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I'm currently doing Iron Gods with friends and we've just found a pair of cybernetic eyes. The item descritpion says

Errata wrote:
A cybernetic eye can be enhanced by cyber art for no additional cost, giving it an unusual color or pattern. When a pair of eyes is installed, the user gains a +2 circumstance bonus on Perception checks and a +4 resistance bonus on saving throws against blindness or visual effects. The bonus on Perception checks stacks with circumstance bonuses on Perception checks from other cybernetic sources. A pair of cybernetic eyes can be further enhanced by one veemod at a price equal to twice the veemod’s normal price.

and I've got 2 questions from this simple paragraph:

1. Does that means the veemod must be installed at the same time the eyes are? (and they're stuck there) Or is there a slit for the eye, somewhere around the skull?
2. "Double the price of the veemod" means that we're talking about different veemod chip, twice as expensive, or that the installation price is 20% the veemod chip or the installation cost twice the chip price?

I love Iron Gods, but the object descriptions are, most of the time, lacking in details / precision...

I hope any of you guys can help me :)


Hi! I've tried looking in the forum, and I didn't see any definitive answer on this.

I've got a particular problem which could be probably generalized.

If I'm immune to fire, am I immune to the blind effect of the spell sunburst?

Immunity wrote:
A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

But the spell seems to indicate that the damage is not directly related to the blindness.

Sunburst wrote:
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

If the effect work, would it still work if the spell was a [fire] spell instead of a [light] spell?

In a case of a spell like Sirocco where the damage is directly linked to the condition (in that case, fatigued), it fairly straightforward. But, in case like this, what should I do as a DM? Does the character could become blind even if no fire damage could affect him? The same question could be asked (and even more confusedly) with Tar Pool (which is a [fire][earth] spell); would the fire immune character be affected by the entangle effect?


I'm a DM. Me and my PCs already got in a ugly discussion about Time Stutter and "Readying an action after the time stop" (we ruled that you can't do it, it goes against the ability concept); because of that I really want to be certain with this combination that I will use.

If Time Stopped wizard cast Tar Pool on a group of characters, do the first effect of the spell affect them after the Time Stop or does the second effect of the spell affect them at the start of their turns?

Relevant info:

Quote:

Tar Pool

Duration: 1 round/level
[...]
You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC).
It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar.
Quote:

Time Stop

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

I've seen a discussion like this (about Time Stop and Wall of Fire), but I think there is a small distinction with this question because the spell is effective at the start of a enemy turn instead of your own.

Thanks!


Hi!
I've been playing Rise of the Runelords for a while now, and my friends and I survived the encounter against Barl Breakbone. However, I'm a cleric of Erastil and I had a wolf animal companion that died in the combat. Just before I could cast breath of life and save him, Barl casted Animate Dead on its body.

My DM considered that the undead wolf (dire wolf) should keep all the bonus of the animal companion (excepts its feats). I thought it wasn't fair, but I would like outside opinion on this.

I've looked through the messageboards and I only found this 3 years dead threads with no answer: http://paizo.com/threads/rzs2l43v?Dead-animal-companion-and-animate-dead

Should it had been:
A) an undead dire wolf "standard"
B) an undead animal companion dire wolf
C) an undead wolf

There's just not enough rules (or even fluff) about the animal companion class feature to correctly judge what happens when the player dies, the animal companion dies or an animal companion is changed.

What do you think?


Hi!
I've been playing Rise of the Runelords for a while now, and my friends and I survived the encounter against Barl Breakbone. However, I'm a cleric of Erastil and I had a wolf animal companion that died in the combat. Just before I could cast breath of life and save him, Barl casted Animate Dead on its body.

My DM considered that the undead wolf (dire wolf) should keep all the bonus of the animal companion (excepts its feats). I thought it wasn't fair, but I would like outside opinion on this.

I've looked through the messageboards and I only found this 3 years dead threads with no answer: http://paizo.com/threads/rzs2l43v?Dead-animal-companion-and-animate-dead

Should it had been:
A) an undead dire wolf "standard"
B) an undead animal companion dire wolf
C) an undead wolf

There's just not enough rules (or even fluff) about the animal companion class feature to correctly judge what happens when the player dies, the animal companion dies or an animal companion is changed.

What do you think?