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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Protection from Evil
CRB wrote: Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Does "evil summoned creatures" refer to summoned creatures that simply have an evil alignment, or have the (evil) subtype? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() My players have reached the level where they are starting to have to deal with spellcaster opponents running greater invisibility. In searching for ways to counter invisibility, the ranger player found hunter's eye. The problem here is that to be effective, the spell has to be cast on the target ("one creature"), and I won't let him cast the spell on a target that is already invisible, per p. 214 "You must be able to see or touch the target...". He believes that this negates the purpose of the spell, or at least makes it very situational. I'm curious what others here think. Thanks. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() What are the slam damage dice granted by elemental body X? Does the target gain the slam damage dice of the true elemental creature of the appropriate size and element? Or do they retain their original humanoid slam damage, advanced only by size? Here's the background: the text of the spell would strongly indicate that the target does not get the slam attacks of the elemental, because it is not among the changes enumerated in the spell description. However, this creates a paradox in-game, where a creature can be polymorphed into a huge stone elemental (which ordinarily deal 2d8 on slams) but only deal 1d8 (base huge slam damage from Table 3-1 on Bestiary page 302). ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() My November subscription box just arrived -- not sure why it took 5 weeks to mosey to my mailbox but it got here alright. However, I found that my NPC Codex has a leaf of pages in the middle that have been slashed as if by a razor blade. This is clearly damage that occurred in the printing/binding process. Is there an RMA process by which I can get this book replaced? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Valryn's Edda
In Atala, fair Atala
Thus Valryn grew up proud and strong
South and south, though Valryn rode
So Valryn swore he would pursue
To Southport Town, far Southport Town
Thus Orin, Raginal and Badri
A month or more of solid rhyme
But still they fought with bow and blade
The islands that tormented them
It drove them to a tower light
With leaping flame and deadly aim
Valryn saw to save his crew
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() CROWNED B$$!~
It was after one well-fought adventure,
Well it seemed like a harmless suggestion.
There were halflings camped out by the kitchen,
Now you might think we'd have been dissuaded
Aye, the scene in that tavern looked ugly,
So--assassins looked on from the shadows
A half-orc was glaring at Sorrel.
So I tossed a full purse to the innkeep,
We the innkeep obliged me with pleasure
So if ever you visit The Crowned B$&%*,
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() wish (p. 370, 4th printing) can produce the following effect:
Quote: Undo the harmful effects of many other spells, such as geas/quest or insanity. limited wish (p. 305, 4th p): Quote: Undo the harmful effects of many spells, such as or insanity. Okay, a cut and paste error, no big deal. What struck me as odd (and worth a question) is...insanity is a 7th level spell, the same as limited wish, while geas/quest is a 6th level spell (for sorcerers and wizards at least). My take is that limited wish should be able to "undo the harmful effects of" any 6th level spell or lower, but not another 7th-level spell. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() My PCs asked for clarification of this after our last game. call lightning wrote: You may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. My interpretation of this is that the bolt always drops straight down (vertically) into the target square; therefore the only way to hit more than one target with a single bolt is for the targets to be stacked vertically, eg one on the ground, one levitating above the first. The druid PC casting the spell wants to use it as a 5x30 line spell to hit multiple targets on the ground, which I disallowed based on the word "vertical" in the description. So, was I right? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm curious about the nonhuman civilized races on the surface of Golarion pre-Azlant. I can think of four that have been specifically called out: aboleths (undersea only), cyclopes, elves, and serpentfolk. Dwarves and orcs dwelled exclusively in the Darklands pre-Earthfall; conversely, serpentfolk were apparently driven into the Darklands by the Azlanti. Gnomes were only in the First World pre-Age of Darkness. I don't recall when halflings appeared, I'm thinking they are contemporaneous with humans. Does that list look correct? Were there any other significent civilized races on Golarion in the distant past that have been mentioned? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Barbarian rage forbids activities that require "patience" or "concentration". Does this automatically exclude spellcasting? The scenario I'm envisioning is a raged barbarian/sorcerer casting a true strike spell. I'm assuming that it does exclude actions like directing a flaming sphere or something. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm making some alterations to the LoF storyline to adapt it to my PCs' style. One thing I want to do is give them a motivation to activate the Scroll of Kakishon. So, here is the text of a note they will find on a corpse in Kelmarane: Spoiler: For decades, I have scoured Garund seeking the secret laboratory of the Archmage Nex, the founder of my homeland. To no avail have I searched and fought and bled from the sand dunes of Osirion to the Mana Wastes to the jungles of Sargava. But now, at last, in the ancient scrolls stored in Quantium, I have found this clue: that Nex, distrusting his students and courtiers, moved his laboratory and the journals of his arcane knowledge into the miniature paradise realm he had created, Kakishon. The chronicles record that Kakishon could only be reached by means of a magical map that Nex had created -- and that map has been lost for thousands of years. I have scryed to the extent of my power, and my otherworldly contacts could only tell me this: that the last time the gateway to Kakishon was opened was almost four hundred years ago, deep in the Brazen Peaks of Katapesh. Perhaps the map is still there, near Pale Mountain, where the gateway last opened? But I must be careful -- those mountains are infested with vicious gnolls and worse creatures.
