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The classes we have had previewed so far have some cool abilities, like the Rogue's ability to just ignore magical effects that detect their location (such as scrying). However, spellcasters in Pathfinder 1e have a lot of magic spells that can accomplish something similar, and sometimes broader, and frequently at lower levels than the non-caster classes obtain them. This taints experiences I have with these otherwise-cool abilities that the non-casters get. I appreciate that a Rogue can shut down abilities to detect her, but I wish I got to play with that ability by the time a wizard is learning how to scry (and detect scrying). What are your guys' thoughts?
I am currently running The Emerald Spire; a super dungeon. In running the dungeon, I have come across a few issues.
Spoiler: 1. On the fourth floor of the dungeon, the party will encounter a group of friendly troglodytes. The party can easily bypass threat of harm on this floor if they befriend the troglodytes (whom are actually good-aligned). In fact, that's more or less what seems to be expected. I'm not clear on whether the party should receive XP for "clearing" the floor if they leave the troglodytes on good relations. This is part of a bigger issue: should you give players XP for bypassing threats? In a dungeon delve, I feel like the players should get at least some XP for finding a way to bypass a threat without expending resources. If the PCs don't receive XP, it encourages them to kill everything - if for no other reason than to keep up with the power curve of the game. You could say that this situation is different: this is more like wandering through a town that just happens to be in the middle of the dungeon. The designers don't expect you to kill the inhabitants of a town, and it might be odd to give the players XP for running around killing random villagers . It's not as big a deal in a game that isn't a dungeon delve, where resource management isn't as important. Unfortunately, the game isn't like OD&D, where most XP came from treasure, not monsters. 2. I haven't decided when, in a dungeon delve, is the best time for the PCs to gain a level. I am considering three possibilities. Assume, for the sake of argument, that the leveling process is arbitrary - as in, it doesn't need to represent anything occurring in the game world, even if some GMs prefer it that way. A: The PCs gain a level when they have enough XP (either at the end of a fight; or end of session if calculating during fights is too distracting or time-consuming). The advantage is that it is the quickest method; and incentivizes the PCs to keep going deeper into the dungeon (a little more XP and we can hit Level X!). Also, it helps ensure that the PCs spend adequate time at each level of gameplay; instead of risking the PCs getting half way to the next level of XP before taking a level to which they are already otherwise entitled. B: The PCs gain a level when they rest, if they have enough XP. This straddles the line between A and C. C: The PCs gain a level when they rest back in town. The advantage is that this forces the PCs to leave the dungeon, which gives the monsters time to adjust to the PCs' strategies, and makes the party reconsider their resource expenditure. I am explicitly not going with a potential fourth option: that the PCs gain a level when I feel it is appropriate. I'm using a pre-generated module and I'd like to stick close to their leveling schema as I understand it. I could try translating that into average level per level of the dungeon; but for now I'll hold off, and just stick with one of the above three ideas.
What is your wisdom re: prohibiting the ability to use magic items as a method of spamming spells? The classic example is the Wand of Cure Light Wounds. By around level 5, they become a cost-efficient method for the PCs to heal themselves back to full health after every fight, which diminishes the endurance run aspect of dungeon delving. Other examples include:
Carrying wands that just have stat buffs: they don't really add anything interesting to the adventure. They just let the party run around with extra buffs to their Attributes and/or Saving Throws for several encounters; or, in the case of Haste, give everybody an extra action and several other benefits beside (and, say what you will about other buffs, Haste is the sort that most classes would want on a regular basis). Although wands are the "worst offenders", you might get a similar effect if players carry scrolls with several castings of the same spell (or even just scribe a large collection of scrolls, particularly those where DCs or duration aren't important); or a large number of potions (with the extras carried in an extradimensional space, once that becomes reasonable). Also, I have learned that some wondrous items apparently have infinite castings of spells: for example, the Horn of Fog, which produces both Obscuring Mist and Fog Cloud, an infinite number of times per day - has recently fallen into the possession of my players, who are actually concerned that its infinite usage makes it overpowered. This issue has come up because I am running a dungeon delve: the Emerald Spire Superdungeon. Dungeon delves are (in part) a matter of endurance, logistics, and resource management: I find consumables to be a problem in that regard because they run against that, and some of them can seriously throw off one or more of those themes. I would like your opinion on whether my concerns are well-founded. If you need clarification of my concerns, I'll be happy to expound. If my concerns are well-founded, what would you suggest to remedy the issue? I have considered several possibilities...
