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Gil-Gandel wrote:
... May I assume that the Wanderer is in fact within 30 feet of himself? And can advise himself ... ?

Yes and no. Assuming they follow the rules for how a bard uses them.

Bard > Inspire Courage wrote:
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself)
Bard > Inspire Competence wrote:
... A bard can’t inspire competence in himself.


615. Ectolickia
These flowering plants have vibrant, green stalks that contrasts with their pale gray, almost shroud-like petals. They tend to grow in small clusters of three to five in a small area and are safe to eat for most animals, though they'd need to be brewed into a tea or soup for most humanoids, like thistles. The plants don't technically seed or reproduce on the Material Plane, they are actually truly on the Ethereal, where their flowers appear as a beautiful midnight blue.

Ectolickia:
---------------------------------------------
When an ectolickia grows on the Ethereal Plane, if its coterminous location on the Material is earthy or suited for plants, a facsimile of it also grows there. Made from ectoplasm, it otherwise acts as a normal plant, absorbing nutrients and sunlight and sharing it with the 'host'. Killing or cutting the plant on the Material Plane does not harm the true plant unless a blade that can affect ethereal creatures or objects is used. If only the Material plant is cut, the true plant does not regrow a new ecto-simulacra. It only creates one per lifetime.

If this happens, the original plant loses a lot of its ability to harvest nutrients or sunlight, but it can continue to grow and thrive depending on those available in the Ethereal, most slowly wither and turn to dander or floating seeds. Similar seeds forming on the Material Plane never create new life or take root and those on the Ethereal Plane never really spread far due to the vagaries of that plane's weather, gravity, and winds, usually requiring a creature to latch on or move them. For this reason, most cluster of ectolickia tend to stay where they are.

The plant does have one quirk. When the Material Plane copy of it is killed, cut, or eaten, the true plant (if not also dead at at the time) spawns an ectoplasmic image of the creature that did it. This appears during the first night after it happens and the image tends to mill about in one place and generally do what was happening at the time. This is usually an animal that will appear to be grazing or sometimes a person just walking in the area, having trodden upon the plant, or maybe swinging a sickle or blade and cutting it. The ectoplasmic image is akin to an incorporeal creature and only has 8 hit points before dissipating. It does not react or attack anything, though most normal animals avoid them. They always appear ghostly or spectral. They only exist until sunlight touches them or 12 hours pass before they fade away.
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TxSam88 wrote:
If a party is in an area of darkness, with no light source of their own, and encounters another party using a lantern, campfire, sunrod etc as a light source, from how far away can they see them.

Technically, you can see light from pretty much any distance. Unless the medium it passes through obscures, blocks, bends or diffuses it. You could probably note a candle about 20 miles away, if it was clear and there were no obstructions or mist or fog.

On Earth, the curvature of the Earth gives you only about 3 miles, but that would be at sea-level. The higher you (or the light) can get off the ground, the farther you can see it. Crow's nests are a thing. It really depends on the lumens or amount of light given off. But assume you can probably have a chance to recognize something as candlelight from about 2 miles away (otherwise it could be mistaken for a reflection of moisture or glare of moonlight or just a visual distortion, or a flash from a much closer object, like a bug's wings or a firefly.


610. Deep Bouldershrooms
Almost identical to #604, this underground variant of the Bouldershroom puffball has a strange, physiological reaction to high altitudes. When blown above 1,000 feet over sea-level, the normally light fungus undergoes a drastic modification to its weight and density, shrinking to fist-size and gaining the mass of a 200-lb boulder, despite there being no discernable way of generating that mass even after compressing. Normally, upon impact they burst into a spore puff that spreads their seeds in a nearby patch.

Fortunately, since this fungus only typically grows underground and even if transplanted or grown in other locations (other than a garden on a mountain), they don't tend to naturally blow above 1,000 feet unless there's a storm, tornado, updraft, or other atmospheric disturbance that catches them and sends them to the heavens.


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Because making cantrips unlimited screwed up the balance that had been in place for decades. The spells weren't designed to be infinite and the cleric had an ability that either affected all undead in a large area (turning or rebuking) or later just did 1d6 damage to every undead in a 30-foot burst (and only got stronger each level).