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I just noticed that there is a small hole in the experience point math for building encounters. It occurs when you have a trio of creatures whose base CR is even. Consider the following examples, groups of CR1 and CR2 creatures: CR 1
CR 2
This issue extrapolates out for all even CRs. So my question is, if I have such a threesome of CR2 creatures, do I use the 1800 XP value, resulting in an off-table XP sum, or do I just treat them as a CR5 encounter (1600 XP)? I'm leaning towards the latter. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Besides the obvious -- that they are Nexian mages -- what do we know about "Arclords"? Is "Arclord" a title, like "Arclord Tim"? If it's a title, is it earned or inherited? Are all Arclords arcane spellcasters? If the title is earned, who decides who gets to be an Arclord? Are there only about twenty Arclords in Quantium, or more like 200? 2000? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Litorians have the following racial traits:
We've introduced a Litorian PC into our Legacy of Fire / 1001 Katapesh Nights campaign. This is the conversion I used for PFRPG; over time I'll be developing/adapting some racial feats as well. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() In reference to p. 209: Suppose a wizard on the Material Plane uses a conjuration(calling) spell such as planar binding to conjure an outsider. Further, suppose that outsider was already on the Material Plane (somewhere distant from the wizard) when it was called. Does the outsider gain the one-time ability to return to its point of origin on the Material Plane when released, or to its native plane? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I've been looking over the rules about heatstroke (Heat Dangers, p.444) and I think they're mostly realistic, IF you assume that the creatures aren't staying hydrated. My thinking is that once a character starts taking nonlethal damage from heat, they can recover 1 point of nonlethal heat damage per quart of water they drink, and avoid the fatigue effect. (My PCs cleric and druid both prepare create water each day during their overland desert journeys, so the party has ready access to lots of water.) ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() My PCs are based out of Katapesh. Right now they are using it as base to buy and sell magic items between overland adventures. I would like to periodically have them do some adventuring right in and around the city. Does anyone have any recommendation for 3E urban adventure modules that could easily be transplanted to Katapesh? Ideally the adventure should minimize conflict with the local authorities, as the PCs are nowhere near ready to scrap with the Pactmasters. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Overland flight, when used for overland travel (measured in miles), has a speed cap of 8 MPH (at the no encumbrance speed). This seems fairly slow for "flight" -- more of a moving hover, and capable of being outrun by a sufficiently high level monk with a good Con. I'm okay with this for winged flight, but for magical flight like overland flight or a flying carpet, I'm pondering the idea of having a (house rule) 5x speed multiple for high altitude, long-distance flight travel, thus increasing the speed cap of overland flight to 40MPH (30 with some encumbrance), and the daily travel max to 320 miles (240 miles with encumbrance). Issues? Concerns? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() In researching the Great Beyond, I started to notice some familiar archetypes emerging, so I started making notes. Here is the result: a list of correspondences between the Major Arcana of the Tarot and the planes of the Great Beyond: Spoiler:
00 The Fool: The Pathfinder The Fool is a special trump representing the "querent" on their journey. The Fool represents a person who is a blank slate; they have potential but may be unaware of the danger they are risking. I associate this with the adventurer, the pathfinder, or the planewalker, initially starting their journey into the Great Beyond. 01 The Magician: The Ethereal Plane
02 The High Priestess: The Elemental Plane of Water
03 The Empress: The Elemental Plane of Air
04 The Emperor: The Elemental Plane of Earth
05 The Hierophant: Nirvana
06 The Lovers: Elysium
07 The Chariot: Axis
08 Justice: Heaven
09 The Hermit: The Dead Vault
10 The Wheel of Fortune: The Maelstrom
11 Strength: The Elemental Plane of Fire
12 The Hanged Man: The Abyss
13 Death: The Boneyard
14 Temperance: The Astral Plane
15 The Devil: Hell
16 The Tower: Abaddon
17 The Star: The Dimension of Time
18 The Moon: The Dimension of Dreams
19 The Sun: The Positive Energy Plane
20 Judgment: The First World
21 The World: The Material Planes