This is a discussion thread for the material presented in The Emerald Spire Superadventure. Bring your thoughts and questions (and answers) here. Readers of this thread may also be interested in this companion thread, discussing the timeline of events in the Emerald Spire. I open with several questions, which I try to answer - if you have answers for these questions (or wish to expand on what's already presented), or questions of your own, please chime in. Hellknights
Question: When exactly did the expeditions occur?
Question: Why didn't the Hellknights clear out every floor of the dungeon? Surely they would have if they were interested in law, power, and discovering clues regarding the "mysterious presences" and "potent lawfully aligned magic" that were said to exist down there.
Question: How much do the Hellknights of Fort Inevitable know about the results of the expedition?
The Godbox
Q: Why does the Godbox seal the passage to the next floor? And why does it let people through if they sacrifice metal?
Miscellaneous
Q: Why doesn't Splinterden attack the troglodytes?
Q: How did Uzar-Kus, of Level 8, get in contact with the undine on Level 5?
Q: How did the Mistress of Thorns learn the sigils of Levels 2 - 13?
Residents of Each Level Know the Following about the Other Levels
Level 2: The Cellars know about the Tower Ruins, Splinterden, and The Clockwork Maze. Thieves from Splinterden use Klarkosh's noisemakers to warn off Moon Spiders that try descending into their level. Gorloth is bound to serve Klarkosh; and possesses a Spire transport token Level 3: Splinterden is aware of the undead and spiders in the Cellars above. They possess one Spire transport token. They are also aware of Klarkosh, who gave them the noisemakers that ward off the moonspiders, and whose agents occasionally passes through their level. Level 4: Godhome is not precisely aware of any other levels. They know people pass through their level all the time, but little beyond that. Level 5: The Drowned Level is aware of Klarkosh, who provided them with the sharktailed automaton in the first place; and Senethar in particular is aware of Level 8; she possesses a Spire transport token and the Sigil for Level 8; she reports to Uzar-Kus. Level 6: The Clockwork Maze is aware of the occupants of all levels above him, because Klarkoth has passed through them; and, in later times, subjugated them. Klarkoth is also aware of the serpentfolk in the levels below him, but does not know how many floors they occupy. He is also aware that there is something below the serpentfolk, thanks to the Pech who refers to "The Great Master in the Deep". Naturally, Klarkoth possesses a Spire transport token. Level 7: Shrine of the Awakener are aware of their brethren in Level 8 below, with whom they are at war. They are also aware of Klarkoth in the Clockwork Maze above them, and stop him from advancing. A salamander working the local forge possesses a Spire transport token that he took from an adventurer. Level 8: The Circle of Vissk-Thar are at war with the serpentfolk on Level 7. They are also aware of the undine on Level 5 (Uzar-Kus is trying to bend them to his will). Level 9: The Spire Axis knows the sigils for Levels 2 - 13. The Mistress of Thorns also possesses an effectively unlimited amount of Spire transport tokens. She presumably knows a little bit about all of the other floors for which she has sigils. Level 10: The Magma Vault do not know much about the other levels. A contingent of Hellknights passed through here, and the magma dragons must have gotten their treasure from somewhere, but it is unclear how it came into their possession. Most likely wandering serpentfolk. Level 11: The Tomb of Yarrix have been sealed away for so long that they do not know anything about anybody else. They do possess one Spire transport token. Level 12: The Automaton Forge know of their master, Nhur Athemon, and presumably the stewart has a passing knowledge of the Pleasure Gardens. There is also a Spire transport token on this level. Level 13: The Pleasure Gardens know about Nhur Athemon; most notably, the succubi here often teleport outside of the Spire to conduct investigations for their master. Level 14: The Throne of Azlant knows about every level above him, and Level 15. He discovers information by scrying and employing agents like the succubi. There is one Spire transport token on this level. Level 15: Order and Law are unconcerned with everything occurring above them, although a Kolyarut somehow wound up on Level 10 once (along with his Spire transport token). They are interested in Level 16, but do not know anything about it. Level 16: The Emerald Root know about every level; at least, the Vault Keeper does.
