Ezren

Reagus Origen's page

6 posts. Alias of MichaelCullen.



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This might be the most colorfully pawn set yet.


Recruitment page is here.


Male Human Expert 1 Warrior 1

Discussion thread, feel free to post out of character stuff here.


Male Human Expert 1 Warrior 1

Welcome to Solstice Scar for levels 10-11. This is a regular Non Core table. Feel free to dot in.


So the normal perception DC to spot a scrying sensor is 20+spell level. By the time scrying comes online, almost anyone can make this check.

In 3.5 it was very difficult to spot a scrying sensor, it requires a DC 20 INT check meaning you needed a 30 int to even have a 50% chance of spotting one.

I think the 3.5 version was too difficult to spot, but the pathfinder version is too easy.

Besides hieghtening scrying spells, what ways are there to make them more difficult to spot?


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I'm trying to remember the name of the spell that lets you cast two spells, see the results, then choose which one you had cast.


It's driving me nuts, but I can't remember the race of my first DND sorcerer. She was from a 3.0 or 3.5 dessert humanoid race that was made up of merchant caravans. I am almost certain that they had a charisma bonus and that the art was in black and white. They looked basically human.

Anyone remember the name of this race?


2 people marked this as a favorite.

There have been a few times now that I have clicked on a link to the message boards to chime in/help on a topic, only to realize later that the question was in the Starfinder section of the message boards.

Is there a way to make Starfinder threads more distinguishable? Perhaps with the links being a different color?


So I have a character that may be looking to write some contracts with some outsiders prone to abuse the ambiguities of language.

What language in pathfinder is the most stable and least ambiguous?

Infernal would be a poor choice due to its "fiendishly complex grammar".


The Setup: My party and I just hit level 12. We are currently harnessing a BBEG who has hunkered down inside a large sturdy temple. We have made various forays inside and began to kill off his supporters in order to make our final attack easier. During these forays it was discovered that the BBEG is trying to perform some type of ritual. (I don't want to give exacts because I don't want to give away spoilers) We also want to make it difficult for the BBEG to recover his spells for the day. As a divine caster, he does not need sleep, but still requires "a relatively peaceful environment" for spell preparation. We are seeking to deny this relatively peaceful environment.

The party is taking turns in disturbing the peace in and around the temple.

My Goal: I want my disruption to be truly memorable.

My character is a psychic. The plan thus far is for me to teleport to a market where elephants are sold, possess one of the elephants, then teleport my limp body and the elephant back to town. Once near the temple, I plan on casting Animal Growth (rebirth discipline psychics can poach a spell from another class). This will turn me into a gargantuan elephant pushing 100,000 pounds. Imagine the disruption I could cause just by trampling around, ramming the temple walls and trumpeting.

Advice: So, what I'm looking for is how can I make this plan more ridiculous/better.


There seems to be conflicting rules in the CRB in regards to how many free touches a caster receives when casting a touch spell.

In the actions in combat section of the Combat chapter:

CRB wrote:
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

It goes on to say that if you hold the charge, on the following and subsequent rounds you can touch up to six allies as a full round action.

The magic chapter seems to give a conflicting rule:

CRB wrote:
Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

The Combat chapter lets you touch one ally on the turn you cast, the magic chapter lets you touch up to six on that round.

An example spell could be resist energy communal. The difference one round could make could be quite significant.

Has this been clarified anywhere? I looked through the CRB errata and could not find it. Am I missing something?


1 person marked this as FAQ candidate.

If an effect occurs when an object is touched, does the touch have to be the result of some action the creature takes?

Or can some other creature initiate an action to have the object touch the target creature?

An example would be an object affected by the spell Node of Blasting.

Symbol of Death has wording to specifically prevent such uses. Some argue that Node of Blasting should act similarly to Symbol of Death in this manner as they are conceptually similar spells.

Others would argue that the prohibition against offensive use is missing from node of blasting, so nothing prohibits it.

