Vimanda

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3,189 posts. Organized Play character for Liam Warner.


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Scarab Sages

Yes I meant SLA and thanks for the replies. Interesting didn't realize that there were that many thanks OmniMage.

Scarab Sages

Just curious here I was thinking about genies granting wishes and it occured to me I don't know of any divine equivalent that can grant miracle at will. Solar can cast it as a spell but not at will. So I'm curious does anyone know of a monster that has miracle as an at will ability even if its just once a day?

Scarab Sages

I'm aware sailing ship covers a wide range of things hence my wonderingg which type of sailing ship others see it as.

Scarab Sages

Just something I've been pondering recently. The major artifact silver maiden is a ship https://www.d20pfsrd.com/magic-items/artifacts/major-artifacts/silver-maide n-major-artifact/ but what kind? A galleon, a sloop, a yacht? What do you think it is, or better yet is it stated anywhere?

Scarab Sages

Mysterious Stranger wrote:

Speak with dead has a Target of one dead creature. The corpse is the target of the spells, but that does not mean that the soul is not the one answering it. The description does specifically state the soul is the one answering the questions.

Looking through the material on the wiki I see nothing that contradicts what I said, or gives any indication that indicate the timeline of the souls journey. The soul’s journey could be something that is outside of time itself.

The visions of those close to death could be that they are no longer part of the mortal realm and their perception point has shifted to something else. Often those visions deal with things of significance and often give glimpses of the future or even the past. Rarely do the visions involve mundane things like what is happening at the characters location. That actually supports my theory that death transcends time.

That is confliceted by the rest of the spell which talks about the corpse not the soul . . .

The corpse's knowledge is limited to what it knew during life,
If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff.
A damaged corpse may be able to give partial answers or partially correct answers,

If your talking to the soul why would the corpse missing an arm result in less knowledge of what it did? Given that's the only sentence that refers to the soul I'd say its just a mistake to refer to it.

It also raises the question though does Pharasma keep you around just for this. Lets say some ancient corpse is dug up thousands of years old from the time before starfall and you cast speak with dead on it. Did Pharasma delay that souls judgment and progress for millenia just because your going to want to ask a few questions about everyday life back then?

Scarab Sages

Interesting so that raises the question could someone with "Get out of death" free cards that they're waiting on linger longer than someone with none? For instance Joe Every Guy dies he might have someone resurrect him but otherwise he's gone. Can he hang by his body in hopes some high level character will just ressurect him for the same time as Not Gunna Die who has multiple things over a day waiting to bring them back?

Scarab Sages

Mysterious Stranger wrote:

Won’t stay dead will be the first for the reason Belafon states.

The rest happen in chronological order, but as zza ni states the target does have to be willing. The character has to make the choice of allowing or denying the method to work when the method first activates, and that choice cannot be changed once made.

The rules state that a soul knows the name alignment and patron deity (if any) of the character attempting to retrieve it and may refuse on that basis. That indicates that the character has limited knowledge of what is bringing them back. This brings up the question of how much awareness does a dead character have?

Are they aware is the passage of time? Do they have any memory of things that happened after they died? For example, can they remember refusing to come back as a clone? Are they aware of the differences between the various methods they setup? How much memory does a soul have of their life and death?

If the character is the one causing these things to bring them back it might make it more difficult to figure out what method is being used than if someone else was the source of the magic bringing them back.

I'm curious I can see saying "no" to something with a set time limit e.g. the phoenix bloodline would miss out forever but something like clone has no real timelimit. I see it more as a constant nagging "Come back" till you either accept or its no longer a valid call e.g. you ressurect from phoenix bloodline and thus your souls no longer free to enter the clone at which point it resumes waiting till you die again and calls you to enter it.

Scarab Sages

Another thread got me pondering this and not being able to find anything about it online I figured I'd post here and see what people think. Advice seemed the best forum as I'm looking for advice on how best to handle this. So we have our character a house ruled gestalt sorcerer/monk called "Not Gunna Die" with the following abilities . . .

1) Clone. if dead they instantly return to life in their cloned body.

2) Mythic Immortality. if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed.

3) Soul Safe. they make a horcrux and if killed have their body reform 24 hours later next to it.

4) Phoenix bloodline. When you die, you are brought back to life, as true resurrection, after 1 minute. This ability can be used only once every 24 hours, and if you are slain again within this period, your death is permanent.

5)Wont stay dead (could not find an online source on this one) traded out monks capstone for Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely.

