Stalqar wrote:
No that is not what it means. Even though the bonus is now permanent it is still and enchancement bonus, hence they wont stack. The difference between temporary and permanent ability boost is this: Temporary Bonuses: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense. Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Aldin wrote:
That was the part I was worried about too, but then it is not clear which planes imprisonment actually works on as far as I can see. Material plane: Yes
What would happen if a wizard cast imprisonment in an extra-dimensional space? Say inside a mage's magnificient mansion or similar. imprisonment:
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save. Will the imprisonment work or will it fail since there is no ground beneath an extra dimensional space?
Umbral Reaver wrote: The rocks do not appear to push anything. They just crash into the target and do damage. Consider clashing rocks not to be singular massive chunks that push along the path but roiling masses of smaller boulders and rocks rolling together and crushing things in the way without pushing them. It is true that the spell says nothing about pushing, which I believe lies more in the fact that it is expected that both sides of the clashing rocks will hit, and hence the pushing will negate each other. They do go out of the way and say that should the rocks hit any solid barrier they will try to burst through with a +28 str bonus.
Yrtalien wrote:
http://www.d20pfsrd.com/equipment---final/special-materials
Hey folks I was wondering what your interpretation of the following would be. (The relevant spells for your convenience)
Say I'm fighting a balor. First I cast prismatic wall right behind the target.
here:
X is empty space, W is prismatic wall, B is balor XXXXXXXXWXXX
now add the Clashing rocks: XXXCXXXXWXXXC
Now the rocks behind the wall would hit the wall and disintegrate, but the rocks in front of the balor would hit it dead on, and considering their +28 bonus on str checks, would they then be able to push balor into the prismatic wall?
Mcarvin wrote:
Peace to you too. It does not appear that there are any clear rules regarding this. But since the general agreement is that shield other and imprisonment will not work I will respect that and go with that. Thanks for a civilized discussion everyone.
Mcarvin wrote:
I am both in a sense. Our group is taking a break from roleplaying and just going full out lvl 20 munchkin to see what we can come up with, but all this is beside the point, and so is your comment. I am not interested in bending the rules, but when they seem unclear and people say, this is how it is, I want to see the rules that support it.
Howie23 wrote:
That is true, I guess I just assumed it would go both ways, but I can see that is not the case. But while this does solve the first part, the second part still stands. Suppose someone casts shield other and is then imprisoned the next round.Howie23 wrote:
First, where do you get these general rules from? - I haven't seen them before. Second, I would hardly say that imprisonment renders shield other useless. In fact quite the opposite. Howie23 wrote:
I would not say that this rule can be applied since the spell has already been cast. wraithstrike wrote:
That is the whole point, the person in temporal stasis recieves half the dmg from the shield other effect, but since he cannot be harmed in any way, the dmg is soaked by temporal stasis. wraithstrike wrote:
But as I suggested earlier, the person in stasis could have activated the ring before he was imprisoned, which should not dispel the effect as far as I can see.
wraithstrike wrote:
Fair enough. wraithstrike wrote:
Well that was the whole point of using a target which is imprisoned... As far as I can see it should still be a valid target to activate a ring of friend shield.
First the new question, assume I equip a guy with a ring of friend shield, then cast temporal stasis or imprisonment on him. Will I then be able to let him soak half of all my future dmg? Now the old question, which to some extend have been discussed here but with no conclusion. Would it be possible to wear two ring of friend shield and thus reducing the dmg even further? if yes, how much would you recieve? 1/3 or 1/4?
I have a problem with the following rule taken from invisibility: Quote: A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. Consider a stealthy spy, with +30 to stealth. When fully visible this spy is able to sneak with 30 feet or his targets without them ever noticing, but the second he becomes invisible you get a hunch someone is there and it suddenly gets much easier to detect him. Should the DC not somehow depend on your stealth modifier, instead of just beeing a static number?
Last night the party I'm GM'ing for went into delvehaven. were they encountered the deadly triceratops. The wizard had however prepared command undead and since the triceratop is non intelligent it only managed a suprise hit and then 2 more due to winning the initiative before the wizard cast command undead. Since there is no save for nonintelligent creatures it was an automatic succes. It then took him an extra round to bring it under control due to the fact that his first order to it was to back away which it did, while firing a searing darkness against the paladin. They then proceeded to the armory, where the triceratops made short work of the shadow mastiffs. After the shadow mastriffs howl, Jair came up in mist form to check on the intruders, when he saw that they had taken possesion of the triceratops. He lured the bard away and took possesion of him, and commanded him to attack the triceratops (which he fortounately resisted, it then commanded him to attack the wizard controlling it, which he did) Alas to no avail other than an unconcious bard. This was the point that our gnome got the bright idea that with a little handiwork the barding on the horse could be used to make a near tank out of their friendly triceratops.
