before it returns to normal.

90. Beret of Mining
Similar to #80, this magical hat only works when the wearer mimes digging or tunneling, at which point it functions as expeditious excavation. Unknown to the wearer, it only functions for 2d4 rounds after the first use. After that, if the wearer tries to mime mining again, the dug out area collapses in (though it is briefly excavated). If the wearer is in the excavation at that time, they risk being... wait for it... beret'd alive! The beret loses all power when this happens except for the silence effect, which persists as long as wearer is buried.

91. Oven mitt.
A perfectly functional oven mitt. It's on the wearer's hand when they withdraw it from the chaos bag. If they had a glove or other covering, it's under the mitt. If they had a bulky hand covering, like a gauntlet, it's now in the bag and must be drawn later. Roll on Goth Guru's Tabards, Posters, and Handbills chart to see what design or slogan is stitched into the oven mitt.


For a really overpowered PC, the scout has positioned a covered mirror of opposition. A minion unveils it if the dragon flies up. Then, instead of actually attacking the PC (it can), it flies off around town and starts doing all sorts of [alignment-based] things. Now people hate the dragon PC.

Maybe the mirror also catches the minion, so there's a good minion fighting the original. And maybe, when the scout got the mirror, he actually cloned a good scout, that ran or was driven off (was outnumbered or something when it happened). Now he shows up a short time into the fight to help, but will the players just attack him on sight? Will they believe him that he's saying "I'm here to help!" or is it a trick?"

The dragon could try smashing the mirror to end the duplicate (if they know what it is, don't let them look it up), so the scout should have a plan to get it away or to safety, and the good scout won't want that to happen until the original scout is defeated or destroyed.


Fractured Jester wrote:
I like this. if you have any more ideas please share.

Also, the Thieves' Guild has sponsored a local parade or food drive for the poor in that part of town, (or a 'Down With Red Dragon Infiltrators' protest) so there's lots of innocents. the other PCs need to be mindful of.

And someone's sent a message to a Very Old Gold or Silver Dragon nearby about a red dragon attacking their town. As soon as the red dragon starts flying, it comes out of the clouds and shrieks in draconic (hope the learned that language) that it won't tolerate this encroachment and full round claw/claw/bite them.

It won't listen to obvious lies about being a good guy. All the townspeople are terrified and screaming down below. Even if it doesn't kill the red dragon, it should distract them while they sort things out, but obviously if they keep attacking a small halfling (or apparently the buildings of town someone happens to be standing on), it should go all out.


84. Pie II
As #83 except there is almost nothing seemingly normal about this pie. Short, writhing tentacles poke forth through the crust and around the edges. If thrown as a touch attack, it attempts to grapple any target it hits (+10 to grapple CMB/CMD). On a confirmed critical hit, it strikes the target's face (if applicable) and it receives a +4 bonus to CMB and CMD as it wraps around their head. The target is also blinded and cannot breathe until freed.

The pie is not a creature. It deals 1d4+2 nonlethal damage while grappling. If it misses its target when thrown or the target escapes its grapple, it lasts for one round, where it attempts to grapple any other creature within 5 feet. If successful, it continues as above. If not, it dissolves into a foul-smelling pile that reeks of elderbeastberries.

85. Pie III
As #83, but if the pie successfully strikes a target, 1d4 additional pies materialize from that pie and fly towards the nearest creatures to that target within 15 feet (can include the original thrower, no more than one pie per target). Use the same attack modifier as the original.

86. 15 Minutes of Fame
An 8-inch, round wall-clock (though the drawer may not realize what it is). It has 15 numbers around the face and a single hand pointing to 15 and slowly counting down. For the next 15 minutes, everyone seems to know general details and the name of the drawer on sight. The drawer receives a +4 fame bonus to interactions with others during this time unless they already have a relationship from actual interaction (enemies, friends, people they've interacted with in ways that would have influenced initial reaction, etc. Not just a merchant they met or talked to). If the clock is destroyed or put back in the bag, the effect ends. There is no way to extend it.

87. 15 Minutes of Flame
As #86, but the drawer bursts into seemingly harmless flames. They give off slight heat but don't damage creatures or objects. Anyone passing or interacting with the drawer for the next 15 minutes feels compelled to taunt and tease and criticize them on the slightest things (DC 15 Will to resist). They aren't hostile (unless they were already). The drawer is exceedingly sensitive to such things directed at them during this time. Such taunters have the equivalent of a sanctuary effect against them for two round after any such taunt (Will save DC 15 to attack them). The effect persists regardless of what happens to the clock (though it does keep track of the remaining duration).