Then they are "killed". Now we come to my questions . . .

1) What order would the abilities occur in and could the character have any say in them e.g. not being willing to return as the instant clone preferring to save that and use the phoenix bloodline if comabats ongoing or wont stay dead if its resolved?

2) Let eliminate the ones I think would occur in order Clone (Instant), Phoenix (1 minute), Wont Stay Dead (after Combat). How would you figure out which of the two that occur at the same time after death Soul Safe and Mythic Immortality triggers first?

Yes I know soul safe is 3rd party I'm using it because it provides a conflict between abilities and when they trigger.

Scarab Sages

drsparnum wrote:

Thanks team. I think it will persist but my gm often asks to see the consensus of the message boards for rulings. I couldn't find a post on this topic, but since I am contemplating this tactic for a session in a couple of weeks I though I could double check in advance.

I know this isn't the advice forum but my tactic isn't quite as crazy as it sounds. We are level 20 with mythic 10. If I die in the enclosure my soul will go to my clone i previously set up, and I can return that way. Heck, even if that fails mythic characters of tier 10 have an immortality ability. Both of these likely knock me out of the battle (which will not be fun for me as a player, because at this point individual battles take many hours), but it could be better than rolling saves against a dominate person spell from the bbeg I will almost certainly fail.

Yes, the enclosure being eliminated is possible, but the hardness is very high, the hit points are very high, and although there is magic to get rid of it I KNOW the bbeg isn't doing it because of the anti magic field (yes, an evil Mook might be able to do it).

Honestly I'm never sure how those interact. If I have mythic immortality (return to life in 24 hours), a clone (when I die my soul jumps to it), legendary item - soul safe (if you die you reform in 24 hours next to it) what takes priority? Can you choose, is there a priority list? What if someone casts soul trap?

For that matter your anti-magic field tactic might cause you problems now that you mention the clone.

Anti-magic
Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled, but they cannot be counterspelled or used to counterspell.

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability’s effect cannot be dispelled and is not subject to counterspells. See Table 16–1 for a summary of the types of special abilities.

Mythic Immortality: Supernatural

Clone: ? its a spell but your dying in an antimagic field that stops spells and spell like abilities.

Hmmmm then you have the duration running out when things like summons pop back into existence and you did die? Could be a GM call if your soul is free to return and trigger either clone or your mythic immortality as you'll have been dead, dead for the duration of the spell.

With some more information I would strongly suggest running it by your GM and seeing if they're ok with it because this is really going to be an odd interaction of rules. Now if you'll excuse I'm going to google if there's anything on clones and antimagic.

EDIT
Hmmmm so Clone presumes your dead which would mean I think you'd be fine on those grounds. You die in the anti-magic field, soul heads to the afterlife then u-turns into the clone which is outside the field. Allowing you as a spell caster to presumably teleport back to the fight outside the sphere with no equipment if you feel like taking the risk. Alternatively leave all your good gear on the clone knowing you'll die.

Immortal say's if you are killed you return to life 24 hours later.

Soul safe say's if your are killed your body reforms 24 hours later by the legendary item.

So I would say Clone happens before Mythic Immortality/Soul Safe as it happens instantly on death while the other two take 24 hours to work. Though I've no idea which of those abilities would trigger first as they're practically identical. Kind of annoying as you'd be wasting clones when you want them to be saved for if Mythic Immortality/Soul Safe fails for some reason.

EDIT 2
Wandering down the rabbit hole I noticed that mythic immortality is worded . . .

Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

there is nothing in there about aging as an exception to the means by which you were killed and longevity is a separate mythic ability you need to take. I am now picturing some mythic rank 10 being stuck in a cycle of dying from old age, ressurecting 24 hours later then promptly dying from old again.

Scarab Sages

Mysterious Stranger wrote:

@Azothat your first part of your original post has absolutely no relevance to this thread. The only conclusion I could reach is you were saying the spell would not work after death because of the characters death.

The spell does not have a range of personal it has a range of touch, nor does it have a target. The book states that an emanation functions like a burst but continues to radiate from the point of origin for the duration of the spell. The point of origin is the spot you touched, not the caster.

I agree with Mysterious Stranger, Azathoth your first post reads like you are saying the spell wont work because of death. Would have been better to just say something like "While the idea would work I feel there are better options, please post in the advice forum and I'll go into more detail" I think.