I would appreciate any rules reference or Dev/staff clarification anyone knows of.


So I'm looking for advice on some fun ways to harrass some enemies that are help up inside a fortified temple.

Right now I'm thinking of using a couple scrolls of earthquake to shake the place up. It won't actually do much damage as the place is built fairly tough, some I'm looking for better options.

Another option I was looking at was flooding the place a bit by using walls of stone to make an aquaduct to a nearby river and using reverse gravity to lift the water out of the river and onto the aqueduct.

I'm open to any fun ideas of how to harass those within.


Beyond the limits imposed by the spells, are there any limits (particular to PFS), in regards to planar binding creatures or making simulacra of creatures?

Could you make a simulacra of another one of your characters? Any creature with published stats? Including demigods?

Have I missed something or are these spells pretty open ended? By comparison polymorph spells are constrained in the additional resources.

In a few seeker scenarios/modules, I have done some pretty crazy things with simulacra and bindings/gates. (All within the bounds of the spells and with prior coordination with the GM) I just want to make sure that I am not missing something.


I currently have a rebirth psychic samsaran who wants to have his soul "transcend".

Are there any good options, and I'm open to 3pp, for a transcended template?

Perhaps similar to a psychic lich, but without the inherent evil?

I am open to other thematic options as well.


How do bonus spells per day progress if one's casting stat is 46 or higher?
In 3.5 the table had a line at the end that said "ect". This line is missing from the CRB version.

This leaves us with three options:
1.) They receive no bonus spells at all. They have no entry on the chart therefore no bonus spells. This could be a very strict, if illogical, read as written.
2.) They receive the same number of bonus spells per day as 44-45 in a casting stat. This seems like it could be logical but nothing in the text supports it. (That I have found)
3.) Bonus spells per day continue to progress in the same pattern. This is how it was in 3.5 and also seems logical, but again nothing in the text supports this. (That I have found)


I'm playing in a home campaign of

minor spoiler:
Hell's Rebels.
And have decided that the empty Nidalese embassy looks like a fun place to exert some influence on the city.

I am playing an 8th level psychic and have a very high bluff and linguistics. I have forged some diplomatic credentials and have layed some ground work for taking over as the new counselor.

I intend on using my position to:
Exert influence on the city
Have regular access to the Lord Mayor
Be a potential receiver of locals who are "special problems" and need "extra attention"
(Hopefully having captured party members/allies turned over to him for interrogation)
Shipments in and out of the city may be covered by diplomatic immunity

Do you see any potential pitfalls or potential advantages that may come from this strategy?

Can you think of ways to gain further use from this ruse?


Besides scrying, are there any other spells/rituals/items that take advantage of having the target's blood. I am open to 3PP as well.


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A local DM has offered to run some of our PFS 19/20 characters through his version of the star stone cathedral. (Obviously this will not be PFS, but the rest was).

I would like my sorcerer to be prepared for anything. We have plenty of gold at this point so scrolls are not a problem. What spells aught a paranoid caster bring for such an adventure?

Thus far I'm brining:

Contingency (plane shift remains and gear to demiplane if I die and am still dead 10 Sec latter)
Spell turning
Mind blank
shrink item (cast on a lead hat, made with magnificent pigments)
Greater false life
Heightened awareness/anticipate peril
Akashic form
Aroden's spell bane (dispel, dispel greater, disjunction, wish, anti magic field, trap the soul)
Long strider, greater
Moment of prescience
Foresight
Arcane sight greater
Aram Zey's Trap Ward
Magic Jar (into a different body, what ever I can find)
Death Ward
Bestow Grace
Firey body (for all those immunities)


This new spell from Inner Sea Temples seems to be missing something.

Betraying Sting:
BETRAYING STING
School evocation; Level cleric 6, occultist 6, psychic 6,
shaman 6, witch 6
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
You unleash divine power to smite those who wrongly trusted
you. The power takes the form of a yellow-and-black bolt of
energy that makes the sound of a thousand angry, swarming
wasps. This spell affects only creatures that have an attitude
toward you of indifferent, friendly, or helpful. The spell deals
1d8 points of damage per 2 caster levels you have.