This thread is for establishing a timeline of events that occur in "The Emerald Spire Superdungeon" before the adventure begins. Although the book has a timeline, it is less than a page long and omits some details that GMs may want to know before beginning the adventure. What follows is my attempt to create a proper timeline. I have given estimates of dates where possible; events within date sections are arranged in roughly chronological order. If you have any additions or corrections, please chime in. I also intend to create a separate thread to discuss some of the adventure's logic. Those who intend to play in the Emerald Spire Superdungeon should not read the following, as it contains spoilers. Timeline Begins
The Vault Keeper, Iluchtewhar, chooses to remain and attempts to create his own Vault. He is unable to control the power of a Vault Seed, and instead creates the Emerald Spire, which rises up through the earth and penetrates the surface. Iluchtewhar is imprisoned within the spire. Date: circa 5286
Nhur Athemon becomes a lich. The Azlanti authorities discover Nhur Athemon's location. They raid his tower and its dungeons, laying them to ruin and destroying Nhur Athemon's body. Nhur Athemon survives thanks to his phylactery. He goes into dormancy, with occasional fits of wakefulness. Date: pre-2714 AR
The Mistress of Thorns takes control of Level 9, the Spire Axis. Serpentfolk scholars travel through the Darklands and discover the Emerald Spire's subterranean levels. Over the next several thousand years, they intermittently occupy various levels. The Godbox lands in Level 4. 2,000+ years ago: The evil high priestess Yarrix establishes a lair on Level 11. She is confronted by Carsolis, a champion of Sarenrae, who slays her and seals her in a tomb. The inhabitants of the Eternal City of Axis, sensing the creation of the Emerald Spire, arrive on Floor 15. They seal off the deepest chambers. Date: 4214 AR
Date: Pre-4514 AR
Humans establish various towns near the Emerald Spire, including Thornkeep, Southwood, and Mosswater. An evil noble takes over Level 3, turning the natural caves into his lair. He studies necromancy until his own demise. Derros, morlocks, troglodytes, and other creatures begin visiting the Emerald Spire's lower reaches by invading from the Darklands. Derros enter on floor 8 and move to occupy floors 5 and 6. Date: 4514 AR
Date: Pre-4614 AR
Troglodytes move in from the Darklands and form clans that worship the Godbox. The morlocks move into Floor 9, where the Mistress of Thorns takes control of them. Date: post-4684 AR
Gorloth, the bone priest, takes over rulership of the Crypt. Date: 4709 AR
Date: post-4709 AR
Klarkosh begins experimenting on the Emerald Spire. He discovers a method by which he may harvest shards from the Spire, and inadvertently awakens Iluchtewhar. Iluchtewhar pulls in creatures from other Vaults and learns how things have changed since his imprisonment. Nhur Athemon awakens once more, and begins gathering his strength while observing levels near his own lair. He becomes aware of the serpentfolk and Klarkosh. Begins experimenting with methods to revive the dead (and undead) using the shards. Breaks the seal on floor 15, by using proteans. Axis shows up and a pitched battle begins, which becomes a stalemate. The high priest of Ydersius - Ziszkaa - breeds hatchlings, including Uzar-Kus, who eventually takes over. Pech, the earth fey, winds up on Level 6, and enters Klarkosh's service. Date: 4713 AR
Date: 4714 AR
Sartoss the serpentfolk cleric breaks with his fellows on religious grounds; civil war ensues between levels 7 and 8. The goblin cleric Skizzertz discovers a discarded automaton, which he begins repairing. Klarkosh gives a sigil to Skizzertz, instructing him to bring any transport tokens he finds down. New forms of undead monsters begin plaguing both Thornkeep and Fort Inevitable. Spellcasters report scrying effects from an unknown source brushing aside their normal screens and defenses. Something takes conscious control over the mysterious portals of the Spire Glen, disgorging monsters and capturing travelers far from the Emerald Spire. High Mother Sarise Dremagne of Fort Inevitable divines something about the emblem of a crown above a skull. Lady Commander Drovust seeks adventurers to destroy the "crowned skull". Several Weeks Ago: Tiawask and Jharun visit the Emerald Spire. They are imprisoned by Klarkosh. Tiawask escapes. Several days ago: Some intruders make it past the Crypts. Three days ago (at least): Tiawask dies on Level 14. Yesterday: Yoc, the xorn, finds the magma chamber, Level 10. Concurrent: The PCs begin exploring. Iluchtewhar becomes somewhat distracted because of them.
