Vimanda

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



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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

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

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

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

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

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

Just an idle thought I head about character death and making a new character. Take the player out of the equation do you feel a new character makes sense? Yes, no, depends on the campaign? That is say you have party of 4 facing dark horrors from the forest depths and one of them gets eaten does it make sense in story/world terms for another new person to show up and join the group?

For me its very campaign specific and how well the GM sells it for example a group exploring a forest who have one die and find a lost person it makes sense to have them join. They know lots about surviving the jungle, there's no mysterious threat/reason to keep things secret and you know they just want you to show them the way out after you map the area. On the other hand a battle against a dark lord where a party member is killed and some random convenient person shows up it has to be sold really well as it would make sense to not trust a new person showing up right after a friend is "killed to make room" for the spy. It gets even worse when the party has some deep dark secret they don't want outsiders knowing about like an ancient artifact (one ring) they need to destroy and the only way it might work is if the backstory is "you intended to meet X here from the start we just didn't mention it before now."

Scarab Sages

I was thinking about this today, what are ioun stones? Just random rocks or a specific type of rock that comes in a range of shapes and colours? Is an Emerald ellipsoid an actual emerald, a random rock from the ground that you shape to a specfic shape and colour, an "ioun" stone you find that changes its form in response to certain enchantments or if your house ruling an "ioun" stone that just has natural magics?

Scarab Sages

I was looking for special ingredients (part of item crafting flavour or mechanic adjustments) and I realized there's no special gems only rare ones. That is you have metals like mithral and woods like wyrwood but not gems. You have rare ones like rubies, sapphires, etc but no gems that have special properties and are hard to find. So does anyone know of any suppliments or lists of special gems that could be used in items? Things like Elessar, Black Dahlia, the chaos emeralds or the like. Though preferably less powerful as those variants as they're more individual artifacts than rare gems with special properties.

Scarab Sages

Just another curiosity post because of an old campaign that popped into my head and I'm curious how our in character reactions would differ from a real persons (we explored the manor). You wake up in a creepy victorian/gothic style manor with no memory of how you get there. Looking out the windows you can just make out woods heavily shrouded in fog that rapidly obscures any distance vision although you can make out the occasional movement though you can't tell whether its a branch shifting or something moving out there.

Scarab Sages

Largely theoretical here but I'm wondering would other people as a GM allow this house rule combination of the mythic Sanctum and Legendary Item abiliites?

What I have in mind is taking sanctum and legendary item (3 times) to make the sanctum a legendary artifact with its own sentient mind. It'd have the normal number of abilitiies but rather than things like immortal when holding it they'd relate to influence over the sanctum. Being able to open and close the doorway in various places, being able to control the unseen servants so they function more as magical construct bodies for it to acomplish tasks e.g. aid another in crafting checks and so on. Obviously I need to think about what abiltiies it would actually have and intelligent would be one but would this combination of mythic tier path abilies be something you'd allow a player to have if they purchased them?

Sanctum
You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum’s door, you decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.

Legendary Item
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

legendary item.

Scarab Sages

I'm just wondering if anyone know's a spell or feat that allows for fine control manipulation of objects e.g. turning a key in a lock, making a meal or the like? Mage hand just lets you move things slowly and telekinesis is pretty much brute force combat. I'm looking for something that would allow you to make a meal using telekinetic powers e.g. cutting meat, stirring dishes, lighting a fire, seasoning food, opening and closing containers, etc.

Scarab Sages

I was looking at the spell Control Weather and I started wondering can you use it to change the temperature. Obviously you can "change" the temeperature in appropriate seasons e.g. a heat wave in summer. What I'm wondering is whether you can just adjust it within the normal range for the season outside that e.g. making a warm summer day a cool summer day but not a cold winter day?

Scarab Sages

I want to use major image (below) as an education/entertainment tool e.g. creating the illusion of a map of the land so you can show people "Here is the capital, we are here, the fastest way there is over the white sky peaks . . ." with the map changing and highlighting things as you concentrate on it. Also for entertainment e.g. an illusory backdrop where people know its fake and part of the show but its not there to trick them into say thinking an open path is a sealed wall. The issue is the last part of the spell where it say's if you don't have it react appropriately to being struck it ends. Which to me reads as if the viewer gets obvious proof the image is fake the spell ends whether you want it too or not. Could I use it in the way I want without it ending as soon as I start because everyone know's its an illusory map/cityscape/etc?