It lists under saving throw "will partial" but never says what that partial is.
That and 1d8 damage per two caster levels to one target seems really bad for a 6th level spell. Add to that that it can only be used on targets that are at least indifferent to you makes it terrible. It seems to me that there used to be some sort of debuff it gave that could be resisted with a will save. But for some reason that debuff did not make it into final printing. Am I missing something here?


How aware of being charmed is an intelligent charmed target?

I understand that they will take it in the "most favorable way", but even taken favorably, most creatures would try to remove a charm that even their "close friend or ally" cast on them. Wouldn't they?


Our Skull and Shackles group is seeking a divine caster to join the group. We are currently on book 4 of 6.

We have been playing for a little over 2 years. Recently we have picked up the pace of posting so we would prefer someone who can post once a weekday.

We will decide as a group who we wish to invite.

Builds are level 9, 20 point buy, and normal wealth by level. CRB races are all fine. If you want to play something else it needs approval, send me a PM. As far as classes, Paizo products are fine. 3rd party classes can get approval via PM as well.

Hit points are rolled for all levels but the 1st. Any roll that is less than half the HD gets rounded up to half the hit die. (For example a fighter who rolled a 3 would get a 5 for that level).

Recent events:

Spoiler:
The party has recently won the Free Captain's Regatta. With this they have won the right to be Pirate Lords. However simply wining the race is not enough to earn the respect of the Lords on the Pirate Council. The must prove themselves to be as good at ruling as they are at ship handling. As such they have received the deed to this island, "The Island of Empty Eyes".

The party has taken their two ships to the island and brought with them a large crew and an assortment of supplies. They also brought along some competent tradesmen to help with any construction projects the Island will need. In three month's time, the party is expected to host the Pirate Council. Being poor hosts will bring about derision, being good host will garner respect.

Right now the party is exploring their island and has come across the ruins of an ancient town. The buildings are all quite large and are currently occupied by at least a couple of cyclopses.

Please post any prospective builds by Saturday.

Discussion Thread

Game Play Thread


What happens to spells that were suppressed by Wall of Suppresion if the wall is subsequently Disjunction'd. Supposing in this case that the disjunction did not hit the spells that were suppressed?

I believe this question boils down to, does the Suppresion effect end when the wall's duration expires?


So, my group is getting ready to play Rune Lords 6 and I am trying to make sure I am prepared.

I am playing a sorcerer and want to make sure I have the proper defenses.

Here is what I have thought of so far:

Scroll of Akashic Form to negate death.

Contingency'd plane shift (with all my gear) to my own Demiplane 12 seconds after death if not yet restored to life. On my Demiplane I will have a simulacrum who is able to use a scroll of resurrection on me.

Foresight to avoid any surprises.

Moment of Prescience for when I need it.

Spell turning

Aram Zey's Trap Ward

False life

I intend to Magic Jar the first good body I come across.

I intend on wearing a large lead cone with shrink item cast on it. This way if I end up in some kind of anti magic field the cone grows to real size and provides a shelter to block line of effect, allowing me to teleport out.

Mind Blank

Heightened Awareness

My initiative is high enough to not matter

Any thoughts on what else to add?

Rest of the party is pretty balanced. Life oracle, Bard, Inquisitor, Paladin, and Zen Archer. As the resident arcane caster, I feel responsible for showing up as prepared as possible.

Please no spoilers though


Mark, you are making the wait even worse!


42 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

I asked this question of Mark Seifter in his thread.
He stated how he runs it but it is not clear and that it would make a good FAQ candidate.

Do temporary hit points count as hit points for the purposes of spells such as symbol of death?