I will be running the Emerald Spire Superdungeon. I will set the adventure in the default setting, Golarion. However, I am unfamiliar with Golarion, except in bits and pieces. I intend to read up on the setting. I was hoping, on the outset, to get some pointers to guide my reading. So, broadly speaking...
Would you define Golarion as a Standard, High, or Epic Fantasy setting? How does playing in Golarion modify the core rule book's expectations of classes and races? Mechanically? Culturally? In relation to others? Which setting books represent the most important information a new DM should have for Golarion? Especially for running the Emerald Spire Superdungeon module? My impression is that I would be fine if I read just the Inner Sea World Guide. I will appreciate any other general advice regarding running Golarion.
Wild Magic
Wild Magic is the result of a miscast. Because of the miscast, the spell does not go off quite as planned, if at all. The results are often spectacular, but rarely are they inherently dangerous. Sometimes, the results are even beneficial, but wild magic rarely gives something without taking something away, and vice-versa. The Rules of Wild Magic (if you can call them that)
Additionally, a DM might call for a check at discretion. Wild Magic normally results only from spells and spell-like abilities. It may apply to supernatural or even extraordinary abilities under special circumstances. Bardic performance, for example, might be subject to wild magic, while a vampire’s bite may not. Magic Items can trigger Wild Magic when their activated properties are used. Wild Magic usually affects the spell's intended beneficiary, AKA, "the Bollixed". For example, if a Cleric uses Cure Light Wounds on an ally, the ally would be the Bollixed. However, if a Wizard cast a Fireball on a group of goblins, the Wizard would be the Bollixed. When a spell invokes Wild Magic, the spell still functions as it would if it did not invoke Wild Magic, unless the result precludes it. Any non-instantaneous effect wears off after 24 hours, unless otherwise stated. The DM may modify the duration. Nobody can exploit Wild Magic. Any attempt to exploit the results will backfire. Purposely invoking Wild Magic for a specific result will also backfire. Similarly, tampering with the result of wild magic is doomed to failure. At best, an insignificant improvement. At worst, things exacerbate, or it's time to roll on the wild magic table again. The table gives examples about how many of the Wild Magic results will play out. These examples are not exclusive. Ultimately, Wild Magic is, by its nature, unpredictable. All of the foregoing and forthcoming rules can be broken. Sometimes Wild Magic happens on a successful casting, or the duration becomes permanent, or something equally bizarre. RESULTS
2
3-4
5-8
9
10
11
12-16
17
18
19
20-21
22
23
24
25-28
29
30
31
32
33
34
35
36-38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58-61
62-65
66
67
68
69
70
71-72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89-98
99-100
Design Notes
This chart is meant to apply to actual casting. I have other plans to create a Catastrophic Wild Magic table, which applies to extraordinary cases (like destroying an Artifact) and Magic Item Wild Magic, which applies to using and affecting magic items. I chose 24 hours as the standard duration because that should be long enough for a character to really feel the good and bad of any given effect. However, in my playtesting, I find that this sometimes is a bit long with certain effects. I am considering adding a duration to each entry. Most of the options are vague mechanically. That's intentional. I want to give more leeway to the DM in deciding the exact effects (even if the players have seen that result before and "know" what to expect). Also, the table is meant to be fun to read; if I gave everything an appropriate mechanical write-up, the table would be unwieldy in length. I'm not terribly fond of large "empty" situations, which are relegated to rerolls. If I can think of more to add, I would. Even so, I tried to spice up the re-roll result a touch. I realize some of the names are a bit silly, like "Fu-Sion-Ha!" and have considered something a bit less absurd, but that silliness might be just appropriate for this chart. Thoughts?
