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The problem is that they haven't been proven to be a) unique nor b) deities. The proof to the opposite is a) a generic stat block, and b) the "deific" ability is available to mortal creatures (specifically mythic creatures, which are by RAW, mortals). These counter-arguments are being ignored by the "interpreted RAW" group in preference to their preferred conclusions. It would be more honest to open a FAQ to ask the question of whether green men are able to be used by the plant form spell series or not. But as it stands now, the evidence weights heavily in the favor of the "strict raw" group. Note: I'm neither.
John Mechalas wrote:
Instead of trying to shoehorn a cloudkill spell with the merciful feat, why not just research a new spell that does what you want?
Poison Dusk wrote:
As an aside, being "deific" is not a refutation of being generic. or confirmation of being a deity. Mythic creatures can do the same thing.
Moonheart wrote:
I can tell you from experience that "losing the GM" is not even close to the death knell of a campaign. It has happened in the campaign that I'm currently playing in -- someone else familiar with the setting and that was a player under the former GM simply took over running the game. Players come and go, and so to GMs. All of them are replaceable. Sometimes GMs burn out and sometimes players want to GM. As long as everyone is flexible in their role, everyone goes home happy. As for "all participants are satisfied not being always possible" -- of course. But it is still a goal that should be aspired to. 'Cuz you gotta have goals :P
Implementing this, mechanically, would be easy enough by pre-building aegis class abilities as a template(s) and then fixing the progression of those abilities based on the level of the character who possesses the item itself. Similar in how one would build a gestalt character (more powerful option) or a Variant Multiclasing from Pathfinder unchained (less powerful), and have the aegis "artifact" replace the feats gained from class progression. I've made VMC options for the Aegis in my spare time (never published, not official), that follows this progression: Aegis
Sagiso wrote:
With this build in mind, look at psychic warrior. With the right choices, it does everything you want.
Daw wrote:
Not necessarily. Our presumption earlier of self-sustaining clone body may have been incorrect. It could be that the clone is technically living while being grown for the 2d4 months, but without a soul present it dies upon completion ("stillborn") unless preserved, and once the soul enters the clone, it is resuscitated similar to a breath of life spell.
This has got to be one of the more fascinating discussions I've seen on these boards in a while. I suppose the definitive answer is just what is meant by "inert" The common definition when the word is: incapable of moving or acting (but apparently still living). Which would mean that the clone spell essentially creates a soulless, living body. This kind of leads to more questions -- just what can one do with a "inert duplicate" of a creature prior to that creature dying and having it's soul inhabit the duplicate?
The lantern archon's ray attack is not considered to be a "natural attack" like claw/claw/bite as far as I'm aware. It's a ray -- which is considered a weapon for things like feats, etc -- the question is whether it is considered a weapon for spells. The spell could also potentially affect kineticist blasts, etc. So clarification on this would be helpful. Ah, it appears there is a FAQ for this very thing: Quote:
This is perfect.
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It's not just a 2nd level power in isolation. It's a 2nd level power, a feat modifying the spell, along with what would likely be a collective ability that makes the range greater than the "close" range limitation of the power itself. It's much more than just a 2nd level power. Whether someone is your ally is from the perspective of the target of the spell. You could use charm/deception to make him think you are his ally. The manifester is not a target of the power, so his intentions are immaterial. Quote:
The rule establishes a common ground for the ability. The "general rule" as it were, expressly stating that you count only your powers known from your class as the value you base the calculation on. (That's the first sentence). There are no exceptions given in the general rule, but multiple examples of abilities that expressly state that they are not exceptions. There is no exception text in the racial ability, so it defaults to the general rule. That is how to read the rules in pathfinder. General rule is established, specific exceptions require specific exception text. I'm still up in the air as to whether you are simply trying to rules-lawyer or your system master is simply at the beginner level. But it seems you are completely missing very simple things in an attempt to cheese things to your advantage.
