The Sand Sage

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Sure.

As soon as they put them in Bestiary 6. ;)


Come on, admit it.
We've all had the thought.

"Charm person is a first level spell, my Diplomacy modifier is off the charts, and the mayor of Thebes (City of a Thousand Troubles!) is inviting me into his office.
It can't be THAT hard to bamboozle this small minded bureaucrat.
And if I'm in charge, I'm sure I could rule with an iron...I mean, do the most good with all that power"

And if WE'VE all had that thought, shouldn't it be a given that the small minded bureaucrats have had the thought?
And done something about it?

Because my post seems to be lacking a question thus far, I'll simply ask.

What are some reasonable precautions you believe every in game political power should abide by/utilize, in order to ensure they are in fact in charge of their own decisions?


Clearly it's located in between the Locational Plane of Energy, and the Inquisital Plane of Energy.

On a more serious note, why is it important?
Because I think the Elemental plane of Gravity might be a good place to start.


Cool, thank you. :)


If a character (or enemy) has a condition effect them mid combat (deafness is the one in particular I'm thinking of) that modifies their initiative, does that only affect their NEXT initiative check, or would it drop them down in the initiative order of current combat?


That's what I assumed as well, but the entry for the ioun stone is remarkably silent on the issue.

Which is what lead me to the question of "How does one go about getting un-sickened/nauseated?".

So I was wondering if there was a more rules oriented less common-sense approach.


So we all are familliar with the flawed scarlet and green cabochan ioun stone (at least those of us who picked up Seekers of Secrets, and decided to build a rage cycling barbarian, do).
(Ok, the theory crafters probably do too. And the people who just like looking through magic items--you know what, not the point, never mind, moving on)

It allows you to become sickened instead of fatigued, and nauseated instead of exhausted. But then I started wondering, how long does the sickness last? When does it wear off? How does one even cure the "sickened" condition anyways? Or nauseated for that matter?

For the life of me I can't find an answer to any of these questions, can any of you enlighten me please?


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Sorcerrer with the rakshasha bloodline has what you're looking for my friend!


I'll give it a second go then, again many thanks!
Blood of the moon 50.


blood of the moon
16
you are very kind to do this merry Christmas to you!


Hey, just moved to the beautiful town of Richland Michigan, and boy is it beautiful.
There is one thing it seems to be missing though, and that is fellow pathfinders. I'm looking for fellow gamers (either ones willing to run as GM, or play, either will work).

My preference is pathfinder, but I have a basic familiarity with a few other gaming systems, and am willing to give them a try. :)


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haha, grave danger. I see what you did there. :)


Perhaps, if it's healing you're after, Infernal Healing could suffice?


When the orb is cracked open, the naked body of a party member falls out.

Instantly, the player gains control of this new body, as the body he was previously controlling, collapses in on itself, returning to the ectoplasm from which it came.
What this says about the remaining party members is another matter entirely.


Holding back an outsider whose life force is being used to power the facility. (not my idea, stolen from an adventure path whose name rhymes with moon fords)

Perhaps the orb contains a miniturized civilization the dwarves were attempting to re-size, and restore to it's more natural size (also borrowed, Kandor!!!)

Maybe when the party approaches, inside they see nothing but darkness, swirling about inside the orb like oil in water. Break the glass at their own risk.

Perhaps the orb is a permanent gate to the plane of orbs, a white featureless transitory plane consisting only of floating glass orbs. While in this plane, touching an orb will send the party to a correlating point on the material plane.


2 people marked this as FAQ candidate.

So here's the situation.

Assuming a 10x10 room lit by conventional means (torch, sunlit window, etc), one good guy, and one bad guy (referred to as character A, and Foe A respectively) how would you rule the following situations?

1) The light source goes out, plunging the room into darkness. So character A casts silent image of a torch projecting a similar field of light. Problem solved? What happens? Would the image of a torch provide illumination in the absence of actual light?

2) The light source goes out, plunging the room into darkness. So character A casts silent image of the room itself, recreating an illusion of the room in perfect detail according to how he remembers it right before the light went out. Problem solved? What happens? Is the silent image actually visible, or does it need a source of light to be visible?

3) So character A decides he doesn't like the well lit room, so he casts silent image to project a sphere of total darkness. Now Foe A has darkvision, but it is to no avail unless he saves, right? So unless he makes a save by interacting with the illusion (how would one go about doing that to a sphere of darkness btw?), would foe A be effectively blinded?

4)So character A decides he doesn't like the well lit room, so he casts silent image to project a sphere of total darkness, in addition to a black and white image of the room inside the sphere. Now Foe A has darkvision, and in his mind the darkvision is functioning. Same question as above, would this image within an image function without a light source (or even at all?)

Much thanks to those who respond, I know that illusion magic questions are often the sources of many headaches but I was hoping we could get this straightened out once and for all.


Would a blood mage get bonus' to this "amount of times before you pass out" check? :)

On a more serious note, the spell itself does Strength damage IIRC, and aditional strength damage based on how expensive the material was.