Mark wrote this

Mark Seifter wrote:
Our group usually has them count, but we know we've made a house ruling, and it's not a slam dunk, since "The damage they sustained is not transferred to the character's current hit points." vs. "Any creature that currently has 101 or more hit points" both using current hit points in a way that implies temp hp aren't in them. Good FAQ candidate!
The CRB has this to say about temporary hitpoints
Temporary Hit Points wrote:

Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.

When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

Please post how you run this and hit FAQ if you don't mind.


So bloodline familiars are options given to classes with bloodlines to gain a familiar.
They are not stated to be Archtypes. In someways they act like Archtypes, in someways they don't. They modify class abilities but they work on many classes.

My question is, Is taking a bloodline familiar considered taking an Archtype?
This matters because it effects stacking with Archtypes, particularly those that change what bonus spells are gained at a level. If this is not an Archtype (it is never called one) then it can be stacked with these Archtypes pretty simply. If it is an Archtype (it behaves similarly in some ways) then it can not be stacked with these Archtypes.

Bloodline Familiar wrote:

Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master's bloodline.

This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.


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Tears to Wine scales too well for a 1st or 2nd level spell. The spell gives a +10 enhancement bonus to all Int and Wis based skills at level 15. The duration is 10 min/lvl.
Presumably the wine could be drunk by many inviduals (it says creatures who drink, plural). One 1st or 2nd level slot gives a big bonus to many skills to the whole party for a long time. This spell would have been a good spell as a 4th level spell. As it stands I can not think of a reason why high level casters would not have this every day. It is worth it for the bonus to perception alone.

TEARS TO WINE wrote:


School transmutation; Level alchemist 1, bard 1, cleric 2,
druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2,
witch 2
Casting Time 1 standard action
Components V, S, M (a single grape)
Range 10 ft.
Target 1 cu. ft./2 levels of liquid (see text)
Duration 10 minutes/level
Saving Throw Will negates (object); Spell Resistance yes (object)
Legend claims runelords used this spell to literally benefit
from drinking the tears of their captured foes. This spell
turns nonmagic liquids—including spoiled, rotten, diseased,
poisonous, or otherwise contaminated drinks, tears, seawater,
and similar fluids—into mead or wine of average quality. This
spell does not prevent subsequent natural decay or spoilage.
Unholy water and similar liquids of significance are spoiled by
tears to wine, but the spell has no effect on creatures of any
type or on magic potions.
Creatures that drink the mead or wine created by this
spell become sharp-witted and clear-minded, gaining a +2
enhancement bonus on all Intelligence- and Wisdom-based skill
checks. This increases to a +5 bonus at caster level 9th, and to
+10 (the maximum) at caster level 15th.


So I am playing through some PFS higher level modules as an Aasimar Infernal blooded sorcerer who concentrates on enchantments, planar binding and necromancy (not the creating undead kind). I have always played this character as struggling between the good and evil tendencies of its mixed heritage.

Also in our group is an Inquisitor of Ragethiel who views his purpose as slaying all evil no matter how slight and liberating the oppressed, which to him includes the enchanted, planar bound ect.

Our tactics seem diametrically opposed and it is beginning to cause bad feelings. I would prefer a role play solution to this. Any ideas?

(I put this in the advice board vice the PFS board because I felt it could be more generic advice)


3 people marked this as FAQ candidate.

How do effects that prevent planar travel interact with Mindscapes?

Occult Adventures wrote:
Mindscapes are temporary constructs of the mind that come into being on the Astral Plane and fade away again, in much the same way a sleeping person's imagined landscape forms and dissolves while he is dreaming. The primary difference between a mindscape and a dream is one of intent; a creature often deliberately and precisely constructs a mindscape, while a dreamer typically does not. A mindscape can come into existence as a result of creatures engaging in a psychic duel, as well as through certain spells, magic items, rituals, and other occult phenomena.

The create mindscape spell is an illusion (phantasm) spell.

Phantasms are "totally in the minds of the subjects"

CRB wrote:
Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don't notice the phantasm. All phantasms are mind-affecting spells.

