Erodaemon

Sapphire Onion's page

56 posts. Alias of ZomB.


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Scarab Sages

There is the usual challenge with wizards that you are less intelligent than your PC is, so you must compensate with longer prep time or make worse choices than they would.

Covering a broad range of challenges and targeting a range of saves is core. Then adjusting for expected threats; and giving your PC as much flexibility as possible. Also noting heightened spells scale better than 1E.

Scarab Sages

Gorbacz wrote:
Yeah, it's called "common sense".

Well obviously. I just find common sense isn't that common.

Also, I am used to playing, or with folk who play, pathfinder society, where you are not allowed to deviate from or creatively interpret the rules. I was hoping there was something/anything I could point at.

Scarab Sages

Under the CRB rules for animals: "Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as they’re frightened."

The only exceptions called out explicitly are the warhorse and warpony.

For everything else it just refers to the bestiary.

If true, this seems to make all animals in the bestiary rather pointless as threats (e.g. T-Rex, Azure Worm).

Is there a rule somewhere that says otherwise? A scan of the bestiary turned up nothing obvious.

Scarab Sages

Continuous armor and saving throw increases should look at the cost for those capabilities and existing magic items first. Just as a continuous mage armor item has to use the +4 armor cost rather than the item formula.

Something like:
+2 armor bonus = bonus squared * 1000 = 4000
+2 resistance bonus = bonus squared * 1000 = 4000

So the cost for just those 2 is 8000gp (though probably with a small deduction for being alignment limited -10%?)

Then you need to work out what the others parts cost. A wayfinder slotted clear spindle ioun stone is another 4500 for the mental effect part.

Then there's the cost for the cannot touch/natural attack ability. Not sure what item that most closely resembles.

I would say 12500gp with a 10% alignment limitation saving = 11250gp plus whatever the cannot touch ability costs.

Scarab Sages

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In the magic section under transmutation, polymorph: "other spells that change your size have no effect on you while you are under the effects of a polymorph spell"

Scarab Sages

Using staves with multiple charges per spell is the way to get the cost down. Typically at least 2 charges per spell. Though that means you cant use it everyday forever, it takes a very long period of consecutive days to deplete at one use a day.

Scarab Sages

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Polymorph general rules:

"You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell.

In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."

Scarab Sages 4/5

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Also remember you cannot use it both as a light source and for a resonant power as slotting a stone inhibits a standard wayfinder's normal powers. If you are using it for a light source then that means you have removed the stone.

Scarab Sages 4/5

If you have two augmented wayfinders then neither of them work.

Scarab Sages

Intelligent items are uppity if you aren't ideologically in tune! Even if your will save is greater than its ego you will fail one save in 20 and it will be in charge for a day.

Then of course is the level loss if your alignments don't fully match.

Scarab Sages

A lot of spells have no material components to cast - around a third have no material components or Foci. It is the wizards players responsibility to know which is which.

As already pointed out lack of materials or foci have nothing to do with preparing the spell.

Scarab Sages

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Stabilize them on negative HP (not dead) or make them undead.
Turn them to stone.
Stick them in a bag of holding.
Stab the bag of holding.

PFSRD: If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever.

Scarab Sages 4/5

1) You pay half the scribing cost to access a spell from an NPC spellcaster in a suitable settlement.
2) Yes you can copy from a scroll to your spellbook, using up the scroll. If you find it in the scenario and you do it before the end of the scenario you don't have to pay for the scroll.
3) Page 219 of the core rulebook and the Org play guide.

You can take 10 on the learning/understanding part which is usually auto success.

You can copy a spell of higher level than you can cast, assuming you can make the spellcraft roll.

You always have to pay the scribing cost - on top of any access or scroll purchase costs.

Scarab Sages

The spell says the target detects as an evil creature for the duration of the spell.

Nothing in the spell says it affects the level of the aura.

Detect Evil only detects evil creatures of level 5 or above; or evil spells of caster level 6 or above.

Therefore a Paladin's Detect Evil ability will not ping on low level recipients of the spell.

As there is no obvious benefit of casting this spell at a high caster level, and a potential downside, then this spell will almost always be cast at minimum caster level (level 1), regardless of the casters actual level. It is usually from a wand in any case.