Major Image
Source PRPG Core Rulebook pg. 311
School illusion (figment); Level arcanist 3, bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, redmantisassassin 3, skald 3, sorcerer 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Effect
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration + 3 rounds
Saving Throw Will disbelief (if interacted with); Spell Resistance no
Description
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Scarab Sages

I was messing around with various builds and the blood arcanist got me wondering if you have a class that has a bloodline and multiclass into another one that lets you choose whether or not to have a bloodline do you need to take that option? I know if you have a class with a bloodline, choose e.g. arcane and take another class with a bloodline it has to be arcane a well but what if the other class has an option to take or not take a bloodline at all. Can you take another option e.g. a feat or do you have to pick the bloodline option and take arcane?

Scarab Sages

I'm debating with scalable cantrips as they're a thing I do like about 5E and 2E. I'm just not sure if it would be better to increase number of dice 2d3, 3d3, max 4d3 at 15th+ (not sure of level yet) or to just increase the die d6, d8, d10 at 15+. If you were to use scalable cantrips to keep them somewhat useable which do you think would be better?

Scarab Sages

I'm working on a fire cantrip (just a bolt of fire) and I'm debating on the damage. My instincts say d3 in line with other cantrips but disrupt undead deals d6 so a part of me wants to make it d4. I don't think it'd be that much more powerful than other cantrips d4 vs d3 but I want feedback from other people. I don't think it should be d6 as disrupt undead only works on a specific type of foe but that's also a possibility I guess.

Scarab Sages

Obviously only for a high level wizard but Wish + contingency to have true ressurection cast X time after you die e.g. 1 hour or 24 hours?

Scarab Sages

I was just thinking about how Cayden became a god, specifically got drunk and woke up after passing the test of the starstone. Do you think he instantly was aware of his new divine status or stumbled out to the latrine to take care of business unaware of his new godly status?

Scarab Sages

Just wondering the various illusion series of spells how responsive are they to realistic conditions? That is lets say you make the illusion of a bouldler and then walk around it with a torch will its shadow move in response to the torch or will it always be in the same spot? If you make a programmed illusion do you have to stipulate everything or could you just go move shadow and have it move depending on where lights fall on the object?

Scarab Sages

I was looking at minor and major creation and I'd like a spell that actually creates a real material i.e instantaneous duration and can be used as a material component. I'm thinking level eight would work as major creation is level five and this is identical but your actually creating for all intents and purposes a real material. Does this seem reasonable? Should it be seven or ninth level instead?

Scarab Sages

So I was playing Baldurs Gate 3 and caught Gale using mirror image to trim his beard and it got me thinking I've often looked for non-combat magic spells or creatively ways to use non-combat spells but not non-combat uses for combat spells. Things like mirror image in place of a mirror to check your entire body properly, fire ball for demolition of old buildings, ray of frost to freeze water in a hot environment. What other ways can people think of to use combat spells for non-combat purposes?

Scarab Sages

I'm vaguely looking for a dragon and I noticed in leadership it say's . . . A young dragon‘s effective cohort level equals its CR + 8.

Now if you ignore the other text saying a dragon serving as a cohort is always young would you increase the cohort modifer with higher age categories? That is would you go . . .

Young Silver Dragon 10 + 8 = 18
Adult Silver Dragon 14 + 8 = 22
Ancient Silver Dragon 19 + 8 = 27

or would you increase the cohort modifier as higher level dragons are increasingly more powerful? For example . . .

Young Silver Dragon 10 + 8 = 18
Adult Silver Dragon 14 + 10 = 24
Ancient Silver Dragon 19 + 12 = 29

Assuming obviously you allowed leadership and a dragon companion.

Scarab Sages

I'm just wondering does anyone know of a source pathfinder preferbaly but third party is fine providing magical weapons for vehicles. I'm looking more for fireball blaster than fire balistae. If you see the difference magic staff capable of casting fireball not flaming sword.

Scarab Sages

I was just browsing the classes looking for inspiration and noticed the aristocrat class for NPC rulers and it got me thinking there's the noble scion for an heir to a noble house and a third party suppliment royal for magically touched heirs. However these are all mainly plot hooks from low level and I was wondering would you do anything mechanically to a character sheet if a player at higher level got made a noble as reward for services or founded a kingdom becoming a ruler in their own right or would you just leave it all on the roleplaying rather than rollplaying side?

Scarab Sages

Just something I've not been able to get out of my head for the last few day's for some reason. If you lived in a world where you can talk with animals using the right spells/abilities and assuming you had them. Would you become a vegetarian or would you feel comfortable eating meat from something you could have been chatting with earlier in the day?