If for example a mindscape spell targets someone within a Forbiddance spell (Forbiddance seals an area against all planar travel into or within it) what would the effect be?

Do minds need to be able to travel to the astral plane to be in a mindscape or merely perceive it?

What happens if a mindscape spell ends within an area that prohibits planar travel? Does the mind get stranded on the Astral plane, unable to return to the body?


Brought over from another thread to keep from derailment.

What happens when ability drain to Dex or Int brings that ability to 0?

In the glossary under Ability Damage Penalty and Drain the CRB states:

crb wrote:
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score.

But....

In the Getting Started section of the CRB under Ability Scores, it gives an effect for what happens if each individual ability is brought to 0.

For example under Dexterity

CRB wrote:
A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

Intelligence is even weirder

CRB wrote:
A character with an Intelligence score of 0 is comatose.

Comatose is never defined but I assume by that they meant unconscious.


Most of the hard cover books have a sentence similar to this one:

Ultimate Combat entry wrote:
All material from this book is legal for play except as noted below. Some rules elements are legal but function differently in Pathfinder Society Organized Play, as described.

The entry for Ultimate Magic entry does not have a similar sentence opening most of the book up to play. I assume this was an oversight because the entry is mostly written with specific things that are not authorized.

As an example nothing specifically authorized the Magus class for play. Also nothing opens up any Archtypes, Feats, Equipment, or discoveries.

Am I missing something here, is there a general assumption that everything in a hard cover is legal unless otherwise specified?

Ultimate Magic Entry in Additional Resources:
Pathfinder Roleplaying Game: Ultimate Magic
Anyone playing the magus playtest version must have updated his or her character as of 5/19/11. The following are NOT legal for play:

Alternate class abilities: alchemical simulacrum discovery, alchemical zombie discovery, doppelganger simulacrum discovery, and greater alchemical simulacrum discovery are not legal for play.

Archetypes: broodmaster summoner, clone master alchemist, gravewalker witch, pack lord druid, master summoner, reincarnated druid, sanguine wildblooded, synthesist summoner, undead lord cleric, vivisectionist alchemist archetypes are not legal for play.

Discoveries: arcane builder arcane discovery, golem constructor arcane discovery, true name arcane discovery, staff-like wand arcane discovery are not legal for play.

Feats: Blighted Critical, Create Reliquary Arms and Shield, Create Sanguine Elixir are not legal for play.

Hexes: child scent hex, poison steep hex, cook people major hex, and witch's brew major hex are not legal for play.

The following function differently than written in the sourcebook:

Bottled ooze discovery may only be used to bottle oozes which appear in the Pathfinder RPG Bestiary.

Geisha bard archetype grants Spell Focus instead of Scribe Scroll.

Clerics using alternate channeling rules who worship a deity not listed in the Core Rulebook must provide a copy of the source in which their god's portfolio is listed.

Clostered Cleric archetype grants Spell Focus at 4th level in place of Scribe Scroll.

An ex-Inquisitor may not replace existing class abilities with those granted by the Heretic inquisitor.

A broken monk vow only requires a casting of atonement to be renewed.

The Time oracle mystery grants hold monster at 10th level in place of permanency.

Evolutionist summoners may only mutate an eidolon between sessions.

Familiars: all familiars in Chapter 2 and all improved familiars on page 251 are legal;

Spells: all spells are legal for play except blood transcription and those which grant a spellblight (such as curse of magic negation or steal voice);

Other: No content from Chapter 2 is legal for play except new familiars; Words of Power are also forbidden.


9 people marked this as FAQ candidate.

There are many abilities that allow characters without the "spellbook" class feature to benifit from spellbooks. The way the rules for scribing in spellbooks are written, only wizards (or those with abilities specifically allowing it) can scribe spells into spellbooks.

In a normal campaign this would not be much of an issue because players could pay an NPC wizard to scribe for them. Or they could purchase a spellbook with spells already in it.