I was at this point dreading the effect this powerfull ally could have on the rest of the dungeon, although they would not be able to bring it the the lowest level due to the small stairs, they would have a serious advantage in the rest.
At this point I decided that a little intervention would be in place next morning the fighter was the first to exit his room, which landed him a rough awakening by a triceratops. On the other side of the collapsed bridge he spotted 3 very white humanoids, 2 which was casually looking and a third who was in deep concentration.
I thought it turned out awsome. I was just wondering if any other GM have experienced the players use of command undead on this mighty beast, and what the results from this was?
Aretas wrote: This sounded like a cool encounter but all the PC's have to do is cast a protection from evil on their gladiator and have that PC fight a Lemure one on one b/c the other summoned Lemures cant touch him! Thats what my PC's did and it was a boring fight until Mantrithor went crazy and the battle began. So I'm just saying that protection from evil is all it takes to negate Mantrithors tactic. Was that overlooked by the designers? Any reason for such an easy counter? Thoughts.... To me this whole challenge seemed so strange I decided to make my own rules. "At the first round of the fight each wizard must summon at least 1 creature."
This gives a bit more homework for the gm, since he will summon lots of different beasts. Another point is that the GM must make sure that the fight wont draw out too long. I made the fight about 10 rounds long before Thrax lost and went beserk. Among the things thrax summoned was:
Themetricsystem wrote:
In council of thieves the heroes find a glaive that is intelligent and able to cast divine favor, are you guys suggesting that this weapon can only cast divine favor upon itself and not the wielder?
Marie wrote:
You could perhaps just post a link to a site where you upload the pictures?, I would really love to see the actual dices. I believe ImageShack can be used to upload the pictures if you need a site http://imageshack.us/
Travinator wrote:
The only order I was thinking of was that the Dull side and the final side would be opposite each other, the rest would just be randomly scattered around. When I thought this crux up I thought of the 9 layers of hell + final side + dull side. Problem is that the symbol for the ninth layer is the same asmodeus symbol so gonna have to think of one more thing. An idea I just thought off while writing this could be to include house thrunes symbol. The correct sequence would then be: Golarion
House Thrune will be the second side since they are believed to be the place in golarion where the material world is closest to hell. (Besides the last master was a cleric of asmodeus instated as mayor by house thrune so it makes sense as far as I can see. Hsuperman wrote:
What I meant is that you have to have someone who worship whatever god is imprinted on the crux in order to open it. When you finally get the crux open you can enter the crux by touching the dull side (which is now no longer dull but shining quite brigthly).If the dull side is touched while the crux is open, you find yourself inside a huge 12 sided room (the crux) Inside the crux you can attempt to erase the god imprinted on the crux in order to place an imprinting of your own god. To erase an imprinted god you have to engange in a mental battle against the previous master of the crux (the last guy who erased an imprinting in the crux and installed a new one). How this battle is fought I havent given much thought yet. To answer your last question: Yes the faith of the crux at the time the players find it will always be with asmodeus imprinted in it, but this can later be changed. Thanks for the feedback guys, and I hope that clears up the few loose ends. =)
I am going to do the following: Make 1 side of the crux a dull square
Solution:
The idea behind the crux is to follow the path from golarion through the nine layers of hell and to Asmodeus, there will however be a twist, since the final image of Asmodeus can only be activated by someone who worships him, all others who get that far will get a severe mental slap from Asmodeus where he tells the person that only true worshippers can access the crux (in not so plain words, preferably a riddle).
Taking a wrong path will still result in some kind of pain (thinking of making it (1d4 con penalty no save, lasting for 24 hours.) Once the crux is open the dull square will light up, should anyone touch it they will instantaneously find them self inside a 12 sided cube with a shining floor, Asmodeus symbol on the top and all the other sides filled with all the other symbols (perception to notice that they are mirrored). Here the person can engange in a mental battle against a remnant of the previous master to change to faith of the crux (the god it belongs to) and after that is done another path or riddle can be chosen for the 10 other sides. This will make the crux feel like a much more powerfull item perhaps even an artifact, as such I will probably not allow people to just smash it or disable device it so easily.
What do you guys think about the whole idea?