Scarab Sages

Azothath wrote:

I appreciate the focus on my good advice but I think most posters missed the point of this thread and perhaps only 3 actually looked at the spell in question(the posted url has an error). The OP is pondering terrible tactics that hinge on GM interpretation of a state. As the game is inclusive of english meanings going full pedantic with a shot of denial isn't helpful in this case.

[non-PFS]E Excellent Enclosure:A9 Rng:Tch, ... immobile sphere of impenetrable force... not quite so impenetrable...
Wall of Force:K5 {note on disintegrate, disjunction, rod of cancellation, sphere of anhiliation, Hrd:30(40 for the above spell) HP:CL*20.} most of those are quite practical for a BBEG & crew or Party at APL 18+ not to mention Wish, Limt'd Wish.
I addressed the spell in the last line of my original post.

I admit I don't see what state you mean. The spell as I read it has you cast it on a point and then create a sphere that suppresses magic and prevents access. The only thing I could maybe see leading to your interpretation is the sentence saying it calls the emanation into place around you in the description but the spell is range touch so its going to start within arms reach. The OP wasn't asking if the plan is a good one or not they were asking if the spell would end with their death. As I said in my post I don't see anything in this spell to say it would. Its dismissable but doesn't require concentration, the target is a place touched to center the effect. It also works as anti-magic so the BBEG can't cast a spell to break it themselves and would be relying on minions to rescue them (outside the spell) who are fighting the rest of the party.

Scarab Sages

So it seems to get somewhere without a fork its risky and/or requires high level magic but it is doable.

Scarab Sages

I know there's at least one staff out there that has a spell it can cast which can only be used by worshipers of a specific diety. Can't remember which one but it came up as loot in a game once.

Scarab Sages

Not sure about official. There are some unnoficial ones though the ones I know of are fairly old now e.g. https://pathfindercharactersheets.com/ or pathbuilder for android.

Scarab Sages

drsparnum wrote:

Hi

If I cast the spell Echean's Excellent Enclosure ( https://www.aonprd.com/SpellDisplay.aspx?ItemName=Echean%27s%20Excellent%20 Enclosure ) ... which has a range to touch, an area of an immobile 10 ft radius emanation, and a duration of 1 round/level, and then I die, does the spell persist for its remaining duration?

I'm contemplating a suicide tactic in our current high-level game where I shut down a very powerful, BBEG, enemy spellcaster for 21 rounds (my caster level is 21) while the rest of my party fights the spellcaster's minions. I know I'll die in the antimagic field trapped with the BBEG, but it could be worth it if it lets the other 4 PCs focus on all of the BBEG's mooks and then the BBEG (21 rounds later, with everything else cleaned up).

As far as I know once cast a spell continues until the end of its duration. Think of it as having an internal battery (the spell slot) that will power the spell for 1 round a level, 24 hours, etc. I think there are spells which require you concentrate to maintain them or at least their effects but its late and I can't think of one off the top of my head. Your spell however does not say anything about concentration so as long as you manage to cast it then it will run for its duration whether you are alive or dead.

EDIT
Stumbled across one while checking something for another thread. Gate is instantaneous or concentration so for that one if you were using the concentration variant your death would sever the connection.

Scarab Sages

Tom Sampson wrote:
There's an old discussion thread on what planes border the plane of shadow in the Golarion setting here, since we're bringing up Shadow Walk as planar travel. At the very least it should be able to take you to the Ethereal, Astral, Shadow, Material, and Negative Energy planes.

I'm not sure I'd want to visit those planes but interesting dicussison.

Scarab Sages

Hmm gate is a possibility if your high enough. The whole point of my speculation is when you don't have that tuning fork easily available for purchase. As is the amulet of the planes, perhaps a variant cheaper one made with material from a plane that has a 60% desired location, 40% random but still on the plane but only for that plane . . .

Oh and Nethys has the rules under planar cutlery https://aonprd.com/Rules.aspx?ID=2508

Scarab Sages

Anguish wrote:
Melkiador wrote:
Immortality feels more like a means than an ends. What are you trying to achieve by becoming immortal? Maybe you want to build a civilization. Or maybe you want to become a god. Maybe you just want to gather all the worlds knowledge.

I my case, my character didn't pick this; I did.

Wroth Liv (angered life) is a valkyrie. She died once. Now she's better. Better able to protect the weak. Better able to defend the vulnerable. Better able to defeat the evil. Death would be... inconvenient.