Cool. I found a second use for the rule that "You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level." :-)

Scarab Sages 4/5

scribe cost = spell level squared * 10gp

scroll cost = spell level * caster level * 25gp

Scarab Sages

The See alignment spell doesn't have any level restriction. Though you do have to pick one alignment combo only.

Scarab Sages 4/5

Jeffrey Stop wrote:

NOTE: I believe that should be "5 or fewer HD", based on the CRB.

detect evil

This is one case where you really need to reference the PRD, or the latest core PDF, as there has been stealth errata. It is 4HD or less.

PRD detect evil

Scarab Sages

Doug Maynard wrote:
- Since she is changing into another humanoid, she keeps all of her gear

Polymorph spells do not change your creature type. She is an Outsider not a humanoid, so she is only assuming the form of a humanoid, while remaining an outsider.

Scarab Sages

Mirror image has specific rules text. You cannot destroy images with any spells or attacks that don't require an attack roll. For example none of the following destroy images:

Magic missile
chain lightning
area affect damage spells eg Fireball
splash damage

Scarab Sages

Looking at the opposite question is usually enlightening. Would the players accept a retcon from you that killed PCs between sessions when you found later you had wrongly misruled in their favor?

Scarab Sages 4/5

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Note that auditing is a duty of a GM at a store or convention game.

Quote page 31:
"As a Pathfinder Society Organized Play Game Master running a session at a convention or an in-store event, you have the following duties.
...
Look over each player’s character sheet and previous Chronicle sheets, quickly checking wealth, equipment, calculations, and so on."

Scarab Sages

You can confuse them about power levels with clerics auras and neutrals and outsiders - any of which may not be obviously different to look at.

[It only detects auras of level 5 and above for normal folk (level 1 for auras of clerics, paladins and outsiders) and neutral folk are a stealth alignment.]

Scarab Sages

Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

Scarab Sages

At least its simple for difficult terrain where every diagonal move costs the same 15 ft of movement.

Scarab Sages

oneplus999 wrote:
No pythagoeans necessary... unless gravity works funny in your world and things don't follow a parabola.

The falling damage rule (linear damage) strongly suggests that gravity works funny in the Pathfinder world.

Scarab Sages

hgsolo wrote:
Kind of annoying that this is a 2nd level spell, but it will protect your spell book well enough.

And despite its title Book Ward protects any object from liquids, fire and acid for days at a time. Which may be very useful in an underwater campaign.

Scarab Sages 4/5

Let me check. (Pulls out original cream rulebooks from his first RPG game.) Yup it's in there and was inherited even there.

"Ghouls: As stated in CHAINMAIL for Wights, Ghouls paralize any normal figure they touch, excluding Elves."

Scarab Sages 4/5

Ghouls not being able to paralyze elves is a traditional holdover from much earlier editions of the rules.

Scarab Sages 4/5

Note that uses your standard action from _both_ rounds, not a standard and a move.

Almost 1 in 5 spells have a casting time longer than a standard action, so its not a short list, and even very experienced folk make mistakes here - and especially when the spell is from a non-core source book.

Though the player should absolutely know these things for their spells, especially after first level. It should also be a primary consideration when picking spells to use.

GMs tend to know the common first level combat spells so they can guide newbies. But there is no way they can remember the list of 270+ spells.

Common spells include: All summons, Sleep, Enlarge Person, Infernal Healing, Hypnotism, Silence.

Scarab Sages 4/5

Alexander_Damocles wrote:
Right, but as far as I know, you can split it between two rounds. Use your standard this round, and your move the next, and then it pops. Gets you a bit of extra mobility off of it.

No. That would effectively remove the limitation of the 1 round cast.

"A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action"

"A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed."

Scarab Sages 4/5

Worldbuilder wrote:
A spell with a casting time of one round(sleep, summon, etc.), do you still get your move action?

No. "A spell that takes 1 round to cast is a full-round action"

Scarab Sages

Wisdom damage:
Haunting Mists
Malicious Spite
Blood Mist

Baleful Polymorph (sort of)

Scarab Sages 4/5

VanceMadrox wrote:
Akeela keep in mind that unless a humanoid has levels in a class that grants an aura they won't show up as evil under detect evil until 6 hit dice and up

5 hit dice - see stealth errata

Scarab Sages 4/5

Jiggy wrote:
Sapphire Onion wrote:
And of course you can get an outsider (good) slaying arrow.
The slaying arrow would be an example of referring to the [good] subtype rather than the good alignment.