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Nets are good for entangling, which will lower speed and give Dex penalties (which can cause falling on a Fly check failure, especially if they can't move the required distance for their maneuverability. The issue is that a net is generally only useful against a creature within one size category of you. As a halfling is Small and a Young Adult Red Dragon is Large, it usually won't work. I tend to rule that it's the net's size that matters, not the thrower, so if the halfling has a Medium-sized net it could, but they'd have a –2 penalty to attack for the size difference. It's still a touch attack, but there may also be non-proficiency penalties too.

A tanglefoot bag is a touch attack, and it will also entangle, but it will require a flying creature to make a DC 15 Reflex save or fall. Three or Four stories is only about 3d6 damage, but it's likely the best choice.

Otherwise, if there was a wizard minion with a familiar, the share spells ability would let them cast antimagic field on the familiar (possibly from a scroll if not powerful enough themselves). If it were a bat or a bird, it would just fly next to the dragon and if not suppress the dragon form, make all the ioun stones fall off to the ground, maybe break. I wouldn't require reattunement, but still have to pick them up and place them. If the familiar has enough movement, just fly down alongside the falling character until the hit the ground to make sure they don't turn back into a dragon or cast feather fall.

A wither limb spell on a wing will stop flying, but not sure how your scout would do that.


I'd probably make it like Aura of Justice, where the paladin expends a Smite Evil use and grants all allies within 10 ft (which seems the usual range) for such things, and the allies in that range get a +4 resistance bonus to save against effects from evil creatures and spells (like protection from evil but without the other benefits, like repelling summoned creatures or stopping mind control).

Have it last either 1 minute, or 1/2 paladin level (rounded down) + 1 round per Charisma modifier or something.


Jesalin wrote:
Where it might get tricky is point 4, specifically dispelling. In theory you could end up with a spell that dispels itself as soon as it's cast, or so it seems?

Not unless you specifically cast a spell to counter or dispel it. Since [light] spells can counter [darkness] spells of equal or lower level, it could be used to counter a [light] (or [darkness]) spell of its or lower level, but it wouldn't do that itself just by casting it or if it was carried into the area of one (barring overpowering or being overpowered by the darkness or light, depending on the other effect's level).


Jesalin wrote:
Is it possible to cast an Umbral Continual Flame, and if so, how would it manifest?

Just an initial reading of the feat seems to allow this. The prerequisite feat, Tenebrous Spells, can't be used on [light] spells, so I'd almost think it was an oversight, but ... I can't say it with certainty.

If you cast an umbral continual flame, the flame would emanate darkness 10 feet from it (like a darkness spell, dropping the ambient illumination level by one level), then the spell's remaining illumination radius would be normal illumination out to 10 more feet (then probably another dim light 20 feet, like a torch).

Normally [light] and [darkness] effects would cancel, but an Umbral spell's darkness specifically isn't lessened except by a [light] of a higher level than it (which obviously it won't be higher than itself).

So, it seems you could do it.


I agree with the others. A spell (of the type being discussed) would continue on your body (though its effects may or may not be moot). The only time I would say that it ends, is if the object or target it was cast upon was considered 'destroyed'.

For instance, a light or darkness spell cast on a bottle, which is then smashed or shattered (not just cracked or chipped or even with a part broken off, like smashing a bottle to create a makeshift knife like in movies). So unless your body gets pureed, dissolved, liquified, incinerated to ash, or disintegrated the emanation should remain. If it gets dissected or sectioned, it should probably stay with the main portion or important part, be that the torso, heart, or head (unless some other effect says otherwise).


81. Beret of Maiming
As #80, it detects, identifies, and functions as a beret of miming unless the identify check exceeds the DC by 10. The first time the wearer mimes something that could potentially be dangerous, its curse activate

Beret of Maiming:
----------------------------------------
(CL 15; auras: strong chaos, strong illusion)
The first time the wearer mimes doing something the GM feels could be potentially harmful, physically, to the wearer, they make a DC 20 Will save (they receive no alert whether successful or not) or the curse activates. The silence effect becomes permanent, the make-up cannot be removed or hidden, even with illusion, disguise, or magic. Full face coverings, like masks or helmets, either get painted with disturbing mime-face or fall or drop off. If the wearer saves, they must save again the next time they take such an action.

Depending on the action, the result can be different. A mime who pretends to be trapped in a box, will find themselves trapped in an actual glass or other type of box. A mime who feigns pulling on a rope, suddenly finds it wrapping around them and trying the strangle them. A mime walking against the wind in a potentially precarious position (alliteration) may find the wind suddenly blowing them towards a cliff, edge, pit, or off the sidewalk into traffic.

The constructed items or effects are illusory creations that are invisible (and entirely immaterial) to everyone but the mime. If able to see illusions, they see the faint outlines. To the mime, the illusions are quasi-real and are fully functional (in detrimental ways to the mime). The save to see through them is DC 20 for the mime, but even on a success the objects are 20% real and effective against them.