Mechanically she's been picking up ever-increasing durability. A delayed-damage-pool. Regenerating temporary hit points. Spell-sundering. Stuff that basically makes her get back up after you knock her down. Regenerating a body seems just the next step in such a mythic character's bag of tricks.

That said, I agree with the point that it isn't for everyone, and I wouldn't pick it for every character, or even many.

But the OP's question is interesting.

Well at least one person does, most people seem more interested in treating it like a monkey paw and pointing out where I didn't cross every i and dot every t like not specifying you don't suffer from cognitive degredation in your eternal state.

Scarab Sages

I was thinking about the tuning forks that are used for plane shift and it got me wondering. How long would it take to figure out the resonance frequency needed for an unknown plane. That is you can't just buy a fork or quest for X lore. You need to do magical research to figure out the correct frquency to make a fork for say planeshifting to Elysium. How long do you feel such research should take? Then when I got home from work and looked it up to see if there were rules I saw an unatuned fork has to be physically taken to a plane to attune it before it can be used for plane shift spells.

So how would you handle getting to a plane when you have no fork or convenient portal for it? Lets say an inhabitant of an unknown plane is banished and wants your help getting home. There is no convenient portal between your planes, you have no tuning fork and can't get ahold of one. Can't even make one before you get to that plane for the first time. So how do you get to an unknown plane?

I'm leaning towards an alternative to attuning the fork in the plane if you have something from it e.g. clothing, a quill, hair from someone that's a native where you can research the frequency and attune an unatuned fork using the item as consumeable component. One that would take longer depending on the type of fork made e.g. common = 1 week, uncommon = 1 month, rare = 1 year and unique is GM judgement e.g. to the plane of time may take decades of research.

Still I'm curious how other people would handle getting to an plane for the first time?

Scarab Sages

I'm rather interested in the answer to this as well. I'm fairly sure it'd be no but for say an arcanist with blood arcanist archetype giving you a bloodline being able to take this capstone would be a very nice deal. It's even better than crossblooded as the arcanist normally can't take that doesn't benefit from a lot of it even if they could. Take bloodline A e.g. arcanist then unique bloodline capstone and add bloodline B e.g. imperious.

As I said fairly sure the answer would be no but definately interested in an official ruling.

Scarab Sages

Pizza Lord wrote:
Sure, I probably would, once, just to do it. But, if it's a mythic 10 and some massive divine power, that's kind of like a goal to work towards. That's not really something you just start the game at unless the game is already overpowered, and if I can start the game like that, I am already not considering it to be taken seriously.

So view it as the conclusion of a massive series of trials like Heracles where you've fought, bled and suffered now you have the option to take this power or walk away and die a mortal some point in the future (depending on race).

Scarab Sages

happykj wrote:

"Some retraining options require you to work with a trainer. If no suitable trainer is available, the GM might allow you to retrain yourself by spending twice the normal time. Even if you train yourself, you must still pay the cost for training (though you don’t double the cost as you do the time). Any option that requires a trainer also requires some kind of training facility for that activity (such as a Dojo—see Rooms)."

There is one paragraph under retraining related to training without suitable trainer

I read that as not available rather than not possible. That is if you are a level 7 monk and there's no level 8 monks around you can train by yourself as a dojo. If your level 20 there can't be a level 21 monk ever. Semantics, I do prefer your reading of since there can't be a level 21 monk see GM if they'll allow self training.

Scarab Sages

This isn't for a game, just looking for some advice as I only just noticed this requirement in the retraining rules (always just used GP, days as the requirement.).

Many choices you make about your class features can be retrained. It takes 5 days to retrain one class feature. Training requires spending time with a character of your class whose class level is at least 1 higher than yours and who has the class feature you want. For example, if you are a 5th-level illusionist wizard and want to become a necromancer, you must train with a necromancer of at least 6th level.

This would mean any choices at 20th level are permanent and as you go higher in level it gets harder and harder to change them. Given retraining is really just that to let characters change something they feel was a mistake would you waive the level requirement especially at twentieth level where there can't be someone of higher level since it doesn't exist?

I know high level play is rare, never gotten to twentieth as GM or player just wondering for future preperation.

Scarab Sages

I was discussing an ability combination on a discord and realized that it would make you impossible to kill (Mythic tier 10 - Immortal: Can only be killed by a critical or coup de grace with an artifcat, Spheres of power - destruction incanter specialization immune to critical hits as a natural ability so can't be negated). Which got me wondering if you could take abilites that make you truly immortal as in don't age, don't need to eat, drink or breathe and can not be killed. Would you do it? Would your characters do it? Knowing that's it there's no going back and all anyone can do with you now is seal you away somewhere. You aren't going to grow old, you can't be killed and in 100, 1000, 10 billion years you'll still be around barring divine intervention (beyond the rules) even if you spent nearly the whole ten billion years trapped in a soul gem or sealed away in some prison plane.

