Atalius wrote: How does this rod work? If I am 5th level and use the rod to cast Sleet Storm would I essentially be spending two spell slots (both 3rd level spells, 1 for Sleet Storm and another one for the Rime effect)? Note that Sleet Storm doesn't actually cause any cold damage, and therefore can't be modified by Rime Spell. It would work with Ice Storm.
Gary Bush wrote:
Someone do the math and figure out how laughably little power this is and how expensive this makes the average US electric bill in Starfinder credits.
CorvusMask wrote:
Iomedae granted power to that LN inquisitor in Kenabres who tortured people looking for demonic infiltrators. The Redemption Engine featured rogue LG angels who stole evil souls and forcefully turned them into angels. The various empyreal lords maintained plausible deniability, neither condemning nor assisting. Inflicting pain and spiritual kidnap is apparently ok for LG as long as it's in the service of good or fighting the really bad evils. Singing kumbaya or being a peacenik hippie is more a NG or CG thing, tbh, and in a world of objective morality you can push the limits to find out where they are. There's no point in arguing about whether you think something should be evil or good, it just is. If you can torture potential demons with a certain error rate and still not slip to evil, you don't have to worry about morality, only practicality and usefulness. I applaud Iomedae for her embrace of all eggs in the war for better omelets.
David knott 242 wrote:
It's a corruption of Lengs, as in Denizens of Leng.
Etheric Focus wrote:
It helps with this. Psychic Magic wrote: Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC. Instead of requiring a move action to remove the concentration penalty, a 4th level phantom blade can use a swift action. At 12th level they can use a free action, essentially eliminating the penalty for thought components. This is a big advantage they have over the Mindblade Magus, although outside PFS a cheap Centering Jewel can help, especially if you can craft the effect onto your +Int headband.
dragonhunterq wrote:
Read the feat, citizen. Ignorance of the law is no excuse. Weapon Focus wrote:
You can take WF for any weapon. This includes natural weapons, which, as the name indicates, are weapons. You can take WF grapple. You cannot take trip, or bull rush, or dirty trick, or any other maneuver. You can also take WF ray. You cannot take it for ranged touch attacks that are not rays. You can also take it for unarmed strikes. You cannot take it for anything else not listed in the quote above.
It's in Occult Adventures. OA, pg 84, Racial Favored Class Options wrote: Many of these alternate class rewards add only 1/2, 1/3, 1/4, or 1/6 to a roll (rather than 1) each time the reward is selected, or add 1/2, 1/3, 1/4, or 1/6 to a class ability (such as adding to a mesmerist’s number of mesmerist tricks per day or the total number of points in a psychic’s phrenic pool). When applying such a benefit to a die roll or class ability, always round down (to a minimum of 0). You may thus need to select such an option several times before the benefit takes effect. If an alternate favored class option modifies a class feature or ability, it can’t be taken before the character has that class feature or ability. For example, if a class gains a class feature at 6th level, a character couldn’t take a racial favored class option that applies to that class feature until 6th level, even if the benefit from that option wouldn’t be high enough to add a bonus until a later level.
Dr Styx wrote:
The feat does not "turn your spell ethereal." Ectoplasmic Spell Feat wrote: Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. So it's target or effect works on ethereal creatures. Summon Monster wrote: Effect one summoned creature Congratulations, Ectoplasmic Spell lets you successfully summon an incorporeal or ethereal creature, I guess. If one is on your list of allowed creatures...in which case you could do it anyway.
I'm looking forward to the really dumb and inappropriate character ideas for this one, people will have to be a little more creative than usual. I'm thinking a half Ulfen, half Qadiran CE Vigilante (Brute) who worships Kostchtchie and has infiltrated the Ulfen Guard nominally on behalf of his Qadiran masters, but really because he hates the idea of a female ruler and wants to assassinate Eutropia if she ever gains the throne. Edgy!
Cuup wrote: Murderous Command + Deja Vu = 3-round-long Murderous Command (Deja Vu has no save). Deja Vu doesn't work like that. Quote: Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. After being hit by the spell you act freely for one round, then repeat that on the second round. With appropriate timing (surprise, ally coordination or quicken) you can get a two round Muderous Command, but that's a lot of trouble, Extend Spell is easier.
Ryan Freire wrote:
You are inventing "as a result of" a standard action. It has to be made "AS a standard action." Bonus cleave attacks are not made AS standard actions, they are extra attacks that don't use an action.