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An ally is someone that is friendly to you. There is no "Pathfinder" definition, because pathfinder uses the common definition. The distinction is that "ally" gets a choice. If you manifest dimension swap on a party member, and he doesn't want to go, he is able to automatically resist the power. Someone who is willing can be an "enemy" who has voluntarily foregone their saving throw - for whatever reason - or someone who is a member of a collective. Dimension swap cannot be used with a collective. It does not have the network descriptor (without the use of additional feats). Regardless of whether they are part of the collective or not, since the power says "ally", it cannot be used in the way you describe. Untouchable aura can be used with Shared power and manifested across a collective. It is not much different than using a communal spell feat with sanctuary, in effect. Be prepared to hit your maximum power point per manifestation limit very quickly. Quote:
Hard stop at the end of this sentence. Do not take explanations of what other things do not work as an invitation to believe that other things do work. If Psychic Chirurgery doesn't work to increase the powers known limit for the number of mind stones, then assume nothing else will. Quote:
Expanded Knowledge will add a power known to your powers known list, and you will manifest them at the manifester level of the class feature that granted you the feat. All the cross-class complication you are bringing up is immaterial. The only time that being multiclass comes into play is if you have a power that exists on one power list or the other -- you have to use the one that applies best. -- See Page 27 - Ultimate Psionics. Quote:
Yes, additional healing can be redirected over a collective, just like any other healing. The redirection can be resisted by the barbarian in question. There is no "at least 1 point has to be applied limitation" that I'm aware of. The additional healing is added to the value of the healing spell, and the vitalist chooses to redirect whatever he wants, when he wants. Quote:
Adding someone to the collective with or without unwilling participant is a (Su) action, not a psi-like power or a power. Persistent Power feat is not applicable. Quote:
For the samsaran ability, you spend power points to manifest the power which is equal to X. Augmenting the power adds an additional Y power points to the amount spent. Samsarans need only spend 1 point for "2 points worth of augmented effect". So, a non-samsaran:
Samsaran
Note: this is not a DSP race or ability created by them. Final interpretation would have to be up to Jon Brazier Enterprises. Quote:
All those sense sharing abilities provides line of sight. They do not provide line of effect, which is also required. Quote:
They are all tracked individually, just like if you were to cast a communal true strike spell (if that is possible). Quote:
No, Drain Health can only be used over a collective. It was meant as a way to prevent the Life Leech to have packs of low hd creatures used as HP batteries by using unwilling participant to add them to the collective and suck them dry. Quote:
Yes, all of the "as One" powers have the network descriptor and along with the Spirit of Many ability, you can augment it to apply it to multiple members of the collective along with yourself. Psychic Bodyguard: using over a collective doesn't change the way the spell is applied. -- You'll be rolling a lot of saving throws for your compatriots. Your Cap will work with one roll per day. Strength of My Enemy: you have to do damage. It also works with ranged weapons. Expanded Knowledge: powers do not have a primary stat, your class does. If you use expaned knowledge to add a power to your powers known list for your class, you use your class primary stat to manifest that power. Which class you use depends on which class gave you the expanded knowledge feat in case of multi-classing. Psychic Warrior: the feats you can choose from are [combat] feats or [psionic] feats. Power stones and UMD: For Power stones, You use UMD twice, one to address it, the other to "Use a power stone", the DC is set as if "you had a particular power on your class power list" already. So, doing the "emulate" option of UMD does nothing further. Quote:
If you are referring to Unwilling Participant, read up on that feat. Even an unwilling participant is able to save against powers manifested on him while in the collective -- the DC is different, and he will remain in the collective, but he can still resist. Quote:
Despite the name of the archetype, it doesn't matter how the creature dies, only that it dies. Note it doesn't stack with itself.
Dr Styx wrote:
There are arguments both for and against ectoplasmic spell working. One of the con arguments is that in order for an ectopic spell to work, it must directly affect the incorporeal creature.
Claxon wrote:
Sadly, my character is an arcanist -- so Ghostbane Dirge is unavailable. We don't have a bard, and our party cleric is one that is unlikely to be cooperative.
Jeff Morse wrote: evolved summon lets you give magic attack. would be same as ghost touch on non magic attacks.
Bleh, it's a two point evolution.
Interesting. Good Catch. The text is similiar to the Transformation spell (which prevents spellcasting). -- But that particular text is indeed not in the power. I checked the Psionics Expanded book (it's original source) and that particular text is not there either. Given the mythic text, I would say that the original power's restriction on preventing manifesting is the oversight vs a bad reference in mythic psionics.
One thing: Quote:
So, unless the wizard was mind wiped, he still has cantrips memorized. This gives him the potential to have some sort of way to gain assistance from the outside world or a way to slowly (think Shawshank redemption) reduce the integrity of his prison and eventually escape.
Ryze Kuja wrote:
Ryze Kuja wrote:
You'll definately want to diversify. A single enemy with spell turning would turn you to goo.
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The amount of effort to be able to put into something like that is extremely prohibitive. Moreover, you have to pump additional power points into the manifesting, making it a much higher level power. A 5th level spell, with a 15d6 damage limit is and always will cost 1 5th level spell slot. A Swarm of Crystals power that reaches 15d4 will cost 18 power points, which is the quivalent of a 9+ level spell, and require you to be level 18 manifester. 15d6 by a wizard comes 3 levels earlier, and with 1 feat, you can go as high as 20 at level 18. So, while "technically limitless" in completely unrealistic scenarios, it is much more costly for a manifester to reach the same damage range as a wizard/sorcerer.