Because they deliberately messed with Turn Undead (turning it into Channel), they knew making an unlimited ability available that did the same damage, at least over the first few levels, and could critically hit (and potentially add Sneak Attack damage, since they also made undead vulnerable to all of those now)
... they realized just how useless people would find Channeling against undead (ie. not as a burst heal) except in cases with a lot of weak, low-level undead. As opposed to blasting over and over at lone or paired undead, at least until higher levels. Plus they get a saving throw for half damage.

In short, they [messed] around with established game mechanics, realized they'd made one practically obsolete, and so keep disrupt undead away from clerics to obfuscate the fact and force their new 'unique class ability' to be used as default.

But no, giving cleric's access to disrupt undead very likely won't mess up your campaign in any way, unless you set up encounters that allow it to. And probably not after level 3 or 5.


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Freehold DM wrote:
473. Pixiepop- Another magical candy, this one is derived from berries that have been handled by Tiny fae but not picked or otherwise molested, making them incredibly rare considering the appetites of the wee folk. Eating a few of these makes one appear a size category younger for about [an hour].

I give these to dragons before the PCs stride into their lairs.


606. Slyppers
A tiny ooze that generally resembles a plant fungus in the wilderness. During rare active periods or if insects and nutrients are scarce, they move around. Often slipping under doors and windows into houses. They invariably find themselves attracted to shoes and footwear.

Slyppers have incredibly resilient bodies and are almost impossible to squish. They can be stood on or pressed on by hundreds of pounds at a time, requiring incredible pressure and broad area (roughly 5 feet) of compressing surface to kill one. They also have an effective DR 5 against bludgeoning attacks and only take 1 point of damage from such attacks above this.

While shocking to find suddenly, the creature is relatively harmless. It can subsist on dead skin cells and sweat from feet for quite a while if it isn't annoyed too much and, while it has a faintly earthy or dirt-like scent itself, it does tend to suppress foot odor caused by the dead cells and sweat it absorbs, so it's normally a net positive odor-wise. Slyppers in a creature's shoes actually reduce non-lethal damage caused by extensive walking by 1 point (not damage from terrain, like spikes or caltrops, which can injure or kill the slipper alongside damage to the wearer). All the creature's shoes need a slypper in them for this benefit, and since most are solitary creatures, people need to leave their footwear outside in areas where they are prevalent and hope... or try and otherwise coax them in. Slyppers that are deliberately moved or transferred into footwear leave as soon as possible, tending to stay only when choosing to nest in such places on their own.


The owlbear skeleton seems to maintain its grab on claw attacks. The advanced megaraptor skeleton seems to keep pounce and the multiplying T-Rex skeleton appears to keep its powerful bite.


Azothath wrote:

if we are talking scroll, Disrupt Silence

Source Ultimate Intrigue pg. 212
School abjuration; Level bard(verbal) 2, cleric 3, inquisitor 3, oracle 3, psychic 3, skald(verbal) 2, warpriest 3.

It's actually listed with the Verbal notation for bards and skalds? That is pretty telling.


Toshy wrote:

The bard would be the specific rule, which states that all bard spells have a verbal component.

An even more specific rule would be applying meta magic silent spell to it, which would remove any verbal component.

So I would it rule in the following order:

Spell Description < Bard Rule < Metamagic

Yes, and the Silent Spell metamagic feat also says,

Silent Spell wrote:
Special: Bard spells cannot be enhanced by this feat.


I had considered a scroll earlier, but the problem is that the spell is either a Bard spell, which means it likely shouldn't be able to have Silent Spell applied to it, even in scroll form, or it would have to be done by another class that has the spell, but cleric and inquisitor are divine, and that would make it a divine scroll the bard would have to use UMD (I have no idea what a psychic would count as).


All bardic spells (not performances) are stated as having a verbal component (which need not be speech, but is listed as audible, like music or singing). The specific restriction applies to even disrupt silence. You'd have to get clear or cast it preemptively (on yourself probably). Even Silent Spell can't be used on Bard spells. I would expect that any spell that expressly broke this rule (even if not normally listed with a V component) would have to say it directly.

a lesser globe of invulnerability will stop silence but the issue is getting that up just like disrupt silence (and it isn't mobile). Otherwise silence is an emanation, so if you can enclose yourself to block line of effect that would work (like that jokey portable tent hat that when activated drops a tent around you).