NOTE: Please don't discuss if these abilities would combine that way, I'm just curious would people or there characters take a combination of abilities that essentially make them eternal if the choice was given to them?

Me I'm honestly thinking no, long life would be great but that long? I think eventually you would want an out as an option.

Scarab Sages

Interesting I read that as animal companion i.e. the mechanically distinct pet druids and rangers get. Didn't realize it also applied to all those other options especially a cohort.

Scarab Sages

35: Plane of sexy naked people
Seemingly indistinguishable from the material plane something about the fundamental natural laws of this plane means that sexy naked people of the gender your attracted too while show up constantly at the worst possible moments. For example when your at work washing the dishes and someone cursed to turn back and forth from a cat uses the hot water to change back to human just as your boss walks in to find them on top of you.

36: Plane of tropes
Anohter plane that to a casual glance seems indistinguishable from the material plane but one governed by the laws of narrative rather than physics. Within hours of arriving in this plane you will have aquired and lost a mentor and/or parent, aquired a nemesis and inspite of your best efforts your life will be governed by the laws of fictional narrative such as all vehicles bursting into flames when crashed or an explosive only being possible to be stopped with one second remaining.

Scarab Sages

148: Earwax.

149: Cockroach.

Scarab Sages

Oh I never said he was useless in fact its one of the archetypes I like, just that it feels to me more like a fighter dabbling in a bit of magic than a magus blending spells and sword fighting.

Scarab Sages

Mysterious Stranger wrote:

Divine casters tend to be better at support and buff spells than arcane casters. If an arcane caster really wants enduring blessing there are ways to get it. Dual Path into either Hierophant or Trickster will allow you to pick it up. The Trickster path actually has a few decent path abilities for arcane casters. Subtle Magic is incredibly good for an illusionist or enchanter.

The path abilities of the Archmage Path tend to be more aggressive than the Hierophant. They have a couple of path abilities that allow you to add your tier to your caster level for specific types of spells. The Hierophant path does not have anything like that that I am aware of. So, I guess it is kind of a balance issue.

I suppose that makes sense like healing being largely kept out of arcane casters hands. I was aware of dual pathing (though I've no idea what path ability you'd take with no animal companion or divine spell list) was just wondering if there was a reason hierophant's got it rather than archmages.

Scarab Sages

Mysterious Stranger wrote:

The Hierophant mythic ability Enduring Blessing changes the duration of a spell with a duration of 10 minutes per level to 24 hours. It does require you to be a tier 3 mythic character with the Hierophant or trickster (Path Dabbling) path. If you are on the Hierophant path it can be taken again at tier 6 which will allow it to affect spells with duration of 1 minute per level.

Considering how powerful mythic abilities are, it is unlikely that you are going to find anything else outside of third party that duplicates it.

Why do Heirophant's get the "Enduring Blessing" option but not archmages who you'd think would make sense to extend spells to all day? Is it a balance reason do you know?

Scarab Sages

Given this has been raised from the dead. I'll just clarify to me this feels like its losing the feel of the magus because its given up spellcasting (both in fewer spells and suffering arcane failure in any armour) for skill with a sword. It just to me feels like an archetype that would be better a fighter variant gaining some spellcasting. I just feel like its fighter with some magic rather than someone seeking to master spell and sword.

Scarab Sages

Belafon wrote:
Senko wrote:
The seeker of secrets book apparently has a nacreous gray cracked ioun stone for 3,400 that allows protects the wearer from one type of ability damage (such as Strength or Constitution) caused by natural or magical aging. It otherwise functions as a normal nacreous gray sphere ioun stone.

Unfortunately...

Nacreous gray sphere wrote:
This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately.

Ah yes I misread that and thought it was the flawed stone it functioned as not the normal one.

Scarab Sages

The seeker of secrets book apparently has a nacreous gray cracked ioun stone for 3,400 that allows protects the wearer from one type of ability damage (such as Strength or Constitution) caused by natural or magical aging. It otherwise functions as a normal nacreous gray sphere ioun stone.

Scarab Sages

Reksew_Trebla wrote:
Oli Ironbar wrote:
If it’s X-Men like, regular humans.

