Braddikar Faje

Xagroth's page

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So we are playing the Serpent's Skull Adventure Path, and our sorcerer loves this spell (he calls it "chickenformizator", more or less). We finished the last game knowing we will be facing an Intellect Devourer, and they can (physically) posess bodies.

Now, I've been reading the entry on Intellect Devourers on the Bestiary, and I can imagine it is an advanced one (we are at lv 12, nearly 13). So maybe its stat block is not really all that similar to the ones in the bestiary, but even so...

The posessed body retains everything it has, so I believe (I'm not quite sure on this) it uses its own saving throws instead of the ID.

Anyway, if the thing can posess a body, it has to be dead. Baleful Polymorph works on everything not inmunne to its effects (like an undead), so I think the spell will work with that body. I also think, after reading the Aberration entry, that the ID is also vulnerable to the spell (barring its SR), but here is my question:

If the sorcerer casts the BP spell against a host body, What the hell happens if at least the Fort save is missed? Does the body turns into a chicken, with the ID bursting from it, does the ID became forced to make a fort save to not change too, or the thing remains inside of the chicken, able to burst from it at will?


Hi, I'm sorry for necroing the Blood Money discussion, but I ran into a bit of a doubt here.

I'm planning on grab some spells for my cleric thanks to the Pathfinder Savant archetype (and some retraining, since right now I am Cleric 8/Holy Avenger 4 Aasimar). One of the spells that catched my eye is Blood Money, not for being able to cast free-of-charge Wish spells, but regarding Resurrection and the like (I have Strength 13).

So here is my question. I will get Blood Money as a Lv 2 spells since it is lv1 and not present on my spell list. If I empower it, it becomes a lv 4 spell with all numerical factors increased by 50%.

However, the system rules point to a rounded down increase, thus making the payment 1d6*1.5 hp and 1 STR per 750 gold points being used as material component, or so I think could be interpreted.

So that's my question, What happens when I Empower Blood Money? (And yeah, I already thought that brings the "free wish" discussion to the front again).

Thanks.


Hi, I decided to post here after this saturday's debacle on our table. I suspect our GM didn't understood the adventure 100% (we are all spanish), because we ran already into some "bugs", so I ask, trying not to get spoilers, for some guidance in the situation we are in, and advice on how to save our bacon.

We are all true neutral and lv 8...:
- 2 handed wakizashi half-orc warrior currently carrying the Mantis Blade (none of us had any argument against him wielding it... yeah)
- Blaster (fire sorcerer ifrit of fire bloodline. Useless because he spends his time a) grappled or b) focused. Not to mention SR and Energy Resistances)
- Gnome alchemist, a CN mad bomber
- Aasimar cleric of Abadar 7/ Holy Vindicator with crafting magic items (armor/weapons and wonderous item, due to gear needs).
We've been going on non-stop, clearing a path in days because the Sargava government is on our heels claiming treasure (they offered us to swore allegiance to the Sargavan government, but the party refused to pay Taxes).

We have killed big bads in all zones but the humans, charau-ka and lizardfolks. We left our Pathfinder Society buddy with the humans with masterwork gear and a pet Lilendra, never engaged the lizardfolk, and we are currently trying to wipe the monkeys.
Yes, we killed the Frogemoth (we were VERY lucky), we got the help of the undead cleric called Vrykolakas (or something like that) to wipe some frogmen, we killed the Troglodytes leader (after one of our floating players, a catfolk ninja, stole his mantis scythe), found the demon jar (the alchemist is carrying him), and visited all the zones, killing lots of enemies and looting tons of crap we were allowed to start "melting" into new magic items only the last game.

So here is the current situation: we went to the monkey zone (the D's in the map) and stumbled, again, into the big bad monkey (15x15 foot, reach 15, AC 26, SR 21+, resistance to fire 10 but not acid, and DR 10 effective against the alchemist's bombs but not the warrior's magical wakizashis -even the one with Greater Magic Weapon, so I think it's either 10/S or P-).
Problem is we had to withdraw because our mage casted Firefall and only I avoided the Blind effect, then the strange Dire Ape casted Darkness and used Scent to compensate, so I took the alchemist and the warrior (we were close enough) and casted Dimension Door, retreating.
We used the scepter that casts Tiny Hut (that one that allows to cast Sleep 3/day and all that stuff) to rest, and we got ready to track and kill the bastard. Problem is, when we did we found that:
- The thing casted Blasphemy, popping two effects (I passed my roll, so I know the spell and that the thing must be between 9 and 14 HD) and before we were able to react a four-armed albino monkey dropped out of invisibility, did 6 attacks against me and in the next turn casted an order of some sort on the warrior, making him stop (I rolled 22 in my Spellcraft skill... still not enough to know what it was. I bet on Charm Person, more likely Charm Monster since I didn't roll enough) and we are like:
I'm at 25 HP (out of 82), without Dimension Door (we used it to ambush the thing, it was waiting for us with its friend), very tired of spending almost ALL my turns turning spells into healings throughough the adventure and quite fed up with the impossibility of selling or buying any kind of gear (specially cure light wounds wands) and waiting for 3-4 gaming sessions for my Leadership feat to kick something in. And I'm very dissapointed that the dire ape has reach 15' with its bite attack, despite the warrior in its path.
Our Warrior is out of combat, I'm planning on use my lv 8 Travel domain power to move him to where I can cast Protection Against Evil and pray we can do something (run or kill the white ape fast enough), and he is as buffed as we can make it (double size, +5 AC -for a total of 32-, +4 DEX, +6 STR, and some more stuff).
The alchemist is able to fend off by himself, and the sorcerer is flying (I bet he's going to become a pincushion soon...) and proving again that he is useful only against rabble, and I don't know if I can salvage the warrior (he has to be willing to be moved with my spell-like power).

I find very hard to understand how is it the "starting" zone of the city has those two monsters deciding they have to join forces against a rag-tag foursome that fleed from one of them the day before, specially since a week or so before they scared away those adventurers...

Anyway, thoughts on the idea of taking the warrior out? I can't survive another salvo from any monster, nor an attack of oportunity, and if the warrior remains where he is, I cannot cast without provoking one from the dire ape.