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?
Mysterious Stranger wrote:
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 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?
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?
Mysterious Stranger wrote:
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.
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.
drsparnum wrote:
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
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
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
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.
Mysterious Stranger wrote:
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.
Azothath wrote:
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.
drsparnum wrote:
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
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.
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
Anguish wrote:
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.
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?
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.
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).
happykj wrote:
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.
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.
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.
35: Plane of sexy naked people
36: Plane of tropes
Mysterious Stranger wrote:
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.
Mysterious Stranger wrote:
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?
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.
Belafon wrote:
Ah yes I misread that and thought it was the flawed stone it functioned as not the normal one.
Reksew_Trebla wrote:
Half-Elf seems a possibility or Tieflings who hate them for being able to hide their differences?
TheMonkeyFish wrote:
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.
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.
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.
Name Violation wrote:
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.
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
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.
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.
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.
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.
OmniMage wrote:
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.
The Beardinator wrote:
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.
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?
Pizza Lord wrote:
I like this one.
|