Ravingdork wrote:
You think it is strange that they have written something that only applies to a few selected spells and effects? - Honestly I can't see the problem in that. Pathfinder choose to remove most death effects from the game so that the few that are left will be more epic and unique. Death effects are very powerfull, not only do they kill the person outright, but they also make it nearly impossible to ressurect the person.
stringburka wrote:
... About the instantaneous duration. That is actually a good point. But what does instantaneous really mean? When you wanna counter another spell. You first have to realise which spell he is casting, which means that he have already startet the casting. We know that you can counter a magic missile with another magic missile. does this mean that you can cast your magic missile faster than the other guy? or do you cast the equally fast and your spell just manage to counter it somewhere between it leaving him and hitting you? or is there a third option that I havent thought of? What I am trying to argue is that it seems to me that just because a spell is instantaneous does not mean that you can react to it. When the rogue for instance succeds on his reflex save against a fireball it is my understanding that this is because he has reacted to it. Why can't a wizard do the same?
Spacelard wrote:
Pyrotechnics does not consume a magical fire, which I would say a scorching ray is.
Quote:
Detect magic can scan a whole house in less than a minute, and since it can penetrate up to 3 feet of tree it would have no problem penetrating every single wall in a house made of tree. As to the pyrotecnics our line of thoughts is that the one who does the scorching ray will take aim, fire and immediatly close his eyes. The second I see fire I will fire my pyrotecnics, and immediatly close my eyes.
Hi folks, here is a couple of questions: The spell ventriloquism can that be used for making the verbal component of a spell? During our session my bard used ventriloquism several times, in order to camouflage his spellcasting, making the verbal component appear 40 ft away, which effectively turned all spells to silent spells. If the above is legal, will it enable the bard to cast spells while standing in a silence spell, since he can throw his voice outside the silence spell. A side question to the above is, can ghost sound be used in the same way? The next question; is a ray considered a weapon, specifically regarding the inspire courage ability from bards, which gives a +2 to all weapon dmg rolls. Another question; we found that a very effective combat opener was for the arcane trickster to start combat with a scorching ray which my bard had readied a pyrotechnic spell on. Can me and my allies close our eyes, at the moment the pyrotecnics is fired, since we know that it is coming?
Finally our gamemaster thinks that all the detect spells are too powerfull. (we use detect magic through the whole treehouse in order to see any magic items inside and see if anyone is moving around. And to negate any magic traps whose aura hasn't been hidden.) Have you guys ran into the same problems with detect spells? and how have you handled it?
I can't help but notice that the Eidolons spell-like ability still has no caster lvl, is this an oversight or am I missing something? (the caster lvl would be relevant when you combine it with arcane strike) Another thing that does not sit right with me is that the Eidolon pays no material cost, because it cast spells as spell-like abilities. This means that it can cast wish for free at higher lvls. Is this really what was intended?
Hi We noticed in our group that you need a melee weapon to threat another creature, but since my wizard only carries a crossbow he can't threat.
Today my GM came with the counterargument that if you can use an crossbow as an improvised weapon, you can also use a belt or your boots, AND if you look under the improvised weapon description it says nothing about needing to wield your improvised weapon in your hands, so you could by RAW make an attack with you belt while its holding your pants up, or with your boots while they are on your feet, and thus you would always be considered armed. Clearly this is not the intention with the rules, we are however a bit unsure what was intended. my best bet is that the intention is that you can in fact use everything as an improvised weapon, but if the improvised weapon is worse than an unarmed strike, you provoke attack of oppertunity and you do not threat. If it is better, you do not provoke attack of oppertunity, and you threat with it. Have we missed some rules in the book? - or do you guys have a better suggestion?
From the Prd combat section:
Quote: Accidentally Ending Movement in an Illegal Space: Sometimes a character ends its movement while moving through a space where it's not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there's a legal position that's closer I would say that the 2 are squeezing, since they are 2 creatures of normal size in a single square. I would further say that the next time any of them take a move action they will automatically be moved at the end of the move action according to the above quote.
Heymitch wrote:
One thing to bear in mind is that a simple colorspray will still knock this badboy out for 1d4+1 rounds, since it only has 3 HD. So its a monster with who deals a ton of dmg but with the right kind of spells it will be no problem.
Hi, I know this item have been discussed a lot as it already is, and I'm not trying to open up that big discussion again. My first question is this:
Second question:
Hi, I have a few questions with regard to interrupting spellcasting: Can you use a counterspell against a spell with a casting time of a swift action? - I know it says in the book that any metamagic feats does not change anything with regards to a counterspell, but what about spells like featherfall which already have a swift action cast time? Another similar question is:
Lastly:
meabolex wrote:
Maybe I'm not understanding what PRD is, but I thought it was the pathfinder reference document, but I have yet to find those lines in it: http://paizo.com/pathfinderRPG/prd/magic.html
First:
Second:
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