Most others, even if the mime could ask for help under the silence effect and if they could interpret the miming for help as something other than an act, can't actually affect or typically see what it is that's happening.
----------------------------------


Additional notes:
----------------------------------------
Some additional possible triggers:
– A mime pantomiming lighting a stick of dynamite or throwing a grenade could end up with the explosive materializing for them and stuck to their hand. Others would see them shaking their hand frantically as though trying to dislodge something.

– A mime pretending to peel and eat a banana or pretending to toss a piece of fruit or other objects into the air and catch it in their mouth may find themselves suddenly choking.

– A mime pantomiming riding a horse may suddenly be lifted into the air as though mounted (others can see this, even if they can't see or interact with the mount) and get carried off in a likely dangerous direction, potentially falling off and hurting themselves if they fail a sudden Ride check, or possibly being carried skyward if the mimed creature was somehow capable of flight.

– A mime trapped in a box, may find themselves running out of air, possibly in a collapsing box.

– A mime feigning juggling may find a spiked or fiery juggling ball appear in their hand if they implied they were juggling balls, possibly a sharpened blade if they say they mimed juggling blades or axes.

– A mime feigning drinking may have to make a check to avoid choking as actual (to them) liquid forms in their throat, or it could be ingested poison.

– A mime pantomiming opening an umbrella may be struck by lightning (invisible, silent, and undetectable to others), leaving them blown off their feet and smoking. Or possibly caught in a strong gust of wind and dragged in a precarious or dangerous direction.
----------------------------------------------

Most illusory effects dissipate or end as soon as they do some damage (to the GM's satisfaction) or the mime someone extricates themselves (drops the spiked juggling ball, gets out of the glass box, cuts or escapes the rope noose, etc).
Otherwise, the curse remains until removed by a remove curse spell coupled with a dispel chaos within 10 minutes of each other. Once triggered, the beret loses all power and can be removed or worn by the mime or another with no effects, beneficial or detrimental (other than the fashion statement wearing a beret sends).


The user could only spell trigger the spells that their class would have access to. You would need to either be a member of each class or only be able to call the spells available. A bard could call on the glitterdust and daylight powers of the staff but not the searing light. A cleric could call on the daylight and searing light powers but not the glitterdust.

Otherwise, Use Magic Device or some class, archetype, or ability that puts the other spells on your list.


MR CRITICAL wrote:
the whole point was to be a Necromancer and raise undead without losing alignment the character is not evil but doesn't wana become evil

Unfortunately, using evil spells to animate or create undead is an evil act. Doing evil acts will make you evil. You are infusing evil elemental spirits into the corpses to animate them. You may as well be saying you want to commit just a few crimes and not be a criminal. Other than changing the premise of crimes (like making them not crimes, ala The Purge) or good and evil. Even if you go to some deserted, undiscovered island where there isn't technically a law against murdering someone so you can murder someone... you're still going someplace to murder someone.

Casting one or two (or ten) such spells may or may not actually change your alignment, only your GM can determine that, likely based on your other actions, but the actions are undeniably evil (their intensity or 'level' of evilness is debatable).

Creating undead will be difficult to do as a good person (or even neutral person). At best you can find some undead and use command undead or control undead to gain temporary control.

Otherwise there's a skeleton crew spell that creates skeletons to man a ship (it isn't listed as [evil], but that might entirely be an oversight or error). They can't attack or defend, but it's something. You can also use them for a corpse hammer spell if they get destroyed or rig them with bombs or some sort of explosive. Maybe convince your GM to let you develop a similar spell that raises undead for a simple, non-direct combat purpose, like tending fields or manning a catapult or siege weapon (even if only to aim or reload, requiring someone else to fire it), even if you have them crewing a pirate ship to ram other vessels or aim a catapult to fire at an orphanage.

Otherwise, as mentioned by others, Beyond Morality will prevent alignment effects.


Maybe they're running a choker or some other creature with the Quickness ability, but the answer is the same, you could take the extra move, then full-attack (or vice-versa) unless the ability had other requirements (like saying you have to full-attack first to get the extra move or action) or saying your turn ends after taking the extra action.


Just reading the text Melkiador quoted, it looks like it's independent of the barbarian. For mechanics purposes, the GM likely decides based on available targets and chooses one adjacent at the start of the barbarian's turn. If none, then a target at the end of their turn if they moved adjacent. I probably wouldn't have the spirits otherwise 'delaying' or 'holding' their attack off turn (if another attacker runs up or runs past) like it was a readied action or something (if I did, I would then feel obligated to give the spirits their own initiative to 'reset' their attack before they could attack again, and that kind of method tends to lead to forgetting about them or their action).