“Without the threat of death, you can’t really be a hero.” ~Knights of the Dinner Table In Pathfinder, how often should a PC die? How often should there be a TPK? I want to put aside the easy answer: “it depends on how dangerous you want to make your game”. I play in a weekly Pathfinder game, a conversion of Savage Tide. The party is level 13. We run with three players, but we have had as many as six. The only PC deaths have come from players killing off their own characters for their personal story reasons. Between all the PCs, we have had fewer than five “unconscious” conditions occur. The philosophy of our DM is (and I am sure he will correct me if I misquote him): PC death should be a rare event, reserved for a crowning moment of awesomeness, when the death furthers the story and the player agrees to it. He is reluctant to even accept PC death for moments of great player stupidity. He dislikes the Raise Dead spell because he believes it cheapens PC death. Monsters do not attack fallen PCs and monsters will change to less effective tactics if they are doing well enough to kill the party. Another friend of mine believes death is a routine, but mostly meaningless, event (after a few levels). Battles should be extremely difficult; PC death is not guaranteed, but should be expected. When it happens, PCs should be revived (assuming there was not a TPK). A third friend believes PCs should never die. If a PC dies, then that is the DM’s fault. A TPK, then, is the most offensive form of DM misconduct. Ideally, a battle should be challenging, but should be surmountable without PC death. If the player is being stupid, then that is still the DM’s problem: the DM should have explained the situation better or not have put him in such a situation in the first place. Personally, I feel like Pathfinder is meant to be so challenging that PC death is frequent. If PCs do not die, then either the DM is not clever enough, the story is too easy, or the party is overpowered. TPKs should be rare, but happen when the PCs take a risk or make a foolish choice as a group. Monsters should not pull their punches – heck, they should usually be in an advantageous area; that shows off what is cool about that monster and helps the players see why that monster was interesting enough to be put in the Bestiary anyway. I can’t put a number on how frequently PCs should die, but (to talk in extremes) if more than three levels go by without a single PC dying, then I don’t feel challenged. I’d like to hear your ideal numbers. This is primarily a combat game. Granted, Pathfinder is presumably easier than D&D 3.5 (more hit points, fewer death spells), but sword-swinging and spell-slinging are still what the game is about. Combat without risks is meaningless; death is a great risk that can be present in every battle (while granting that some battles might have other risks). If a PC dies in Pathfinder, it is a conceit of the game that the story goes on and, while the other PCs may mourn the loss, they can rely on a new hero to replace the fallen. With all due respect to Pathfinder’s creativity, I don’t think it emphasizes social roleplaying as much as games like Warhammer Fantasy RP (WHFRP) or World of Darkness (WoD). I know some people play atypical WoD or Pathfinder games; I’m speaking about the typical game experience. A word on Raise Dead: This spell (and similar ones) may bother me a bit, despite my acceptance of the conceit of Pathfinder, but it is a part of the game. PCs die. They die so frequently that there is a spell to bring you back to life if you don't want to play a new character. Sure, it takes some of the bite out of PC death, but even so, such spells have their own restrictions and, I suppose, the risk of TPK should go up as levels increase. I'm not sure of that stance on Raise Dead-like spells, or whether it's even appropriate for this topic, but I will put it out there. I considered going on about how a challenging Pathfinder game can be made, but I think that is outside the scope of this discussion. I want this discussion to be only about how frequent PC death and TPKs should be and why they should be. Thoughts?
I was surprised to see that there are no bloodlines dealing specifically with heavenly bodies. There is the voidborn bloodline, which applies to the emptiness in space and the contemplation of its vastness, but nothing which relates to the mystic properties of the sun, moon, stars, or other properties of space. I would like to see one. Does anybody have any ideas? Has anybody done some work on one? By the way, I was thinking about this subject because of the campaign in which I am playing. The world has three moons, each which has its own legend and superstitions attached to it (to the point that they even have a small effect on the game world sometimes). I had thought it would be cool to create a sorcerer whose family had, according to legend, descended from one of the moons, and thought that a Lunar Bloodline (which does not exist) would be appropriate.
