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I have a Pit Fiend Wizard NPC in a game right now and wondering if anything stops him from using Summon Monster to call up Angels?

Pathfinder SRD wrote:
If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Does this mean I can order it to perform tasks against its nature? For example getting the angel to perform aggressively evil tasks? Or even getting it to attack other angels 'to the best of its ability'?


Hey. Bit of a weird situation.

My character is an Oracle and cast Blessing of Fervor at the start of combat targetting himself and his four allies.

During that fight though my character was mind controlled and has been ordered to kill everyone else in the party.

Since Blessing of Fervor states that he blesses his 'allies' do they then lose that effect? If not from that, can he selectively remove the blessing from his target? Or will he need to actually end the whole spell?

Can he even end the buff without the other characters permission?


Spoiler:
Meteor Swarm
School evocation [fire]; Level sorcerer/wizard 9
Casting
Casting Time 1 standard action
Components V, S
Effect
Range long (400 ft. + 40 ft./level)
Area four 40-ft.-radius spreads, see text
Duration instantaneous
Saving Throw none or Reflex half, see text; Spell Resistance yes
Description
Meteor swarm is a very powerful and spectacular spell that
is similar to fireball in many aspects. When you cast it, four
2-foot-diameter spheres spring from your outstretched
hand and streak in straight lines to the spots you select.
The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make
a ranged touch attack to strike the target with the meteor.
Any creature struck by one of these spheres takes 2d6
points of bludgeoning damage (no save) and receives no
saving throw against the sphere’s fire damage (see below).
If a targeted sphere misses its target, it simply explodes at
the nearest corner of the target’s space. You may aim more
than one meteor at the same target.
Once a sphere reaches its destination, it explodes in a
40-foot-radius spread, dealing 6d6 points of fire damage
to each creature in the area. If a creature is within the area
of more than one sphere, it must save separately against
each. Despite stemming from separate spheres, all of the
fire damage is added together after the saves have been
made, and fire resistance is applied only once.

I absolutely love it! The main issue with Meteor storm in the past was the fact that anyone with any resistance to fire at all laughed at this spell. Now that the damage is added up BEFORE resistance it is terrafying. 24d6 damage is not to be scoffed at. :)

[Especially since I have dreams of grabbing Arcane Thesis (Meteor Swarm) and then using an Epic slot to Empower it. ;)


Alpha 2 wrote:

Turn Outsider

Choose one alignment subtype, such as chaos, evil, good,
or law. You can channel your divine energy to harm
outsiders of that type.
Prerequisites: Ability to channel energy.
Benefit: You can choose to have your ability to channel
energy to affect outsiders of your chosen alignment
subtype as if they were undead. You must make this
choice each time you use your ability to channel energy.
This ability does not cause outsiders to flee or fall under
your command.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new
alignment subtype.

I am not sure if this is intended or now, but does anyone else notice that if you are an Evil cleric this allows you to HEAL your evil minions with your channeling..? After all, thats what your Channel does if you are evil.

Intentional..?