For your consideration. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() So I just noticed the section on the "sand dwarves" (Pahmet) of southwestern Osirion. Since these guys seem to have been invented since the publication of the Osirion book, can anyone answer the following: * Whereabouts do these guys operate? In the Footprints of Rovagug? Near the Brazen Peaks? Near the ruins of Kho? * Which pharaonic dynasty are they guarding the necropolis of? (The only dynasty we've been given a name for is the An Dynasty, of which the last Pharoah was the notorious An-Hepsu XI, the Incorruptible Pharoah.) ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Pathfinder #21, p. 49: Quote: Marids have bodies covered in fine scales and hair like flowing kelp, most often blue, black, or green... PFRPG Bestiary, p. 142: Quote: (A marid) resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth. Sooo...hairless or kelplike blue/black/green hair? Blue-green scaly skin? I don't know what "flamboyant" eyebrows means. I'm totally down with the pearlescent teeth though. ![]()
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Quote:
Maybe I'm wrong, but it feels like there is a sentence missing between these two. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Para 2 of lesser planar binding (p. 322) states: Quote: To create the trap, you must use a magic circle spell, focused inwards. What magic circle spell should be used when calling elementals or genies? Apologies if this has already been hashed out to death somewhere, a quick browse of these boards did not turn up a relevant thread. Edit: brainfart ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() These questions address the spell-like abilities of certain outsiders to summon "allies" -- for example, the ability of a bearded devil to summon either another bearded devil, or 6 lemures. These spell-like abilities are assigned percentage chances of failure (not a DC for a d20 roll). 1. Do these percentages increase if the creature is advanced? If so, by how much? Are they based on an ability score, such as Charisma? 2. Are these chances of success subject to increase or decrease due to general buffs or debuffs like inspire competence or prayer? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() When converting material from 3E to PFRPG, should a skill bonus for a skill that was consolidated in PRRPG be applied to the entire new consolidated skill? The example I am looking at right now is the jerboa familiar (LoFPG p. 5) which gives its master a +3 bonus on Jump checks, and itself has a +8 racial bonus to Jump checks. Should I just replace "Jump" with "Acrobatics", (making these bonuses apply to tumbling and balancing as well), or restrict the bonuses to jumping with Acrobatics? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Legacy of Fire Player's Guide, p 12:
Quote: Jungle areas include such wildelife as alligators,... A minor nitpick, I admit, but this should be crocodiles. Alligators are native only to North America and China; Africa, the Middle East, India (and famously, Australia) have crocs (and lots of em!). Edit: Crocs also in Central & South America and Indonesia/South Pacific. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Pathfinder #9, p. 81:
Quote: Yet Achaekek is not a true god, but rather one of the first creatures given life by the gods. Even early on, long before mortal life came dominate the Material Plane, some of the gods realized they would need an agent to carry out their divine justice... Pathfinder Chronicles: Gods & Magic, p. 3 Quote: Late in this age, mortals and deities alike were shcoked when the Whispering Tyrant (technically a mortal undead and certainly not a god) killed Arazni. Never before had a god been slain by mortal hand, and the gods realized they were more vulnerable than even they had feared. Many drew together to create the mantis god Achaekek to protect them from such threats... So, which version of Achaekek's creation is accurate, now? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() As part of my preparation for my LoF/City of Brass/Arabian Nights campaign, I've been filling in some blanks in my background timeline of events around the south end of the Inner Sea. Here are my best estimates:
Spoiler: c. -1500 – The archmage-kings Nex and Geb rise to power in southeastern Garund. c. -1000 – The archmage Nex creates the Scroll of Kakishon. c. -100 – The archmage Nex creates the demiplane called the Crux of Nex. c. 4300 – The efreeti pasha Jhavhul al-Bazan and his followers are imprisoned in Kakishon by the Templars of the Five Winds. The Scroll of Kakishon is hidden in the depths of the House of the Beast. c. 4350 – The Grand Vizier of the City of Brass magically seals the Bayt al-Bazan, trapping its residents and any who enter it.
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() This has been in rotation on CNN all afternoon. Quote:
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() >This< is a list of nonfiction books that author John Crowley thinks every fantasy writer should read, endorsed by Neil Gaiman on his blog. Looks very applicable to world-building too.
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