I meant other than humans, because the Hatred racial trait has you choose two different subtypes of humanoid or outsider (or one type that is not humanoid or outsider).

Mysterious Stranger wrote:
The whole idea behind the mutant prejudice is the idea that mutants will replace humans. It is basically an analogy for racism in society. That being the case a second subtype does not make sense.

Yeah, I get that. I was just trying to find someway to not screw the evil superhumans out of some of the value of their alternate racial trait.

Maybe I could make it where they only get one subtype of humanoid, but still keep a +2 dodge bonus against humans (so half of Defensive Training, Lesser, and half of Hatred)? I guess I'm now back into homebrew territory, which is unfortunate.

Unless... Maybe I could say a different subtype of humanoid (or outsider) created them, and thus they blame their misfortune on that race, thus hating them too? It actually works with the backstory of mutants from Marvel, as... well I don't remember the full details, so I might get somethings wrong, but I vaguely remember mutants (and inhumans) being the result of someone from ancient times tampering with ancient humans' dna, causing such superpowers to (eventually) emerge. Of course, normal people don't know this in Marvel, but if it was just an ordinary(ish) race doing this here, the Superhumans might know.

My first thought was Drow, but they just have the elf subtype, and regular elves would not earn their hatred, so that doesn't really work. Hmm. Anyways, if you have any suggestions, please let me know.

Half-Elf seems a possibility or Tieflings who hate them for being able to hide their differences?

Scarab Sages

I'll also add some of the abilities are quite nice in my opinion such as being immortal while holding it or it serving as a means of bringing you back to life if killed.

Scarab Sages

TheMonkeyFish wrote:

@Senko: Just read the Ambidexterity Feat from 3.0/3.5 and the only ruling that it applies to in Pathfinder is Two-Weapon Fighting - which you can remedy by taking the combat feat of the same name. That being said, I don't think there is anything to further reduce TWF penalties like you could in 3.0.

Unless I'm mistaken and someone else can provide a feat or trick that would reduce two weapon fighting penalties that stack with the two weapon fighting feat. xD

Thanks but I'm not looking to negate anything, character probably even wont use ambidexterity as a thing (two weapon fighting or the like) just wanted to confirm there wasn't something I did need to take to be able to say a character is ambidextrous. Like there are traits that state you were bullied growing up or a feat to say you have good powers of perception (alertness). I am actually happy that isn't the case so I can just note it on the bio along with eye and hair colour, etc.

Scarab Sages

Derklord wrote:
Well, in order for characters to not be (alowed to be) ambidextrous by default, there'd need to be a general rule in the CRB that says so. Feats and traits, etc.) don't make rules, and later books can't actually limit things or impose limitaitons on things that would affect all characters, even those in a CRB only game.

Tell that to spell manifestations which I STILL haven't found actual rules for.

Melkiador wrote:
Flavor wise it doesn’t fit ambidextrous, but the hand’s autonomy feat basically goes a step beyond ambidexterity

Interesting though I don't want a ghost possessing my hand, shades of evil dead there.

Scarab Sages

I do appreciate them and will keep them in mind if I do make a two weapon fighter at some point. For the moment I just wanted to make sure I hadn't missed something in my searches that needed to be taken for being ambidextrous.

Scarab Sages

Thanks for the replies. Excellent I'm not after any mechanical benefits character uses a spear anyway so 2 handed weapon. Just wanted to have that in their bio and wanted to know if I needed to take a feat I'd probably never use to do it.

Derklord wrote:
Where does it say whether your character is right-handed or left-handed? Where does it say your character isn't ambidextrous already?

Backstory and character description same place it say's things like hair colour, eye colour, height, weight, family, hometown etc.

Scarab Sages

I'm working on a character who's ambidextrous (not looking for any mechanical advantage just want it instead of right or left handed for a change). Just want to confirm there isn't a feat or trait floating around in pathfinder I've missed I'd need to take to add this to the character sheet.

Scarab Sages

Name Violation wrote:
GM DarkLightHitomi wrote:
Name Violation wrote:

Also you didn't account for how much str was gained during a rage and was not expecting the 20 total str gained while raging.