The issue is it is not clear if this could be done in PFS and many are prone to say no, because it is not specifically authorized (a decent point).

This would be less of an issue if chronical sheets contained the spellbooks found in the adventure, sadly almost none do.

I would like to ask for an official clarification on how this could work.

Three main questions:
Can a PC/NPC in the scenario scribe spells into your book for you, provided you pay the cost? Say if you dominated a wizard in scenario and told him to.

Can you purchase spellbooks with spells already in them? If so, at what cost?

Can you pay an NPC to scribe spells into your spellbook between scenarios, if so what is the cost?

If the answer to all three is no, can we start having spellbooks added to chronical sheets when they appear in the scenario?

This thread was started based off of this thread


CRB wrote:
Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

This has always bothered me because I don't understand why you could it attack with something like a spear.

I could even understand concealment due to refraction but total cover seems a bit much.

Thoughts

Not possible in pathfinder


2 people marked this as FAQ candidate.

Within PFS how can a class without the spellbook feature get spells added to a spellbook?

Certainly if you have someone in your party capable of adding them then that would be the best option. If that is not possible, what other options exist?

Could you dominate/charm/convince a wizard NPC that appears in the module to do it for you? If so would the cost be the scribing cost?

Could you seek out a wizard and pay them if they do not appear in the module?

What other options exist?


5 people marked this as FAQ candidate.

There are many options for "other" classes to use spellbooks. Some of these options are even granted by class features.

Some examples:
Mnemonic Vestment

Lore Oracale Arcane Archivist revelation

Versatile spontaneity

There are many more out there.

The rules for writing in spellbooks are found in the magic section on the CRB

CRB:
Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

The writer is referred to as a Wizard throughout.

Other classes that use spellbooks such as the Magus have class features that reference the Magic section of the CRB for rules on how to add spells to a spellbook.

Magus Spellbook:
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

My question is Does writing in a spellbook require a class feature specifically allowing it or simply the appropriate spellcraft check?


8 people marked this as FAQ candidate. 1 person marked this as a favorite.

Raise Dead:

RAISE DEAD
School conjuration (healing); Level cleric 5
Casting Time 1 minute
Components V, S, M (diamond worth 5,000 gp), DF
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.

In the conversion from 3.5 to pathfinder the penalty from Raise Dead went from the loss of a level to two negative levels instead.

Both versions of the spell have a provision that gives a 1 HD target two con drain instead.

This provision allows 1 HD to be raised.

2 HD creatures are not spared by the provision that spares 1 HD creatures.

The problem is that two negative levels kills 2 HD creatures as well.

In effect a 2 HD creature immediately dies upon being raised.

Mark Seifter commented on how he would handle it, but specified that his opinions do not necessarily apply to PFS.

Ask Mark Anything

He later stated that only John, Linda and Tonya's opinions are binding in PFS.

Until Raise Dead can be errata'd, can we get a PFS ruling on how to handle Raise Dead on a second level PC?
It seems very odd that raise dead should work at every level but 2.


1 person marked this as FAQ candidate.

Dream Dragons from bestiary five have a breath attack that puts creatures to sleep.

bestiary 5 wrote:


Sleeping Breath (Su) A limited number of times per day, a dream
dragon can cause those who fail their saving throws against
its breath attack to fall asleep for 1d4 rounds, as per the sleep
spell
. This is a mind-affecting sleep effect.

The sleep spell only effects up to 4 HD worth of creatures. It seems awfully silly for a CR 19 ancient dragon to have a breath weapon that only effects 4 HD worth of creatures.

So my question is Is the Dream Dragon's breath weapon limited to 4 HD, as per the sleep spell?


I am pretty sure Moon Circlet should take up the head slot:

CRB wrote wrote:
The head slot consists of caps, circlets, crowns, halos, hats, helms, hoods, laurels, masks, veils, wigs, and other non-headband slot items that can be worn on the head.