I can see it going either way, either your uncomfortable eating something that can talk back to you or if your a druid you see it as a circle of life and are fine with consuming meat like a wofl or panther is fine with it?

Scarab Sages

Just something I was musing on. I've always pictured force energy as the kind of shimmering effect you get when hot air is rising from something. The energy itself is transparent but you can see it by the way it distorts things on the other side. It go me curious how do other people see force energy? By which I mean what do you picture it looking like not how you actually SEE it.

Scarab Sages

I'm planning a solo playthrough of return of the runelords using the sphers of power/might system to get a better idea of it and am debating which of two incanter specializations has a better capstone (I like the other abilities from these two even if I never get to level 20, or die at low levels). Which of these do you think would be more generally useful to have?

Destruction
Indestructible: At 20th level, the incanter becomes immune to critical hits and precision damage. When below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.

Lattice Weaver
The incanter may spend a standard action to wrap himself in a mobile sphere of lattice crystals. While encased, he gains improved cover against all attacks, has a fly speed of 60 feet with perfect maneuverability, and ignores difficult terrain. Whenever he moves, he can move through enemy squares, and when he does so the enemy must succeed at a Reflex save with a DC of 10 + 1/2 his incanter level + his casting ability modifier or take 1d6 force damage for every level the incanter has gained. A successful save halves this damage. He may carry others with him inside the sphere, if he can physically pick them up but they are effectively unable to act while within.

The immunity to crits and precision is nice but I do like the idea of improved cover as it also confers improved evasion on reflex saves.

Scarab Sages

I recently found out about the nail of blood and I can't shake the feeling I'm missing something in the fatigue mechanic. It say's . . .

Once the nail is in place, its wielder can cast within a magic dead zone up to one spell of each spell level she knows or has prepared and could normally cast. If she wishes to cast additional spells in the magic dead zone, she can do so up to her normal limit, but each additional spell she thus casts causes her to become fatigued and requires a successful concentration check (DC = 15 + the spell’s level) or the spell fizzles. If the nail of blood would cause the wielder to be fatigued when she already has the fatigued condition, she becomes exhausted. She can’t use the nail of blood to cast additional spells while she is exhausted, no matter what effect caused her exhausted condition.

No matter how I look at it this is essentially saying you can cast one spell of each level and then TWO more spells the first one making you fatigued and the second exhausted. However the way its written makes it seem like the fatigue and exhuastion should be tied to the check. That is if you pass the check you cast as normal, if you fail you lose the spell and move to fatigued then exhausted.

Am I right in my belief this item is only two extra spells or am I missing something?

Scarab Sages

I'm trying to develop a spell and thought I'd ask for advice on the level that seems good for it. The spell is intended to alert the caster to danger to something a family or a town or the like. It will only alert them there is danger not what that is so the more spread out something is the harder it will be to pin down. Some examples . . .

1) If cast on a family and a family member gets drunk and is about to wander off the edge of a bridge and fall to their death the caster will be alerted. They wont know which family member is in danger or what that danger is and will need to figure that out via other means.

2) If cast on a town it wont alert them to a gang because that's not threatening the town but would alert them if a gang were to be warping people with dark magic as part of a plan to unleash death and destruction destroying all the people living there would. Again they wont know what the danger is only that its present.

Essentially it just is intended to allow a high level mage to be made aware if there's a threat to something they want to protect without having to be overly intrusive in doing so. Its a more abstract version of guards and wards.

Scarab Sages

I've been thinking about the personal planes owned by the archmages in pathfinder Nex, Geb, Baba Yaga and I think I wouldn't actually want one too large as you lose track of what's happening. So I figured I'd ask how bit a plane other people would want.

House sized: A building sized plane either a couple of rooms or a small clearing.

Suburb sized: A few square miles in size.

Country sized: Something like the river kingdoms of a around a hundred to a few hundred square miles.

World sized: Earth world sized.

System sized: Roughly the size of our solar system.

Other:

Personally I go between suburb and country sized. A country gives you room to spread and have mines, mountains, lakes, etc however it would be easy to miss something happening elsewhere and you don't really need it. A suburb might feel cramped depending on what your doing with it but its easy to tell what's happening.

So assuming you have a horde of magical creations flavoured to suit (golems, humanoid seeming, unseen servants, robots or whatever you like) to take care of anything needed mining, tending animals or crops, maintaining buildings, etc. How big a personal plane would you want?