_Ozy_ wrote:
The problem with your argument is that there is a difference between perceiving a thing and realizing a thing is a trap. Perception != recognition.
Poison Dusk wrote: While I think both sides have some good and bad points, and I usually stay out of Paladin threads, I would be remiss if I did not make one point. There is a group that includes paladins in Cheliax that are actively fighting in an underground resistance to the fully legitimate authority of the Thrunes. There is an entire AP about it. That is correct. The Paladins in question would have to have allegiance to a different legitimate authority that gave them permission to perform said resistance actions. The basic idea is this: The local governing authority is the legitimate one unless your allegiance is to another governing authority and that other governing authority has given you permission to perform whatever heinous acts you deem proper. In the absence of permission from your governing authority (church, kingdom, whatever), you must obey the local governing authority as much as your code allows.
BigNorseWolf wrote:
The thing of it is, it's not even murder. Killing, yes, execution, yes. Not murder. I'd disagree on the torturing part. Deliberately withholding medicine to a child (no less) that has a disease (debilitating? -- must be -- the kid can't get away while sick -- Painful? -- likely) qualifies as torture, imo.
voodoo chili wrote:
I still fail to see what is evil about killing an unrepentant evil enemy in a merciful fashion that is admittedly torturing an innocent.
_Ozy_ wrote:
No, someone using stealth to hide is different than a trap. Both are hidden, one is using his own skill to hide, the other is deliberately disguised by their maker so as to go unnoticed. One is a variable DC, the other is static. One allows passive perception, the other, active. Not the same.
Ravingdork wrote:
Then as a DM, you say. "Ok, you can't move more than x number of feet per round".. Congratulations. Your trip from city A to City B which was 2 days long now takes 3 years due to your OCD Paranoia. Quote:
No, there doesn't. That defeats the entire point of using traps in a tactical situation. Which I'm guessing is your entire intent. If you don't actively look for traps, the consequences are obvious. Traps are what are called a force multiplier. Think to the original Rambo movie -- that is an effective use of traps in combat. It slows down those who think they have a tactical advantage after their first few mooks get destroyed (or their "champion" who was stupid).
Ravingdork wrote:
I'm fully in agreement here. This is how perception should work, and makes traps significant and not just a hand-wave. Choices become important again.
graystone wrote:
Actions economy and time. Action economy being the greatest impact. Passive perception takes no action, active perception (aka Searching) requires move actions. If you are looking for traps, and do it twice in a round, your ability to respond to dangers other than traps is extremely limited. Action economy is where the Trap Spotter talent provides it's greatest benefit. Unfortunately, it is often hand-waved by DMs that don't use traps effectively for the bad guys. As with time, buffs on a round per level expire mightily quickly while searching for traps on that 200' corridor. That's roughly 20th level caster buffs gone, right there. You have to make a choice -- suffer the traps and keep your buffs, or find/disable the traps and have your buffs run out at an extremely inconvenient time during that boss fight. Choices, choices.
Divert Teleport:
Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well. For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully. Detect Teleportation:
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect. Once manifested, the duration is 10 minutes per level, as a result, the manifester is essentially air traffic control for any an all teleport effects within the area of effect. 1) Is there any required action on the part of the manifester once the power is manifested in order to "choose" the destination of the any teleports in the area? 2) How many can he divert at one time? If you have 3 simulteneous teleports, can he divert all 3 at once? 3) Can you only choose a single destination for all teleports or can this be on a per teleport basis? 3a) Can a group of teleporters be separated from the caster of the teleport? 4) Is there any information on who/what is teleporting beyond the detect teleport description as modified by the Divert teleport? 5) How is the maximum load limitation calculated?
Traps by their very nature are hidden things. So they aren't by default in the category of "observable stimulus" -- at least not prior to when they go off. Active perception check is "searching for traps" to find them prior to their triggering. Passive Perception check, requiring a thing to be in the category of "observable stimulus" is not possible for traps -- except by those with trap spotter or it's equivalent.
I would say that you should look at the abilities that enhance finding traps to define the restrictions of standard trapfinding. There is a rogue talent called Trap Spotter that is defined thus: Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. This is a reactive perception check, which means searching for traps cannot be reactive by default. According to the rules for perception, a non-reactive perception check for whatever reason (active searching for anything) is a move action and according to the unchained book, says is restricted to a 10-foot-square area. Seems pretty definitive to me. Unless it is only the question on the restriction to a 10' square that you are questioning, not the move action aspect.