VM mercenario wrote:
Nah, you have to "defeat" not kill an opponent, and APs always give you full xp for talking or sometimes even stealthing or decoying your way past challenges. Every time I got drunk at a party in college, had three belligerent guys threaten to beat me up, and then defused the situation with a joke (something that happened more than once) I would have earned xp for defeating them in combat in that encounter if life worked via Pathfinder rules. There are also story awards for accomplishing plot points, an Expert merchant would get xp for hitting certain profit thresholds.
I suspect the various religions preach about it, but some will lie. Unless you have really high Knowledge skills backed up with Plane Shift to go do some confirming field research, I don't know that you can approach objective knowledge about your fate. Evil people might believe they will be rewarded with power over others.
Rysky wrote:
Breaking a contract isn't "illegal" (there's no law forbidding you to break a contract, and you can't be fined or punished for it), it's just a breach of contract, for which there may be remedies you can get in court. I mean, it might be a better world if poorly trained or misinformed clerks at B&N could face a year in prison or a $5,000 fine for breaking a street date, but I personally don't think so.
Valeria Tanessen wrote: I think the item was more meant to be used with the user stuffing his face with hors d'oeuvres in the corner, then winking at someone in the crowd to follow him/her *a few moments later* :) It could summon a custom succubus to do the deed right there and then with perfect imitation of anyone else and it would still be hilariously overpriced at 3,500 gp. I guess this is what happens when you ban or suppress the Calistrian prostitute market and you get weird black market work arounds like this.
LOL x 1000 at this item: Discretion Charm, pg. 177 wrote:
It's a single use item that costs 3,500 gp! Him: "Let's make an arrangement to meet tomorrow afternoon at a discrete, luxurious inn I know, we can lie to our spouses about where we are." Her: "Or, we could burn 7,000 gp to create an illusion of the two of us standing in this corner talking for ten minutes, which will only hold up if no one actually comes over and talks to us. Then we use 30 seconds of invisibility to sneak off and have a quickie in a broom closet before coming back and explaining why our illusions suddenly vanished in a room full of people." Him: "Genius!"
Jeraa wrote:
If a summoned creature's duration keeps running while in an AMF then the same should be true for a Fireball. It's instantaneous, so it fizzles in the AMF.
Dragon78 wrote: It would be nice to see spells/extracts that repair(and even revive) constructs. The spells already exist. Greater Make Whole - Doesn't work on golems, but those usually have a spell that heals them anyway. Memory of Function - This one should actually work on a golem, since it should lose its immunity to magic once it's destroyed.
Matthew Downie wrote:
Everything you think you see is a mental hallucination generated from neurological input, whether its impulses via your optic nerve as a result of photons hitting your retina, or weird neurochemical interactions caused by a drug or organic brain disorder. Your brain is constantly editing out things your eyes can see (your nose) or inventing things they don't (the blindspot from the optic nerve), and can predictably create false visual illusions that misinterpret what is happening for certain nonstandard geometric shapes. Depth perception and color (is that dress white and gold, or blue and black?) are purely artificial artifacts of the brain doing some aftermarket processing of received signals. Then there are dreams, where you see made up internally generated images rather than the backs of your eyelids. Both a phantasm and a divination are necessarily inputting something new into this fake mental picture. They aren't doing different things. You can say one trumps the other via fiat, but you can't say one is doing something substantively different that trumps the mechanism of the other. So much for neurology and metaphysics. From a balance perspective this is bad because there should be room for phantasms, which have plenty of limitations already (always require an upfront save, SR: yes, mind affecting and subject to immunity, usually single target) to give high level illusionists a useful tool against high level creatures that have True Seeing. This ruling also just doesn't work with lots of phantasms. True Seeing doesn't let you hear or smell what's really there, which becomes a problem for multisense phantasms. There are also phantasms that do a lot more than just give you an image. If you're sleeping, have True Seeing, and get hit with a Nightmare, does the blackness of your closed eyes overpower the image of the nightmare? Does it overpower your normal dreams? Apparently not. And Mindscapes make this a particular cluster with all kinds of issues and weird/undesirable interactions. The real problem is that Phantasmal Killer is a badly balanced legacy spell that shouldn't be a SoD at that level (compare to all others that switched to 10 points of damage per CL or like Psychic Crush give save bonuses and don't straight out kill) and the designers wanted to pare it back. The problem is Phantasmal Killer, not all phantasms. born_of_fire wrote:
I think you meant "even if you are a psychic." I think both the spell art and especially the text of the Spellcraft skill, which requires that you see the spell being cast, not components like somatic waving around, and certainly never hearing verbal components, as sufficient evidence that it should work this way. Otherwise spellcraft by its own langauge could never identify a V only spell, there'd be nothing physical to see.
dragonhunterq wrote: This FAQ strongly infers that you can discern the presence and effects of an illusion. There is not FAQ I hate more than that one. I have a minor stroke every time I see them believe there's a distinction between physically and mentally seeing something.