Scarab Sages

I've a decent idea on summon monster but I know there's other spells like summon nature's ally and I'm wondering what people think is the largest (as in pure size e.g. small, medium, etc) creature you can summon with a spell?

Scarab Sages

I'm wondering how people handle items like a rod of finding metals and gems that a player might want but don't need like a weapon upgrade? Can they just claim it, do they need to buy it from the treasure and if so are they paying the price to craft it or buy it to the other players?

Scarab Sages

I'm sure I've seen a metamagic rod that had multiple metmagics you could use, you can still only apply 1 but you only needed one metamagic rod for multiple metamagics. However I can't find it and I was wondering if anyone knew the name of it?

Scarab Sages

This was something I got to thinking about as a result of a discussion in another thread. What happens after you ascend to godhood by taking the test of the starstone. I'm not after what you or a specific character would do. I'm wondering what happens in general are you just left to roam around Golarion a god on the material plane as long as you don't upset too many plans by established gods good, neutral or evil. Do you get whisked away to your new plane and have to figure out what to do now your dealing with these new powers and abilities, do you get sat down by an alignment appropriate deity to explain the divine do's and don'ts of the divine power struggle, do you accidentally level the surrounding area because your divine being is too great for the mortal world to handle and create a new eye of abernegho?

What do people think happens next after you become a god.

Scarab Sages

I've just discovered the official 2nd edition outcome of this adventurer path has Baphomet survive. Baphomet who has a massive and legitimate grudge against the PC's, a cult that is dedicated to corruption and blades in the dark and who has an official record of spending millenia working towards settling grudges against other beings. So I'm wondering do you think any of the characters in this adventure path had a good ending or did they die/fall one by one to Baphomet over the years after the end of the adventure path?

Scarab Sages

I'm just working out what kind of difficulty level would be involved in aquiring information about earth when on Golarion. Would it be a simple DC 20 nature check to know about other worlds, a difficult DC 40 check to know about Cthulu the great old one, common knowledge that Baba Yaga came from earth, some moldy document in the depths of a ruin, utterly impossible?

Scarab Sages

I'm just wondering can two different players with craft wondrous item work together to make the item trading off weeks? For example player 1 has craft wondrous item and starts making a carpet of comfort, after a few day's work they get asked to make some potions as they also have craft potion, could another player with craft wondrous item take over working on the carpet for a few days till the potions are made and player 1 resumes work on the carpet?

Scarab Sages

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I'm thinking like the mountain stations in lord of the rings where you have a small place way up on a frozen mountain top keeping watch to light a torch or a watchstation deep in the depths of a mountain or a teleported lair at the bottom of the ocean. That is a place where you can't farm or use natural resources around and importing goods is hard. So far I have . . .

1) Goodberry Bush: Grow 6 goodberries a day, provide meals for 2 medium creatures a day.
2) Tengu Jug: Turn water into plum liqour, tea.
3) Decanter of endless water: Supply water.
4) Sustaining Spoon: More food in this case gruel to feed four humans a day.
5) Platter of feasting: Turn that gruel into a steak dinner.

Are there any other items people would suggest to supply and make life a little more comfortable for those stuck out there?

Scarab Sages

I'm looking into the magic plants and I just want to confirm I have the right time. Specifically I want goodberry bushes to provide food for a place where sufficient food can't be grown to feed the inhabitants. I just want to confirm I am correct with the following . . .

1) Per the rules growing a plant is 1 week per 1,000 GP base price and the goodberry bushes are 4,000 GP to buy. So growing a new bush would take 1 month?

2) Magic plants are a magic item and can be crafted/grown if you have the feat for 1/2 the base price so if you are growing them over a month you only pay 2,000 GP not 4,000 GP for them?

Scarab Sages

This is something I've been pondering recently and please don't say "its just a game so no I don't feel guilty for killing made up creatures" its not helpful.

I've been thinking about this since listening to a podcast where a player triggered a fight against a non-hostile being of uknown alignment because they were rude and not human. Then started going on about how all their stuff was stolen so it was ok to steal it from them (it ran away when they were winning the fight), they were bad and rude even the DM ran the creatures as spending the entire fight trying to avoid conflict, being willing to negotiate and subdue them without killing. I couldn't help feel it was because they would have reacted differently if the person had been a gold dragon or angel rather than a "monstrous being. I also noticed in the AP's there are several evil enemies are not necessarily a fight or even actively doing evil unless the party does something to provoke a conflict. That is they are evil, they do kill, betray etc but when the party encounters them even though you know what they are they're not actually harming anyone e.g. a demon who's goal is to become more powerful in the abyss and is willing to bargain for their life, a royal naga wanting to learn about the world's history who doesn't want to fight, a medusa seeking to cure a curse on her who may be pushed to attack because of it if the obsessions aren't appeased and the like.

