Giant Frog

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Organized Play Member. 35 posts. 1 review. No lists. 1 wishlist. 4 Organized Play characters.




This spell made me wonder about the order of Counteracting and spell effects triggered by it.
If my cleric casts a high-level divine Dispel or Remove Curse on someone permanently affected by Spiritual Epidemic, and it succeeds, does the cleric still have to make a save against the effects of the spell? I can't find a clear rule about the order of resolution for those effects, so should I assume the spell description, being the more specific rule, takes precedence?
Thanks!

CRB p.372 wrote:

You curse the target, sapping its spirit and leaving a contagious

trap in its essence. The target must attempt a Will save. Any
creature that casts a divine or occult spell on the target while
it’s affected is targeted by spiritual epidemic and must also
attempt a Will save. The curse continues to spread in this way.


I was putting together a list of treasure for an upcoming session, and noticed that the Treasure tables in the CRB include several types of snares. If a character opens a chest and finds a snare, then what, exactly, do they have? What can they do with it? If there's a way to take a snare from your inventory and place it on the battlefield, what is that action?
The rules for crafting snares don't seem to leave much room for a portable, ready-made snare.


I have a player whose character's backstory ties into the Mendevian Crusades, and I'd love to build some hooks around that in our campaign. But I haven't found much lore about the crusades, beyond the sidebars in the _Lost Omens World Guide_. Any pointers?


On p 300 in the CRB, there's box that says "Scholars of magic widely agree that all of existence is composed of some combination of four essences," namely Matter, Spirit, Mind, and Life. Does this actually come up anywhere in rules? Seems silly to add one more layer of categories on top of tradition and school, but I can't find any other reference to this concept in any spell or rule. What are these for?


I'm trying to get back into tabletop games after a few years, and one of the big changes since I last played is parenting. I have 2 kids under 6, they are wonderful, and they make it very hard to schedule things in multi-hour blocks. I know I'm not the only one in this situation, so I just wanted to open the question up to the board. If you are a gamer with small kids, what has worked well for you? Particularly if you're in an online group. Is your game night strictly a "hire a sitter" activity, or have you found other things that worked? Do you warn your GM/group there's a nonzero risk of screaming children? Have you found other players sympathetic?


This seems common-sense, but I can't find it spelled out in the core rulebook: A feat's level is a minimum required level to acquire that feat, right? So in addition to all other requirements for a feat, I can't pick a level-3 feat until I'm level 3 or higher?
Again, seems obvious, but I can't seem to find the rule. Thanks!


The rules for Surprise Attack on P. 181 in the CRB say that creatures who have not yet "acted" get the flat-footed penalty. If I choose to Delay, have I acted? Is there a reason it's worded this way instead of being tied to initiative? What are the edge cases I should be thinking about?


I'm new to Pathfinder, working my way through the rulebook, and I'm trying to wrap my head around item investiture. My CRB says on page 531 that "Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity." Can all characters do that? Is an "activity" a term I should be aware of?
Thanks!