But in its item entry it is listed as taking up the headband slot:

Moon Circlet wrote:

Aura strong evocation; CL 15th

Slot headband; Price 20,000 gp; Weight —
Description
This fine silver circlet typically has a carved moonstone inset on the front or a crescent moon design. The wearer of a moon circlet gains darkvision out to 60 feet (if she does not already possess it). Its other effects only benefit a wearer capable of casting arcane spells.

During the waxing moon, the wearer’s caster level is considered one higher for purposes of caster level checks and spell effects; during the three nights of the full moon, this benefit increases to two levels higher than normal. However, this additional power comes with a price. During the waning moon, the wearer’s caster level is considered one lower for purposes of caster level checks and spell effects, and during the three nights of the new moon, this penalty increases to two levels lower.

Removing a moon circlet imposes 2 negative levels on the wearer until the next full moon (or until the circlet is worn again, whichever comes first). These negative levels cannot be restored by any means short of a limited wish, wish, or miracle.
Construction
Requirements Craft Wondrous Item, darkvision, light; Cost 10,000 gp

So which should it take up?

Is this an example of specific trumping general? Or a clerical error that should be overlooked?

Would the answer be different if an item such as Gauntlets of XX were listed as taking up the belt slot?


I am having difficulty conceptualizing why Giant Form I is a 7th level spell and yet Form of the Dragon I and Beast Shape IV are only 6th.

Why is going from a medium humanoid to large humanoid more difficult than going from medium humanoid to large magical beast or to medium dragon?

Any thoughts out there?


Can a psychic caster with a psychic spell use a wand of that spell without a UMD check if that spell is also on the wizard, cleric or druid list?

Guide to Society Organized Play wrote:

All potions, scrolls, wands, and other consumables are made by clerics, druids, or wizards in Pathfinder Society

Organized Play. The only exceptions are spells that are not
on the cleric, druid, or wizard spell list.
Guide to Society Organized Play wrote:
For the sake of simplicity, there is no difference between an arcane and divine scroll or wand. Thus a bard and cleric may both use the same scroll of cure moderate wounds.

Does this apply to psychic casters as well?

It seems RAI it should, RAW it does not.
Thoughts?


What is the proper etiquette if one PC kills another due to failing a save against confusion, dominate, ect.
Should the killing PC offer to pay for the raise dead?
Should the dead PC's player ask for the other PC to pay if they do not offer?
Should they split the cost?
What are your thought?


How do Arcane Sight and Greater Arcane Sight interact with illusions?

If you recognize the illusion magic, do you automatically disbelieve illusions that require a will save? Similar to true seeing?

Arcane sight has the line, You know the location and power of all magical auras within your sight. Does this allow you to pinpoint an invisible foe? What level of concealment would such a foe have?


7 people marked this as FAQ candidate.

After reading the section on psychic magic in Occult Adventures, I noticed some important information was missing.
Other classes have restrictions on regaining their spells per day. Were these restrictions purposely omitted (designed to not apply to psychic casters) or where they accidentally overlooked (because they apply to other types of magic they are assumed to apply, if so do they act like arcane or divine casters)?

First
How do psychics regain their spells?

Arcane casters need 8 hours of rest and then some preparation time:

Preparing Wizard Spells, Magic chapter, CRB:

Preparing Wizard Spells
A wizard's level limits the number of spells he can prepare and cast. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell's level.

Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

Spell Preparation Time: After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation: Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Prepared Spell Retention: Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character's mind.

Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.


Sorcerers and Bards have similar language:
Daily Readying of Spells: Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies her mind to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the spell slots she used up the day before.

Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer's or bard's daily limit.

Most other arcane classes operate the same way.

Magus:

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Divine casters do not need rest, instead they regain their spells at a certain time of day.

Preparing Divine Spells, Magic Chapter, CRB:

Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.

Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.