In other words, it doesn't require an action by the barbarian for them to attack, but unless there's other wording in the class feature not quoted, they don't choose the target or when it happens, but they can influence it (by only standing adjacent to the desired enemy or holding or delaying their action or rage).


Arkat wrote:
Still wondering how Asmodeus might feel about them not wearing their "evilness" on their sleeve, though. Sounds like it might be a bit sneaky to him, although...he IS a liar.

I don't speak for Asmodeus or anything, but I don't think he'd care. Just because you don't detect as an alignment or have a restriction, that's not the same as 'not wearing your [alignment] on your sleeve'. If you're beyond morality and you're standing on the street corner kicking dogs in front of everyone, it doesn't matter if they stop to cast detect evil or holy word. You're still kicking dogs on the street. Same thing if you're twisting the words of contracts, making backroom deals, or whatever it is a follower of Asmodeus does. The fact you can cast a protection from law isn't really an issue.

Now, if you're suddenly becoming a paladin (which does have some requirements on actions, not just alignment) or are actually doing things against his ethos or philosophy, then maybe.


6. Repressed Past
You may not have officially had another career, but you did things... things you have tried or would rather forget. When you are drunk or hungover, you can tap into that aberrant past.

Space Saver:
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Prerequisites: Middle-aged or older.

When you are receiving penalties for being drunk or hungover, you have access to a class ability of a class you do not possess. It must be a class that is a favored class for your race. The ability is a starting class ability (1st-lvel) and you count as being half your character level for determining the efficacy of it (ie. spellcasting, a monk's unarmed damage or AC bonus, sneak attack, a cleric's channel, a fighter or monk's bonus feats, etc.)

The choice is subject to GM approval and they determine all choices (though they should fit your character and can be discussed) based on it, such as specific cantrips or channeling negative or positive energy (if your alignment is neutral), or the specific fighter or monk bonus feat. This includes the type of animal companion or familiar if an ability of that type is selected and when or how it shows up when you become drunk or are hungover.

Such feats and class abilities cannot be used as prerequisites for other feats or abilities, such as feats that require you to have rage or unarmed strike. It does not stack with abilities you already have from other sources or if you end up taking a level in that class later, even while drunk, such as multiple sources granting sneak attack or evasion.

This ability can be used any amount of time during a day (unless the ability itself has a limited number of uses) as long as you are drunk or hungover, but once called upon will be unavailable the entire next day before it functions again. While you are generally in control of whether you activate it, your GM can trigger it if it seems logical, such as if you're attacked in an alley while drunk or hungover and they have your animal companion show up.
-----------------------------------------


Freehold DM wrote:

596. Tuah Hawk-...

It sounds very much like phlegm gathering in the mouth before being spat out...

They are sometimes nicknamed 'hawk tooeys' by locals.

597. Mauh Hawk
Similar to #596, the muah hawk has a white edging to its feathers and sounds like someone blowing kisses. Perched on roofs or above alleys, passersby often have their attention diverted up to search windows and balconies looking for whomever is making 'mwu-wah' sounds as they pass.


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Mysterious Stranger wrote:

...

3. No, when the summoned weapon

I think the summon duration for Mysterious Stranger expired mid-answer.

You see why we don't stack questions, Demisword666! It wastes duration!


3. Upset Punch
You can make an unarmed strike against a caster holding the charge on a spell if they move into your threatened range.
Prerequisites: Improved Unarmed Strike, at least one level in a class that grants the unarmed strike ability or specifically grants the Improved Unarmed Strike feat (not just a bonus feat or other feat that could allow choosing Improved Unarmed Strike), such as monk, brawler, or the esoteric magus archetype.

Benefits: If a caster is holding a charge on a spell and moves into your threatened range you may make an unarmed attack on them as an attack of opportunity. This applies even against 5-foot steps but only if they enter your threatened range, not if they move within or out of it holding a charge (though such actions may provoke other attacks of opportunity).

Normal: You don't get attacks of opportunity on creatures entering threatened squares.

This is basically a defense against casters casting touch spells, then moving next to their target to touch as part of the casting


I mean... it's literally called 'generic mental focus'... so...
assuming you can take purely mental actions... :p
Unless it said something like 'you have to hold your fingers to your temples' or something to use it.


Since this is the Rules forum, unless we assume it's a complete development error, we have to look at if it can work as written. In this case, it can. Like you said, you can't really take free actions out of turn (unless they specifically say so). And you can do actions that would lead to making a saving throw on your turn (which means you could use your free action to get the bonus on the save), so it looks like it's still usable and the rules should be followed.

You are correct that most times you need to make a save will be off your turn, but there's also plenty of times you know an action might require a save, like running through a prismatic wall or when you opt to keep your eyes open at the start of your turn when facing a basilisk or before you try and disbelieve an illusion.

My reading and ruling would be that it is only usable on the naturalist's turn.

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