Thesing the Vampire

agyess's page

14 posts (16 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS


this would also apply to limit on maximum number of metamagic feats that could be added to a sphere spell


For the purpose of the starting point in sacred geometry what level is the sphere spell?

My play wants to say the starting point is the base SP cost

I think it should be caster level/2

I'm not looking for the DM is always right answer, that one I know, but I'm looking for rules based answer.

Thanks


I realize I'm capable of just ignoring having the villain simply ignoring it. Mostly it's just my sense of there should be a counter to this.


Is there a way to block a Sending? I have a party with 3 PCs with access to sending. and they have decided on a harassment campaign against the current main villain.

Sending is Evocation, spell resistance: no, saving throw: none. Short of living in an anti-magic bubble, there seems to be no way of blocking it. Seems OP for a level 4 spell.


If a creature gains a miss chance say dim light or shadow mastiff shadow blend, does that effect the chance to parry?


Has anyone reworked the poison cost list for the unchained poison track mechanics?


https://docs.google.com/document/d/19BfT1Bp4Wb9Pm27f0HnIfCbAkvclb43Za1RrEsd VKP8/edit?usp=sharing
This spell is based on keep watch but refocused for a dwarven forgemaster cleric.

Focused Work
School: Enchantment; Level Cleric 1, wizard/sorc 1

Casting

Casting Time 1 standard action
Components V, S, F or DF

Effect

Range Touch
Target 1 creature per 2 caster levels
Duration 8 hours or less, see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

When the spell is cast the subject chooses a single task, usually a craft skill, artistry skill or knowledge skill (the latter used when researching) and is able to work on the project throughout the duration of the spell. The focus is so intense that the subject is treated as sleeping for any perception checks made during this time that do not directly affect the current project. (An artist might not notice the thief stealing the coin pouch from his belt but would notice the same thief stealing his paints or brushes).

The target must stay withing 25 + 5 per 2 caster levels of the focus of their work.

​This spell enables the subjects to focus on a single task through out the night without ill effects.​

​The subjects suffer no fatigue and gain all the usual benefits of a full night's rest.​

​The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any activity not directly related to the chosen task, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night's rest. ​


Who loses their attacks if the roll fails?


My PC may be running across a forged historical artifact... Now the real artifact would definitely count as have information associated with it. Would using legend lore on the false copy result in the longer 1d10 day casting time? and if so how would a proper bad guy go about hiding the fact that its a forgery?

thanks


The save DCs for 2 of this creatures special abilities (gibbering, spittle) are listed as Constitution bases (24/+7) but neither seems to be computed properly. they both should be 19 (assuming standard rules) but instead are listed at 13, 18 respectively.

Is there a reason behind this?

Thanks


Seems this one got me too.
Thanks,


Jason Grubiak wrote:

I havent played Rise of the Runelords yet...But are you saying it takes 2 to 3 six-hour sessions to complete an issue of Pathfinder or that it takes 2 to 3 sessions to play the whole adventure path?

You did all of Rise of the Runelords in 2 or 3 sit-down sessions? I cant imagine doing the whole campaign in less than 20 hours.
I'm pretty darn positive it would take my group (that plays 5 hour sessions once a week) more than a month just to do Burnt Offerings. Do you level up 3 or 4 times in a sitting?

I'm always very curious to hear other people's versions of how they play D&D.

haha for the record it was 2-3 sessions (10-15 hours) per PA issue. Any of the dungeons/encounter arc that relied heavily undead pretty well evaporated. And we did skip a good bit of stuff.

I was curious about how others were doing too.


Just curious how long (real time) people are taking in getting through each AP? My group averaged 2-3 sessions (6 hours) per AP, thought to be fair at times we skip whole sections both intentionally and unintentionally. (we decided not to go on the bore hunt and more or less left the giants on in their mountain figuring it was better just to deal with Karzog and be done with it.)


So whats my score: Turtleback ferry

let me set the background. Party 4 clerics (Iomadie, desna, magic/rune guy, and Asmodius). I was playing the Asmodius cleric and had become the party's primary "face" due to my high diplomacy skill (this would later be challenged when the Iomade cleric started to realize some of the stuff I was doing in their name). Also the magic cleric and I had already been discussing how to remove the marks. (It should be noted at this point that the dm and therefore the party believed that the sin-marked destroyed the marked soul.)

We get to Turtleback ferry and ...

Spoiler:
They send me to gather info from the town while the others go and follow up leads we already had. I meet with one of the town folks (a merchant I think) and noticed the mark. After some RP and dipl. rolls I convince him that his soul is doomed, but that I can save him... at a price. He thinks it over and says he has a couple of friends that might need my service also.

for the first five (first group) I set up a somewhat elaborate quest to "atone" for their sin. They had to take a magic longsword (to honor both the cleric of magic and the cleric of Iomade) on a journey of at least 500 miles (desna) and use it (w/force or as trade) to acquire a slave (an addition to my person harem. to honor Asmodius). They agreed (I kinda glossed over the details to the cleric of magic and off we go fixing them.

Apparently they couldn't keep a secret, because soon I have a much larger group wanting to be fixed. (20ish)I wasn't going to send them all on long quest so I decided to take this group as part of my network of informats (I had just take leadership with the most recent level) and ordered then to spread out over the area and workk for me. They agreed

Then the mayor shows up and explains that basically adult in town is effected. My immediate reaction is to turn to the cleric of magic and say "these people are to stupid to live". My initial "price" to fix them was to take all their children as slaves for the church of Asmodius. This was modified at the suggestion of the cleric of magic, to "all of their children had to present themselves to the church of magic for assignment (in equal amounts) to the four churches that were part of our group.

so how did I do?