Does a silence spell stop it in the game? I beat it as a bard, but danged if I can remember everything. Although I did turn the master of the Half-orc magus and his girlfriend into a dog with a lucky baleful polymorph. Was funny watching him run away in the cutscene.


zza ni wrote:
Small nitpick, if the spell level is increased, in this case to 4th, the caster level must be one able to cast the same spell level

Maybe I am just a bit perplexed that in all of Pathfinder, it's impossible to have a wand that fires a single maximized magic missile (or only or two). Always five (because that's what you get at CL 9).

I certainly haven't played every adventure nor can I look over every loot list, but is that the case? There's not a single maximized magic missile wand that won't always be five missiles and always do 25 damage per charge. No possibility of one only shooting two or three maximized missiles?

I mean, I am not questioning raising the spell level to account for the virtual level of the metamagic increase (and thus an increase in cost to the item), but if you're going to nitpick, it doesn't say you must be able to cast the 'same spell level'. It says , 'to cast the needed spell.' The don't use 'needed spell level', or 'needed to cast a spell of that slot or spell level'. And they don't hesitate or neglect to use such language elsewhere.

Magic Item Creation wrote:
A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell.

Not saying it isn't how you're saying it... but if you're going to nitpick, the caster level for the new spell level/slot is not stated, only the needed spell, which is based on the caster class and does not change because of the virtual metamagic increase (except in the case of Heighten Spell, which is a special case that actually does make a spell into the desired level). A metamagicked acid arrow is still a 2nd-level spell in all ways and a metamagicked magic missile is still a 1st-level spell in all ways (unless the metamagic itself changes it). Just because it requires a higher slot doesn't change anything about what level of spell it is (to the caster).

I am just saying there's a chance that it's a fair possibility to have a wand that creates a minimum level metamagic effect (as long as the caster level is enough for the spell normally), and not just as a "The GM can do what they want," but as a reasonably and common sense conclusion. Magic items and their creation are not the same as just casting spells and don't have to follow the same rules, only the rules for creating magic items (sometimes you don't even have to know or possess the spell your item needs or casts, though that isn't the case in this example, since a spell-trigger item like a wand is more strict on requirements). You still pay the cost for the effective increase, but I don't see why you couldn't have a maximized wand of magic missiles (CL 3) that just fires two maximized magic missiles.

I am open to it either way, but one way just seems very narrow and incredibly restrictive to a system that usually seems much more flexible.


MR CRITICAL wrote:
The normal price is 4.5k for wand plus empowered which makes it a 4th lvl wand ?? Than if I want the caster to be higher like 6th lvl for the acid to do more rounds how much is that??

18,000 gp or 9,000 gp to create.


The guideline formula for creating a wand gives it a price of (spell level x caster level x 750).
Acid arrow is a 2nd-level spell and requires a 3rd-level caster. This means a standard wand of acid arrow will cost 4,500 gp.

Empower Spell increases the needed spell level by two, making it equivalent to a 4th-level spell. This is allowed (meaning you can still have it be a 3rd-level caster for the wand, so will deal 2d4+50% acid damage over 1 round + an additional 2d4 +50% acid damage for 1 more round)

It would be (spell level 4 x caster level 3 x 750 gp) or 9,000 gp for as empowered wand of acid arrow (CL 3).

If you want to up it to caster level 6 (which is about the minimum needed to make it mechanically do anything different, which would be an extra round of acid damage) it would be (4 x 6 x 750 gp) or 18,000 gp for an empowered wand of acid arrow (CL 6).

It will cost half that amount if you are creating it. As a spell trigger item, you cannot ignore the prerequisites to make it by increasing the crafting DC by +5. Note that using metamagic can increase the effective spell level above the normal 4th-level limit (you can have an Empowered 4th-level spell in a wand) unless it was Heighten Spell for some reason, which actually increases the spell level.