This is a feat chain for blind characters. Although the character will never completely overcome his blindness, with experience he learns to focus his other senses in useful ways. Please read and review. All four of these count as Combat feats. Sightless Focus
Dark Equilibrium
Reading the Noise
The Faintest Sound
Design Notes
The first feat is plenty powerful in its effect, but leaves the character vulnerable to other enemies unless he is careful. The later feats improve on the core concept, partly because combat itself becomes more dangerous and partly because characters with a medium-to-good BAB may want to attack more than one opponent. The second feat turns the primary effect into a swift action and extends it to two targets. The swift action effect is almost powerful enough in itself, but several classes (Magus and Monk, for example) use their swift actions for important actions. I added the balance feature, which is useful, if circumstantial. Nifty if a spellcaster uses an effect that knocks you prone (Sirocco, anybody?) and it also encourages these characters to make some risky acrobatics checks. When you can roll twice, why not go sliding down the ropes on a rocking pirate ship in stormy water? The third feat is a touch disappointing. I like the effect; it's powerful, it's thematic. But I hate having that "or" in there. I thought about limiting this just to attack rolls, but I was inspired by the rogue's evasion ability to add something in there that could apply to magical attacks as well. I think that makes this very tempting, especially when I'm of the mind that people are usually more concerned with offense than defense. A defensive feat needs to be good. But still... also, I'm not entirely married to the name. Finally, the core feature improves again here, and it's about as good an improvement as the second step: because the check is now a free action, it doesn't take anything away from the other actions and extending it to three people is sometimes useful. I considered making this feat say "you can ignore somebody's dexterity bonus and treat them as flat-footed as an immediate action", but a person's ability to dodge is as much about their ability to move as it is about your ability to predict their movements. The fourth feat is powerful, but I felt it was balanced for a point when spellcasters can regularly fly, teleport people to other dimensions, give themselves blindsight 40, stop time, or destroy a three mile radius with a tornado. I originally called it blindsight, but I felt that was excessive, especially given the potential range. By the way, note that the greatest range is equal to the first range increment of a longbow. Nice that it works out that way, I think. Come to think of it, I'm not entirely sold on "Sightless Focus" for the first feat's name. Sounds a touch pretentious, but not sure what I want to change it to. "Blind Warrior" sounds a bit too simple and suggests a melee character; in my original concept, this was a feat chain for archers, inspired by the idea of a zen archer who blindfolds himself. Also considered "Way of the Blind", but again, pretentious? A note to Blind-Fighting: Blind-Fighting isn't as powerful as this, but it also does not come with a debilitating and permanent condition like this. In a room with five enemies, where four are visible, and one is invisible, the blind character is in more trouble. Also, the blind character still needs to succeed at a perception check; against some opponents, and in some circumstances, this is difficult. You also need greater investment in this chain to complete it. I made the perception check a flat check, but one without the invisibility modifiers, because I wanted the check to be possible, even at level one. I'm also assuming the character is using some special training, or unusually focused sense, to make the check, to explain why the invisibility modifier or an actual stealth check does not factor in. I set it at 10+ because, well, if it works for Caster Level, why not Perception? (Heh, except Perception can get a higher bonus; but then again, so can stealth modifier). I've considered adding in something to account for bards. As it stands, sometimes a blind character won't be able to get any benefit from a bard song, because some require the target to see the bard to get the effect. And, on the other hand, blind bards have a 50% chance of failure to perform a bardic song with a visual component. Maybe add something to feat one, or change feat three.