Quintain wrote:
Describe the educational system providing this anti-interrogation training and magical awareness (complete with ranks in Knowledge: Arcana, one hopes) to the average NPC of all races in your campaign. Having read a Bestiary I'm not sure how relevant "intelligent enemy" is as a matter of general applicability
I like the Vilderavn. It's a nasty melee bruiser (unusual for a fey) with some rare immunities and some pretty good hex and SLA support, plus flyby attack bleed effect that's hard to stop if you want it to play skirmisher role. At the same time, other than SR it doesn't have practical defenses against elemental attacks and no fast healing or regeneration means you can drive it off or kill it if you use the right tactics.
FormerFiend wrote:
While not the most powerful, not only is Baphomet the most intelligent demon lord every statted up (Int 37), I'm pretty sure he's the most intelligent demigod ever published. He edges out the top Archdevils (Baalzebul and Mephistopheles), Great Old One (Tawil at’Umr), and Horseman (Charon), who are all Int 35, as is Nocticula.
GeraintElberion wrote:
It's only genetic inevitability that makes you think that and makes me disagree.
The idea that certain deities have been demoted or become less important in an overall sense between is sadly very parochial. The Pact Worlds are one system out of perhaps 100 billion (if a galaxy the same size as the Milky Way) systems out of perhaps 100+ billion galaxies. In Starfinder some decent proportion of those have intelligent life. The only thing that ever made Golarion interesting in a cosmological sense was that Rovagug was imprisoned there. The deeds of its inhabitants, the gods who have worshippers there, and the proportions of worshippers simply don't matter in a cosmological sense. There may be more gods in the multiverse than there are sentient creatures in the Pact Worlds. And as the story of Aroden told us, most gods probably don't matter at all in the end. Iomedae is a brand new flash in the pan known to at most a fraction of a fraction of a fraction of a fraction of a fraction of mortals. The only gods who seem to definitely matter universally across all the epochs of existence are Pharasma as the ultimate referee of everything, eventually Groetus as the eventual destroyer of it all, and maybe Asmodeus as the only single entity who has grabbed authority over all an alignment's souls not otherwise pledged to a specific god and who seems to have been playing at the highest levels since very early in the multiverse's existence. At least 20 other gods have more followers than he does in the Pact Worlds? Who cares, you can be assured he's doing just fine across the rest of existence, and even in the Pact Worlds he's picking up most of the LE souls who don't follow a god. These guys are like immortal dictators of the nations on the UN security council. Most gods in the Pathfinder/Starfinder universe are like the tribal chief of 500 people in the Amazon who don't have contact with the outside world. Who's up, who's down? Who cares. Vote Team Groetus or Team Four Horsemen, they're the only ones with a viable and defensible long-term philosophy of existence.
Snowblind wrote:
Angel's Trumpet sounds awful, there are plenty of lesser fear and compulsion effects that are less bad than being dazed! Scenario 1: GM: "You fail your save against the Aura of Doom spell, you are Shaken until you can leave leave the radius." Smug PC: "Not so fast, I'm on Angel's Trumpet, so I'm not shaken." GM: "Oops, I missed that. Congrats, you're dazed until he moves away from you or the 10 minutes/level duration runs out. Good luck." Scenario 2: GM: "You fail your save against Fumbletongue." Confused Barbarian PC: "What does that do?" GM: "Well normally it would make it hard for you to talk or say command words, but since you're on Angel's Trumpet to protect against a Dominate Person, you stand dazed for 5 rounds. Good luck."
An image has to look like the caster and update based on his current appearance because otherwise once you hit and injured the caster his images would look unharmed and you could ignore them. So blur (and a later invisibility) works with the images. And despite what the rules say, figments and glamours also have some mental component even if the aren't mind-affecting per se. Otherwise you wouldn't be able to see them as transparent when you disbelieve them while others still see the illusion. Something other than photon and sound wave manipulation (and heat that mysteriously doesn't heat anything up or inflict burns) is going on.
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