Yea, because not only did I not know a supplement allowed that, but it is so incredibly outside the established paradigm that it is ridiculous to even consider that an official supplement would have anything remotely like it. Big numbers are supposed to come from lots of little numbers, and different stats have different boundaries for “big numbers” and +6 is a big number for ability scores, +18 is just insane. Heck, +6 is supposed to be when PCs have surpassed Superman in capability. A strength of 40 has a carry capacity of 6,400 lbs which when made large size becomes 12,800 lbs, and that isn’t even getting into lifting off ground and shoving around, the kind of strength that modern big earth mover vehicles have, makes the Hulk look weak kind of strength (usually, that one scene where he throws a tank several miles is way out of proportion to any of his other displays of strength).

Go back to 3.5 where the baseline numbers come from and deities have ability scores of 30+ to 40+, so a +18 to an already high strength character is literally having the strength of gods.

And I didn’t even account for size increasing strength score.

i think you have a lot of incorrect core assumptions, and dont actually have experience with how big the numbers usually are at higher end play.

99% of 20th level characters will have their primary stat in the 30s, and another one (or 2) in the mid-high 20s
pathfinder numbers get huge. it part of its design.
20th level characters are basically demigods anyway

also, now i kinda wanna make a starting 5str halfling that goes abyssal bloodrager
like a toddler sized superman with a 42 str while raging

also even in 3.5 it was easy to get str that rivaled gods (except for thor, he cheats and has a godly item that just flat out doubles his strength score)...

I assume you mean with gear on because that's not been my experience. I mean stats alone are usually one stat in the twenties and maybe a few others approaching that.

Scarab Sages

Personally I'd say yes and no. Detailed answer below but the TLDR is yes you can worship yourself and grant yourself powers however you don't gain the ability to do this by worshiping yourself and you don't gain any other abiliites either. That is if you can grant divine spells you can worship yourself, if you worship yourself you don't gain the ability to grant spells if you didn't have it before.

To use the mythic rules listed earlier . . .

Divine Source (Su) (Mythic Adventures pg. 51): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains.

It then goes on to list the terms and conditions but nothing there seems to cause an issue with this. If you are mythic with divine source you grant divine spells and your followers can choose to have you as their diety. If they can choose you then logically if you gain the ability you can choose yourself since you weren't a divine source prior to taking divine source.

Now under the rules of dieties you have . . .

Quasi Deity
Source Planar Adventures pg. 70
Quasi deities are the least powerful of the divine, and the most eclectic in their nature. A quasi deity has a stat block, and can be of any CR (although the vast majority lie in the CR 21–25 range). Nascent demon lords, the malebranche, and qlippoth lords are all examples of quasi deities, as are creatures like deep one elders, conqueror worms, and green men, who have the ability to grant spells to clerics. Mythic characters who take the divine source path ability are also quasi deities.

It states here quite clearly if you are mythic and have divine source you are a quasi-diety i.e. the "least powerful of the divine". Sure your weak and not anywhere near the scale of a true god but you are now in that divine bracket.

From this it seems obvious that if you are able to grant divine spells you are at a minimum a quasi-diety and thus selectable as a god. There are no restrictions that I can see which state you can't choose yourself as your diety and it would make no sense for true gods e.g. Iomaedae to worship another god to get their powers. It would in fact make godhood something of a pyramid scheme with all power coming from one uber diety.

Now here is where we hit the no part of my answer. All of the above is to me proof you can be a cleric and worship yourself if you have the ability to grant divine spells. From that it seems likely a Koetsche could venerate themselves and gain their abilties from that.

However as said you are still not a full diety. The koetschiei could ONLY grant itself the boons it can grant anyone else it can't take a level of cleric to just suddenly grant divine spells. It has to have the ability to grant divine spells from somewhere else first. Similarly one of the big differences between quasi-diety and demigod is having a plane that responds to your will. Your followers may worship you but they will not have an afterlife to go to like they would if they worshiped Asmodeous and would wind up somewhere else in the afterlife. Similarly you aren't going to have the reality warping power of a true god, you aren't going to be brought back to life once a year if killed, etc.

Scarab Sages

If you don't mind taking inspiration from a story based on a show about magic ponies take a look at the last maretian on fimfic. Its a crossover between My little pony and the last martian. One of the things they do in there is use magic to set up a greenhouse in a cave of mars with some successes and failures as its trial and error.

Scarab Sages

I would say no. If you look at the higher level daylight spell . . .

You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

I believe it used to function as actualy daylight but that's by the by. If the daylight spell doesn't work as daylight for creatures damaged by daylight I can't see the lower level continual light being different. To me if it wont harm undead/plants then it can't nourish plants like daylight would normally. So you'd need to homebrew some new spell or magic item/s to allow light into your greenhouse.