It's the same list that is used for favored enemy. Can you have a favored enemy that includes Aasimars or Tieflings?

Scarab Sages 4/5

Unholy water burns good aligned outsiders.

An anti-magic field appears to suppress outsiders spell-like and supernatural abilities. (Though the wording and context is vague.)

A couple of magic weapons do extra damage against outsiders: Mace of smiting, sword of the planes. And of course you can get an outsider (good) slaying arrow.

Some cleric domain spells do extra damage against specific alignment outsiders eg Unholy Blight.

Scarab Sages

You only detect if you are the appropriate level as per the spell description. Level 1-4 humanoids (who are not clerics or paladins) don't show up on detect spells at all. Clerics and Paladins ping off their deities alignment.

Scarab Sages

PRD says "The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified." (see magic item rules)

You can use a DC30 Knowledge (arcana) or Knowledge (history) check to identify a command word. (see magic item rules)

A DC25 Appraise will tell you that an item has magical properties, though nothing more.

A Perception check can tell you the properties of a potion (DC15 + caster level).

Scarab Sages 4/5

Todd Morgan wrote:
Is it 6th level or 4th level? The PRD sais 4th level and lower don't have an aura

Hmm, stealth errata? Finally clarity.

For a long time it overlapped and you had to guess. It used to say:
none levels 1-5
faint levels 5-10

(the d20PFSRD still says this)

With the stealth errata it is now 5th level for normal folk before you can detect an aura

Scarab Sages

Of combine the two by using the Enlarge Person* spell to make a 2d6 or 1d12 weapon into a 3d6+1 weapon with reach.

*Humanoids only

Scarab Sages 4/5

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Note also that the Detect Good/Evil/Chaos/Law line of spells will detect Aasimars, Tieflings and other Outsiders at level 1 rather than the normal level 6.

Scarab Sages 4/5

nosig wrote:
Chris Mortika wrote:

...snipping good stuff...

could cast black tentacles on his eidolon rather than an area?

...snipping other good stuff....

the image this brings to mind! wow!

Particularly as Share Spells is touch range only. Deliberately putting yourself inside a Black Tentacles area as a caster is hard core.

Scarab Sages

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The caster level generally follows the spell requirements and geas/quest is a 6th level spell requiring at least a CL 11 wizard.

You can attempt the craft without meeting the prereqs by adding +5 to the DC for each prereq you don't meet.

It shouldn't be hard to meet the DC with a wizards spellcraft

Scarab Sages

Sakrileg wrote:

So if I am doing this correctly it should go like this

+1 Greatsword 2050 GP
+1 Greatsword of Defending 8050gp
+1 Greatsword of Shocking & Defending 18050gp

Does that look correct?

You missed off the extra 300 for masterwork, but otherwise yes.

Scarab Sages

PFSRD says: "Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell."

Scarab Sages

PFSRD says:"Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."

"An improvised thrown weapon has a range increment of 10 feet."

Scarab Sages

And they don't forget any prepared spells when they fall unconcious either.

Scarab Sages

Unfortunately not evocation is snapdragon fireworks which seems to be a great spell once metamagiced. Evocation possibles are:

Mass Pain Strike
Ball Lightning
River of Wind
Volcanic Storm

Sheet Lightning (obscure book)

Scarab Sages

As another option you could carry a heightened to 4th level continual flame spell on an item around with you, and cover that as required.

Scarab Sages 4/5

From my reading of the blurb it looks like its 7 scenarios in total, 25% of the season, though different tiers:

Spoiler:

Wonders in the Weave 1/2
Icebound Outpost
Rats of Round Mountain 1/2
Storming the Diamond Gate
Portal of the Sacred Rune

You have to wonder how much it cost to create when you see how little one casting of the expensive spell makes compared to its size.

Scarab Sages

And to answer the follow on question before it is asked; when a hex has a "can't be used again on that target within 24 hours" restriction it only applies to that particular witch using that hex, not to other witches using the same named hex.

FAQ