Possibly, but you also hit on the whole problem: they see something like this alchemist or psionics as "messing with their campaign" but not the same way when the exact same thing happens with a wizard's basic abilities. It's more taste than circumstance. I'll give you an example. We have a ranger that has been known to do in the range of 400 dpr against chaotic evil outsiders. -- completely acceptable to GMs. Yet a psionic cryptic doing even half that is "overpowered". If I were do do this with a gish rogue, he wouldn't have a problem. It comes down to familiarity and acceptance of mechanics. Style over substance.
Two things: If your DM is complaining about your alchemist, your wizard isn't doing his job. I find that a lot of DMs, when confronted with something they don't necessarily like, will complain about a "overpowered mechanic" while at the same time completely accepting the same mechanic from a different class (see wizard). Some people just can't get over that hump. You get a lot of this with psionics.
Eric Hinkle wrote: Dumb question -- if hypothetically evil characters can't restore someone to life for whatever reason, can they raise them as an intelligent undead and use magic to force them to do what they want? This is entirely possible. But there are countermeasures. This leads me to two questions: 1) Is there any way to alter what the soul "knows" upon resurrection/raise dead -- anyway to bluff the soul being raised. 2) If they refuse the first raise dead, can they accept others or is it a "one and done" -- and at that point, they are permanently dead.
Trimalchio wrote:
This, at least, is a reasonable response. Although, I'd suspect the details of the state of the unicorn carcass and whether it is identifiable as such and not simply a horse would be in question.
There is no moral bearing on eating the flesh of a dead creature. At that point, it is nothing more than meat. The meat isn't even magical. It isn't cannibalism. It's simply food. The soul/spirit/guiding intelligence has left the body. If a wild animal were to come across the carcass, they wouldn't hesitate to feed off of it, the same would apply to your carcass if the animal found your dead body in the wilderness. Had they just left it there, the nearest scavenger would have eaten, regardless. Consumption of a dead body is a wholly natural thing in the cycle of life -- the dead nourish the living.
Avoron wrote: Level? Resources? Party composition? Time frame? We're going to need a little more information to go on. The Map is essentially Rappan Athuk's 2nd Temple of Orcus, but the two side entrances to the temple have been filled in with rock, so there is really only one entrance that is open -- the one to the north. Levels is 17-19, Party Composition is extremely varied. Timeframe is about 6 hours of available prep time. We have two 19th level mages, A 18th level tactician, 19th level cryptic, about 15 15th level under equipped paladins (do not rely on equipment here). Two underequipped 15th level clerics of Thyr, 4 Ghaele Azata's, One Brijidine Azata, and a Star Archon. We have forbiddence already in place and a area of effect teleport redirect effect that has the potential to have us control any teleportaitonal effects. The temple itself is underground. We will need to hold off this force for approximately 14 hours before our hallow spell is cast and we at that point will have converted the old temple of orcus into a Temple of Thyr. There will also likely be a lot of accompanied undead -- especially numerous incorporeal types for harassment purposes.
_Ozy_ wrote: If you're hiding until you break stealth with an attack, how can the readied action go off before the attack? You aren't hiding when the attack occurs, realistically under this scenario. What is happening is: 1) Your opponent is unaware of you at the start of your turn (which allows the sneak attack per RAW - unaware combatant) 2) You then move and reveal yourself (he is now aware) if you cannot stealth through your entire movement (depending on your specific stealth requirements) 3) Then comes your attack 4) You move back into a position that allows for stealth in order for your opponent to lose track of you (similar to how bluff works). However, when your opponent has a readied action against this sort of tactic, he starts unaware of you specifically, but if you cannot maintain your stealth all they way up to your attack, he aware enough that an attack is occurring to preempt your attack with one of his own. It's like a "mini-surprise round" for the rogue on his turn, mechanically speaking. Although the target is not flat footed or denied his dexterity because he has already acted (by having a readied action). Note: this is not a strict raw reading of the breaking stealth rules -- which technically state you don't leave stealth during your movement to the target (--but that really doesn't make much sense --), but it does allow for reprisals by readied-action prep'd targets instead of being complete victims to this sort of tactic. It is simply, what I believe to be, an alternative sequence of action event that follows the rules for stealth more strictly than "remaining hidden despite not even qualifying for being hidden by the rules of steal due to the turn-based action resolution that Pathfinder uses." gerrymandering that this stealth skill errata implements.
Diego Rossi wrote:
A slightly different take on what Diego said, once you move out of the area that allows you to remain hidden, you become visible, but since your target was unaware of you at the start of your turn, they are susceptible to your sneak attack, and after your sneak attack, you move and can re-hide once the conditions allow for it. One catch though: If your target has a readied action in response to an attack, then he can attack you prior to your sneak attack -- although you still get your sneak attack if you are still able after his attack is resolved -- you are still able to continue your action post-readied action -- if you can.
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