Scarab Sages

Just on the Alchemy/Chemistry divide I find myself thinking about the books dealing with Gribbleflotz in the 1632 series. He's an alchemist and it is very much chemistry with him showing how gold is crated by Charlatans and determining the reason modern chemists failed to duplicate some effects is they weren't following the instructions. They read "Mix stone X in solution" and mixed stone X in the solution only for it to fail. He pointed out the X is specific to a region and used that stone rather than the one from elsewhere to succeed then realized it was the contaminants there which caused the specific effect.

Point is all his alchemy was very much chemistry and that's how I see alchemy in this game. To craft alchemic items you need equipment but not the "Brew potion" feat or similar. So to me alchemy is chemistry using items available in the natural world even if that particular one is only possible in Golarion e.g. fire beetle flame sacks or firestone but its only natural chemsitry. On the other hand magical items require magic (feats) to make e.g. brew potion, craft wondrous item.

Scarab Sages

OmniMage wrote:

Its not directly what you were asking about, but I thought you might want to know about related house rules.

I think there are too many item creation feats. To cut down on them, I've made 2 feats: Craft Magic Consumables, and Craft Permanent Magic Items.

Consumables are magic items that have limited uses or are hard to recharge. It covers scrolls, potions, wands, staves, and a number of miscellaneous items with finite uses. Most of them are cheap items that are priced at the bare minimum needed to store and cast spells. Only spellcasters can take this feat.

Craft Permanent Magic Items are for lasting magic items. It covers wondrous magic items, magic arms and armor, rings, and rods. They are much more expensive, so there is more leeway for mistakes and errors. Consequentially, any character can take this feat. Non spell casters can use craft or profession skills to craft instead of spellcraft. As an added perk, non spell casters can also craft items along side the spell casters instead of bugging them if they can go adventure yet.

Sounds like the black company rules which (been decades since I looked at them) had three different levels of longer lasting power e.g. consumeables, charges and then permanent items. I still remember them fondly even if that whole system was immensely complicated compared to pathfinder. Deefinately prefer them over the dozen of item crafting feats for pathfinder.

Scarab Sages

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506: Killer's Bean
This large twisted bean if planted in soil where the blood of a murdered person has been spilled will grow a stalk in the shape of the killer with pods in the shape of the weapon used.

Scarab Sages

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The Beardinator wrote:

Words cannot express how honored I am for the creative input from all of the participants who contributed to this list over the years. I will begin compiling multiple lists of Bag of Magic Beans for different options. I would love for the list to continue, but I won't be Bumping it anymore. I hope many others compile their own lists and have as much fun as possible with them at their gaming tables.

Thank you to Everyone who chipped in. Whether you made one or two entries or dozens of entries, the magic came from all of you.

May your Beards be long and luxurious!
The Beardinator

501: This seemingly ordinary bean causes the eater to grow a great big bushy beard. Regardless of their sex, age or species. It has been known to work on lizardfolk, catfollk, little girls and even in on recorded case a seagull.

Scarab Sages

Mysterious Stranger wrote:
The ring of Lifebleed looks to be the result of failing the spell craft roll on a ring of regeneration by 5 or more. If that is the case, I don’t think that the combinations listed would be valid.

Fail the roll creating the ring of lifebleed then add the regeneration to it by passing it same way you add a magic effect to any existing item?

Scarab Sages

Pizza Lord wrote:

584. Sauna Deer

An otherwise normal deer that, when it senses danger, releases a cloud of steam from its pores and musk glands. This is a swift action and obscures vision as a 10-ft radius fog cloud. The cloud deals 1d6 fire damage per round to creatures entering or within it due to heat and steam (not actual fire). It is stationary like the fog cloud spell but the animal continues to emit it for a number of rounds equal to their hit dice (typically 2), even as they move. Since they typically do this before performing a run action to flee, this can lead to a long trail of steam clouds, especially if there's a family or herd startled. The cloud dissipates at a rate of 10 feet per round (meaning the trail can still be somewhat followed for observant characters waiting for it to fade). The round after they stop emitting steam, the sauna deer is fatigued and cannot emit steam again until it rests or removes the condition.

Sauna deer have blindsense within steam, fog, clouds, and similar hazards and have fire resistance 10, but only to heat, steam, or other effects that deal fire damage, not to actual fire (such as the heat from being within 20 ft of a wall of fire but not from passing through it).

I like this one.

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