85. Robot Robot Cleaner Room
This is a room containing a robotic cleaner for cleaning robotic cleaners that clean the base/ship/facility. It has a disposal area for those robotic cleaners to empty and dispose of debris, dirt, and detritus that they've collected and this is generally their final stop before returning to room #84 for recharging and maintenance. This room may have connections to rooms #61. (Trash Compactor), #62. (Waste Reprocessing), or #83. (Sewer Line). It may also have been redirected to #69 (Rat Town) by the residents to scavenge through first before it's disposed of.

86. Trash Compactor II
Similar to room #61, this room is approximately 10 x 10 feet square and contains a gelatinous cube that collects and dissolves most material falling onto/into it. There is either a large, 3–5 foot diameter hole beneath it, or multiple smaller holes, where undigested materials like metals, are eventually dropped to other rooms for further processing. Creatures falling into the cube might have to swim or force their way through, avoiding paralysis, to drop out the bottom, since there's little to no room to escape to the sides.

This has a twin room linked to it, accessed by one wall sliding up and the opposite wall of this room sliding towards it, like a normal compactor. This is activated when the room needs cleaning or maintenance and pushes the cube into the adjoining room and seals it in while crews attend to the main disposal chamber.


37. Carrot On A Stick (Common, The Cleaves 100 Unusual Treasures Booster Pack I)
This is a carrot, tied to a 6-foot stick by a string. Can grant a +2 circumstance bonus to Handle Animal checks for moving certain animals around.

38. Bedroll (Unique, The Cleaves 100 Unusual Treasures Booster Pack I)
A perfectly ordinary-looking bedroll of sleeping bag.

No really. It's fine.:
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This is actually a medium-sized mimic that died of natural causes while disguised as a sleeping bag or bedroll. It stayed in that shape for some reason. It's perfectly usable, but is always inexplicably hard and rough, making it somewhat warm, but not very pleasant to sleep inside. Examining or appraising it requires a DC 20 to note its true nature (Appraisal or Knowledge (dungeoneering)). Other mimics encountering someone using the sleeping bag will avoid them unless attacked or otherwise provoked, thinking they've already been claimed.
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39. Horn of Plenty II (CL 11) (rare, The Cleaves 100 Unusual Treasures Booster Pack I)
This magical cornucopia is identical to #86.

No really. It's fine.:
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This horn of plenty is actually a cursed porn of hentai, a basket that works normally until the user is alone and tries to activate it. At that time it summons black tentacles which deal no damage, only grapples and pins, casts unnatural lust on the user (DC 17), and silent table. These effects have a one hour duration but end if there is no one within the tentacles' reach for two consecutive rounds. Other creatures entering after the tentacles appear can be brought into the effect.
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23. Ability montage
Once per session, the character may explicitly declare to those around that they are using a power as a one round action (typically by calling out the name of the ability or what it does). All creatures within 60 feet that can see them can do nothing but watch as they slowly go through motions, stances, or generate visual effects (depending on the ability), which are then completed at the end of the round. The ability must be one that requires one round or less to perform.

Suitable powers include attacks, magical attacks, buffs, summons, or disguises or transformations. This only stops creatures from reacting, it won't stop falling, the planet from crashing, environmental damage such as standing in a fire, spell durations expiring, or an oncoming train, traffic, or comet. If the ability can be interrupted, it can be disrupted as normal (by environmental, incidental, or ongoing damage, or possibly a blind character that doesn't know they're supposed to be unable to act during the montage).

24. Full of tinier men
Once per encounter, as an immediate action when a critical is confirmed on the character, they may break apart into a small swarm of Diminutive duplicates under GM control in a 5-foot space. Some have cymbals or drums, or kazoos, or party blowers and generally stomp around. They function as a mad monkeys for a number of rounds equal to the character's Charisma modifier (minimum 1 round). After this time (or if somehow dispersed or blown away or completely swatted or smashed under a boulder), the character reforms nearby in a relatively safe space. Any stolen or carried items they picked up dropped safely nearby as well. This ability still works if the critical hit would render the character unconscious (but not dead), though they will reform unconscious. Damage done to the duplicate swarm/mob does not affect the character. This ability is Charisma based.


516. A small stalk grows with four edible-looking beans.

Edible beans:
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(moderate transmutation) If eaten, the imbiber's head spins around 360° with a faint popping and cracking sound. Anyone within 20 feet witnessing this must make a Will save DC 15 or be shaken for one round. The imbiber is unharmed.