I would like some rules clarifications about Dominate Person (and related powers). For the purposes of my examples, assume the phrasing is as specific as possible to get the exact intended command, unless I say otherwise. 1) A successfully uses "Dominate Person" on B. A orders B to "stand guard and do not leave that spot until I return." A then leaves the presence of B. C finds A and kills A. Does the "Dominate Person" spell immediately end or does the command continue until the spell's normal duration ends? 2) As the previous example, but while B stands guard, a dangerous earthquake happens. B expects that he will die if he does not leave. However, the command to "stand guard" command was not clearly suicidal when it was given. Will B leave? 3) A sees B fail an athletics check and fall prone. A uses "Dominate Person" on B and tells him to do exactly that again. Does B make a new roll or does B automatically fail his roll? 4) A sees B get a critical hit. A uses "Dominate Person" on B and tells him to strike that way again. Does muscle memory take over and force B to get a critical hit? What if it's not a critical hit, but a natural 20 on a mundane task, like forging a document, using a magical device (UMD check), or crafting an impressive sword? 5) A uses "Dominate Person" on B. A tells B, "Go to Ye Olde Chicken Shoppe' and buy me a fine chicken." However, the chicken shop is very far away and B needs food badly. He encounters C, a garrulous merchant with a food cart. Will B engage in conversation with C to get food? Will B just try to take the food? Can B haggle (assuming he doesn't have enough money to afford any of the food)? Will B sound like himself? Assuming B doesn't starve to death, and does make it to the chicken-seller, can he haggle or be creative about obtaining the chicken or assessing its qualities? Or is he, in entirety, entirely bland and uncreative? 6) B, a magus, is in a party with C and D. He also has a party member, E, who is back in town. A uses "Dominate Person" on B. A tells B, "Fight your allies" (this one is intentionally vague). How will B fight? Will B just swing his sword? Will he use his spells? If he uses his spells, will he use them creatively? Will he fight plainly? Will he fight like a fanfiction version of himself (using his tactics, but uncreatively and with no invention or innovation)? Will he use his regular guile? Suppose he recognizes D as a party member, but does not think of D as an ally. Will he understand that the dominate command was supposed to refer to D, and thus attack, or will he refrain? If B kills C and D, will he then go back to town and find E, to kill him too? Supposing B does use his spells, and he exhausts himself; would he rest to regain his spells before confronting E? 7) Does a person under the effects of "Dominate Person" consciously understand he is being dominated? Subconsciously? Does he recall being dominated? Is it a blur? Does he rationalize it as voluntary action? Does he completely forget what happened? 8) You are a druid in a party with Fighters who made Wisdom their dump stat. After you shake your head and sigh in frustration, what do you advise them to do before entering the "Castle of Vampires Overly Fond of Dominate Person"?
I do not understand the mechanics behind movement through solid earth. Please analyze my thoughts and questions. If a creature with tremorsense 60 ft. is standing on solid ground, and there is a cave 30 feet below him, can the creature sense the location of that cave? Why? Tremorsense enables you to pinpoint the location of anything in contact with the earth. However, it is silent about whether you know information about the earth itself. If a creature with tremorsense cannot detect the features of the earth around him, then that creature is blind for the purposes of moving through earth. This means that Earth Elementals must make an Acrobatics 10 check every round to keep moving through earth at full speed. (One might argue that Earth Glide says you move as easily as a fish through water, but water doesn't blind you and a blind fish is still a blind fish) A creature with tremorsense can pinpoint a creature's location, but apparently that does not remove the penalties for blindness (the wording is similar to blindsense). Therefore, an earth elemental striking from within the earth, into a cavern, takes the usual penalties for being blind. A druid which turns into an earth elemental does not explicitly gain elemental traits. Therefore, a druid presumably needs to breathe. If I understand correctly, then a druid must hold its breath whenever it is moving through solid earth, unless the druid has a way to bypass that restriction. If a creature with Earthglide stays in the earth, adjacent to a cavern wall, then how is the creature affected by things dependent on sight? Can I occupy the earth, only poking my face out of it when I am making an attack (to negate blindness penalties) and moving (to keep an eye on features of the cavern), then duck my face back in and avoid gaze attacks? Related to that, if I am in a square of earth, and somebody attacks that square of earth, do I take damage?
In Ultimate Magic, the Cave Domain's 4th level spell is "Blackwing Host." According to the asterisk, it is a new spell found in Ultimate Magic. I cannot find the spell in the book. A search does not even turn up the term "blackwing." I checked the Pathfinder SRD, in case the spell's source was mislabeled, but the spell is not there, either. Where is the spell listed? Is it mislabeled? Did a clerical error leave it out of the book? I would also like to know what the spell (or the spell that should be in that slot) does.
Back around February, many of the core classes listed on the Pathfinder SRD had a new alternate class feature listed. I have since checked again, but those class features are now gone. What happened? The alternate class features included (going by memory)...
I know that those features were not in the APG. I think many of these alternate class features are both mechanically sound and flavorful. If they are fan-made, it's a good sign of the community's creativity. Whether or not these are official alternate class features, I would like to know where I can read them again. |