Which got me wondering does anyone else feel guilty killing a definately evil being that's not actively threatening or harming anyone and may well not do so any time soon, or do you just feel comfortable kiling them because they probably will harm someone at some point or have harmed someone in the past?

Scarab Sages

I was working through this AP again recently (Solo run for myself as I can't find/commit to a game) and I realized there doesn't seem to be a staff of the magi/power/sovereignity in it. So I'm just wondering does anyone know if I've missed it or is there really no staff of the magi/staff of eldritch sovereignity in the mythic AP for a magic using character to get? There's stave's of life/heirophant and other similarly powerful ones but not the arcane staff's that were once considered the best options or their upgraded mythic variant?

Scarab Sages

I'm not sure on this so I figured I'd ask some advice the spell Paizo Inc is used to create a crew for a ship. Several ships e.g. sailing ship can have weapons mounted on them to repel pirates. What I'm wondering is could the unseen crew's ship duties include using those ship weapons in ship to ship combat or would can not fight apply to that as well direct physical combat if your boarded? I'm inclined to say they can because fighting the ship is part of the crews actions and even a simple sailing ship can have more weapons mounted than a party could use. On the other hand the spell does say they can't fight so I'm not sure.

Also before anyone say's it yes you can hire an actual crew but this is in situations where that isn't possible or a good idea.

Scarab Sages

I've been browsing spells and I've noticed several that specifically state they can't create cold iron but can create things like mithral or adamantine. Is there something I'm missing which means cold iron is so much more powerful than the other special metals/materials which requires it be specifically called out as not being able to be made?

Scarab Sages

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I was looking for a way to reduce the time to write spells into a spell book and found Cipher Script which is now on my list of very good feats. However it say's "Benefit: Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would (round all fractions up). It takes you only 10 minutes per spell level to scribe a spell into your spellbook (5 minutes for cantrips). I assume that this refers only to the base spell scribing costs not the costs to get ahold of that spell such as buying a scroll or renting a spellbook. But it just say's the cost is halved and renting spellbooks is 50% spell cost.

So am I right its just the cost for ink that is halved or does this feat actually halve the full cost including purchasing the scroll or renting the spellbook?

Scarab Sages

If you have a spell that has effects based on your caster level e.g Xd6 damage per level or at 3rd level the mount ignores difficult terrain are you able to deliberately cast it at a lower caster level? That is if you have an 8th level caster casting phantom steed it gets this ability . . .

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

could the caster cast it as a 7th level caster with reduced duration and abilities so it looks more like a normal horse struggling through muddy ground or must a spell apply a full caster level when cast? I know there are metamagic to affect spell level but I can't find anything on caster level as your generally assumed to want the best effect you can get.

Scarab Sages

I was listening to find the path and they were talking about how a characters journal with all their notes was stolen and it got me wondering how long would the 50 page journal you can buy last if one were writing in it. The modern journal writer depending on amount of writing and size of journal seem to get from a couple of months up to a year for the 200 page variants or small entries. At 50 pages you could be looking at between 2 to 4 journals a year easily. At 10 GP per purchase that's not bad 40 gold a year for your records. Plus storage. However if you want to have your character having kept journals growing up or a few years before starting the campaign that cost adds up. 1 year = 40 gold, 2 years = 80, 3 years = the maximum starting wealth of several classes.

Not complaining here just bemused a simple 10 gp item can go from a minor expense over a campaign to a near crippling expense for a starting character if you want a few journals of backstory.

Scarab Sages

So after a lot of hunting I've come to the conclusion there is no listing for the oil of life made with the quicksilver from a philosopher's stone. It can be made by mixing the quicksilver with any cure potion to make an oil of life that works as true ressurection on any body its sprinkled on. How would you price the oil and would it matter what type of cure potion was used? On the one hand I want to use the potion guidelines for a theoretical 9th level spell potion, on the other you're losing an artifact to make this and they don't have prices.

Scarab Sages

I was browsing the NPC's on Nethys and noticed that the border guard is equipped with a potion of divine favour which looking it up is personal only. I thought those couldn't be made into potions, is there some exception I'm not aware of, am I just misunderstanding the rules/spell involved or was this an illegal potion that slipped through checks?

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