The next time the imbiber would be flanked by an enemy or would be attacked from an unseen angle, such as from behind (but not against an invisible or otherwise concealed opponent), their head spins around, granting them the equivalent of all-around vision for one round, generally preventing any penalties for being flanked, and causing a fear save as above to any enemies within 20 feet.

If cooked into a meal, the beans taste fine, but have no effect.
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517. A small stalk grows with four edible-looking beans with a half-twist in them.

Twisted beans:
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(faint transmutation) When eaten, the imbiber gains weight equal to their racial weight modifier x5 (a human would gain 25 lbs., an elf 15 lbs., and a halfling or gnome 5 lbs.) This doesn't satisfy hunger, but it does count as stored fat reserves and might allow longer term survival if food is scarce. Otherwise, exercise and diet maintenance will allow the lose of this extra flab. There's no other mechanical effect, though some clothing or gear might need to be altered or let out a bit.
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518. The planter is surrounded by a brief, sparkling aura that quickly fades. Unknown to them, the next 1d10 missiles or ranged weapons fired at them become quasi-real illusions (50% damage or non-damaging effects only have a 50% to work). The planter can make a DC 15 Will save to see them as such, otherwise they count as real. Any enhancement bonuses on the weapon increase the disbelief DC similarly. It does affect splash weapons targeting the planter, but not splash effects otherwise, nor does it apply to ranged spell effects. Reusable weapons, like nets, throwing axes, etc. regain their normal composition after the attack.


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I am only seeing a called ability for weapons. Looks like it has a 100 foot range. Definitely not what you are seeking. I could see adding it as an Armor/Shield ability, but with the same range.


37. Mantle of Filth— Functions as a mantle of faith except it always has a dirty, soiled, or unclean look to it (it will never be to a deity of cleanliness, though it doesn't necessarily smell unpleasant) and it has DR 5/rust and filth instead of DR 5/evil. The damage reduction is bypassed by creatures that are dirty or filthy (such as sewer rats, some beggars, undead like zombies or ghouls, many slimes or oozes, or visibly diseased or pestilent creatures) or a weapon that is coated in dirt or mud or filth or is rusty.

39. Mask of Stoned Demeanor— Appearing and detecting as a mask of stony demeanor, this functions normally until the wearer tries to lie to someone with authority over them in that situation (ie. not against a judge or guard sitting with them in a tavern, but in court or during an investigation or looking into suspicious activity or in the course of their duty). At that time, the wearer receives a –5 penalty to Bluff instead as their words and expressions become slurred, drawn-out, or meandering, though the wearer doesn't realize this at all. Once triggered, this effect continues for 10 minutes on further lie attempts regardless of situation or if the mask is worn.

40. Boots of Striding and Falling— These boots function and detect as boots of striding and springing but they either (50%) only work during the autumn season between summer and winter (–25% cost), or they do not work during the autumn or fall season (–10% cost).

41. Boots of Striding and Falling II— These boots function and detect as boots of striding and springing but whenever the wearer makes a jump attempt while moving (not standing in place or just jumping down) and they roll a natural 1, they fall into or tumble over what they were leaping across or just trip and sprawl prone on the ground, even if a natural 1 would succeed on the check. When Taking 10, the GM secretly rolls a d20 and on a natural 1 the wearer falls as above. There is no indication that the boots are to blame for these occurences.


I grok do u wrote:
Make sure she makes a big deal about them being noisy in a library, and she should go crazy aggressive at anyone who uses fire damage near her precious books.

Could have the library under the effects of a modified sculpt sound spell. Where all talking is reduced to a whisper. Maybe she cast it or maybe it was placed before. That would allow certain people to have a charm or item that allows talking, the librarian clockwork for instance might have one or another could be found in a higher-ranked person's possessions. I don't know what manner the boss uses to cast, but if it's a non-verbal method, like whistling or music then she wouldn't be affected (only talking is muted). Otherwise any verbal spells (without the charm) or maybe even command word items, might require a Concentration check (DC 15 + spell level).