Divine spellcasters do not require spellbooks. However, a divine spellcaster's spell selection is limited to the spells on the list for her class. Clerics, druids, paladins, and rangers have separate spell lists. A cleric also has access to two domains determined during character creation. Each domain gives her access to a number of special abilities and bonus spells.

Spell Slots: The character class tables show how many spells of each level each can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be her due still gets the slots but must fill them with spells of lower levels.

Recent Casting Limit: As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.

So how and when do psychics regain their spells?

************************************************************************
Second:
Are Psychics subject to the "recent casting limit" restriction placed on other casters?

Other classes have language similar to this, Magic Chapter, CRB:

Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer's or bard's daily limit.


3 people marked this as FAQ candidate.

I may have missed it but how do Psychic spell casters regain their spells per day?
Arcane casters require 8 hours rest but are not time of day dependent.
Divine casters don't require rest instead gaining their slots back at the same time each day.
How/when do psychic casters get their spells back?


Where is the line in how far you can go in defending against a compelled fellow PC?
If a fellow PC under say dominate poses a significant chance of killing another PC, what can be done to stop them? The guide to organized play says you can not voluntarily use your character to kill another PC ever, it gives an exception for when your PC is mind controlled but not for when another PC is.
Example: PC A is dominated to kill the party and Is a turn away from casting a spell, say fireball that will more than likely kill PC B who is unconcious and in the likely blast radius.
PC C comes right before PC A in initiative and his only way to prevent PC A from killing PC B is to hit PC A with a fireball himself. Could PC C cast a spell that would probably kill dominated PC A in this situation. The guide as written seems to say no. Common sense seems to say yes if it is the only viable option to safe PC B.

Guide to Organized Play:

No Player-versus-Player Combat
The goal of Pathfinder Society Organized Play is to provide
an enjoyable experience for as many players as possible.
Player-versus-player conflict only sours a session. While
killing another character might seem like fun to you, it
certainly won’t be for the other character’s player. Even if
you feel that killing another PC is in character for your
PC at this particular moment, just figure out some other
way for your character to express herself. In short, you
can never voluntarily use your character to kill another
character—ever. Note that this does not apply to situations
where your character is mind-controlled by an NPC and is
forced by that NPC to attack a fellow Pathfinder.


1 person marked this as FAQ candidate.
Snap Shot (Ex) wrote:
A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

Case 1: What if someone else rolls higher than 20?

Case 2: What if there are two rogues with snap shot and someone else rolls higher than 20?

RAW it seems that in case 1 the person with the higher init will go first, in case 2 both the rogues will go first. Am I missing something?

Where I play a 20 init frequently will have you going last.


I was looking through the shaman spell list and I found that fox's cunning and cat's grace were absent. So I did some more digging. It looks like bards lack bear's endurance, owl's wisdom and bull's strength. Clerics lack fox's cunning and cat's grace as well.
Wizards and sorcerers seem to have them all.
Does anyone know the reasoning behind which class gets which?


I would like to start a thread with proposed edits to the Guide to Society Organized Play. I am sure Mike and team are hard at work making next year's guide and I would like to make a place to offer some suggestions.

I would prefer if this thread stayed away from controversial issues and focused on edits that seem generally agreeable.

To start us off I propose adding shaman to the religion paragraph on page 10, where it states which divine classes do not need to worship deity.

The paragraph would read:

Clerics, inquisitors, paladins, cavaliers of the
order of the star, and samurai of the order of the star must
choose a deity as all classes in Golarion that receive spells
and abilities from a specific divine source receive their
powers from a deity. Druids, oracles, rangers and shamans are
the exception to this rule. The list is not exhaustive, and
divine spellcasters of any future classes whose sources are
added as additional resources will be required to choose
a deity unless otherwise specified. Otherwise, characters
who do not receive powers from a divine source may
choose to be atheists or to have no deity at all.

Justification:
Neither of the shaman's parent classes (oracle and witch) require a deity and the flavor of the class is such that they do not seem to get their powers from one.