Guy Ladouceur wrote:
When a character is riding their mount, ... and they are charging an enemy, and one of the enemies allies casts grease under the mount the mount is the one that would role its saving throw.

When grease is cast, creatures within it (such as the one in your example where the mount is charging and someone, likely using a readied action, casts it under them) need to make a Reflex save. It will be the mount (with its +5 Reflex).

If the grease were already in place, the mount would need an Acrobatics check (DC 10) when it entered the grease. On a failure, it is stopped and then needs the Reflex save or it falls. If it fails the Acrobatics check by 5 (which it shouldn't, since it gets a +5 from Dex, but it might have barding or something else giving it a penalty), then it falls prone. If it passes, it is still reduced to half speed and that would wreck it's charge. I (meaning just me) would likely let the character opt to continue moving (as far as they want, accounting for the half speed) along the charge path, but they cannot take the charge attack at the end (still have the AC penalty).

Guy Ladouceur wrote:
Failure lands the mount as well as the character prone, is how I am reading the rules anyway.

If the mount fails, the rider will also fall prone. At best, they can attempt a Ride check for soft fall to take no damage from the fall. A kind GM may allow them to land on their feet with a good roll, but that's their call, but by that measure, I'd probably require an immediate save from them for the grease (if they landed in it) or they fall prone anyway.

Guy Ladouceur wrote:
I ask this so as to get others thoughts on other actions that could possibly happen under the rules before the horse actually roles its saving throw and falls to the ground. These actions would be allowing the character riding the mount to role a ride check as a swift action, thus having the horse either dodge or jump over the grease spell.

Looking at the feats in your example character, I see none that would have any effect on the mount making its save or skill check. At best the rider can soft fall. If the grease was in place and the rider knew about it, they could certainly have their mount jump over it with a Ride check likely. Most GM's will not allow you to charge while doing that however (maybe unless you had pounce or something similar).

Possible feats that could work would be Wheeling Charge where maybe if you suddenly saw the grease I would let you make the 90 degree turn at that point instead of where you planned. And I'd probably let you attack a target if it came into your reach (since it lets you make an attack at any point along the path).

Other than that, Indomitable Mount is the only thing I see that might work. It would let the rider use their Ride check in place of the Reflex save for the mount, so it will work if grease is cast in the mount's space. It won't help with the mount's Acrobatics check if it moves in after the spell is cast (but will help with the Reflex save if they fail the Acrobatics check by less than 5).


If you mean an alchemist bomb with a discovery added to it, yes.

Alchemist FAQ wrote:

Does an inferno bomb, poison bomb, smoke bomb, or stink bomb cause bomb damage in addition to the special effect listed for those discoveries?

Yes. For example, a smoke bomb deals bomb damage and creates an area of smoke.


Goth Guru wrote:
Notes: Red crystals cause temporary mutations and defects, yellow crystals remove powers, purple crystals give powers, and orange crystals have healing powers.

Do we still not talk about the pink crystals? Just checking.


Lots of fun ideas and great comments. I have to admit that, for me, Melkiador's first suggestion is still so simple, elegant, and cost effective. Just put them in a room with an empty spellbook and tell them to copy detect magic, read magic (both of which should be available to any wizard), and a spell of their highest level. For the most part, it seems only wizards can really scribe into spellbooks effectively. An alchemist can do formulae, but that's probably easily distinguished.

Just for the cost, I'd say that's the most common sense and efficient.


Claxon wrote:
Unless you think the servants/cooks/cleaning crew also are wizards?

They're all unseen servants and summoned creatures.


Claxon wrote:

If they can afford a wish, wouldn't they just wish that their son was a powerful and well trained wizard? Like wish is as powerful as the DM wants it to be, so gaining class levels isn't unreasonable.

Then you just have the now magically altered person go and take the wizarding tests.

"Adventurers, I need your help! I'm Archmagister Grimtook. I look like young Byron Meddlestone, but I am the victim of a wish. His parents paid for it and he wished to be a powerful wizard to pass the wizarding test. It gave him my body and powers and now I am trapped in this form which has no wizardly talent! You have to help me sneak into the Wizard's College to confront him!"

So now... he's got to pass the wizarding test in Byron Meddlestone's body to get inside.


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:
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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.
--------------------------------------

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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