So if you drained yourself down to one strength, and cast Restoration, in theory, the spell would return your blood.

(or maybe fortify the blood cells to be super efficent, allowing your body to function with so much less blood your strength returns to full, whatever you prefer flavor wise. :)
)


From what I understand, if one were to add all the cost deductions together, or rather subtract them you would end up getting them for free

100% cost
-50% (making it yourself)
-30% (specifying alignment/class to use)
-10% (Specifying skill check to use)
-5% (Hedge Magician)
-5% (eldritch smith)
=0%

So congratulations, you no longer have to pay gold for any item!

...ok, so that might be looking at it the wrong way.

Perhaps, if you look at the deductions as being taken away from the new total that it would take to make the item.

For example. Making a decanter of endless water

Original cost: 9000gp
New "Make it yourself" cost. 4500gp
Now, deductions brought about by specific other methods can apply

4500gp
-30 percent if it can only be used by clerics
-10 percent if it requires 5 ranks in survival to use it
-5 percent if it is made of metal or stone
-5 percent as you took Hedge Magician

New total cost: 2250gp!

So essentially, a quarter of the items cost!!


Mine are actually just getting to that point, and after taking the information in Tsuto's journal to the NNPC's (named npc's) I had Sheleilu suggest a preemptive strike. They didn't remember Ripnugget as being head of the Thistletop goblins, so our favorite pointy eared ranger reminded them, and now they're chomping at the bit to get there.

Fortunately, Saturday gaming night is only 3 more days away.

:)


I think he may also be refrencing this part of magic item creation

Other Considerations:

Once you have a final cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use

Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use

Even more restrictive than requiring a skill, this limitation cuts the cost by 30%

Also the trait Hedge magician reduces cost an additional five percent IIRC


My apologies if this is a question of rules more than setting, but I was wondering your opinion on something.

As an illusionist, you do your most effective work if the audience is unaware you are an illusionist.
Silent Image, Ghost Sound, most everything from figments to shadows rely on the idea of your audience/opponents thinking your spells are the real deal, both mechanically and tactically.

What are some ways that an illusionist can hide the fact that he's merely "putting on a show", without being afraid of that one mook who finally makes his spellcraft check, and identifies your spells?


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The entire incarnum concept was awesome, definitely a step outside the box for our coastal arcane friends. But I too am a Psionics fan, and a well made shaper was one of my favorite classes to play.

"Oh no, we don't have food" Give him a minute
"Oh no, we need to poison the duke discreetly, but we don't have any poison." Give him a minute
"Oh no, we've made it to the town to warn them about the upcoming invasion, but they have no weapons." Give him a couple minutes.

I also really enjoyed the dread necromancer, although all of the games I played one in fell short of level 8 (the level a dread nec gains the ability to actually animate the dead)


Question is in the title ladies and gents.

The text reads

Read Magic:
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus

A clear crystal or mineral prism.

So my question is, aside from identifying the Glyph series of spells, what does it do?

Is it an auto identify for scrolls?
Any magic item with writing on it, that describes how to use the item?
Or just a spell used to identify glyph spells?


LazarX said wrote:
There ARE reasons why Batman spends a good deal of time running away from cops, including honest ones. Many of the things he does to criminals are things he'd take someone else in for doing the same.

But that's just it, cops are chasing him because he's breaking the LAW, not necessarily because they think he's evil.

If some of the things Batman does are against the law (and for the love of all that tastes good when deep fried, there is quite a bit that falls under that category), it doesn't mean they're evil actions.


I got so excited when I read this, but then I saw North county (I live right next to San diego state)

Sorry Ron, I wish you guys luck in finding a good GM.
:)


Before the Sun-Orchard elixer was fully perfected, were there prototype versions of the elixer that didn't work out too well?
Ones that were perhaps, negative in their effects (returning a creature to its young age, but erasing all class levels, or maybe one that simply erased a persons memories from the time they were at their race's starting age?)

Oh, and while inventing aforementioned elixer, how did the alchemist (whose name eludes me at the moment, I'm embarrassed to say) test his concoction? I'm guessing the "no humanoids were harmed in the making of this formula" label would not apply here.

Also thank you so much for this thread, and everything else you do!!
Seriously.


Thanks guys, I'll certainly keep that in mind. Keeping on track has been an obstacle in the path for games I've played in, so I'll be sure to do so. :)

What would you recommend reading outside of players guide to sandpoint/Rise of the Runelords, and of course the modules themselves?


Alright, so I'm going to be GM'ing a group of more than one (four) for the first time ever. They consist of, two of my co-workers, my cousin, and my best friend/fellow role player. Besides my best friend, none of them have any experience with tabletop gaming, so they're all new.

As for me, my experience GM'ing consists of one on one sessions with one of my friends whom I ran through RotRL over most of 2011/2012. He said he enjoyed it but he's been rolling dice with me for at least 4 years now, I'm worried that my table of newbies might not share his opinion.

So now I'm asking you, wise and mighty Paizo Board. What are some of best things I can do to prepare myself for this particular task? I'm really excited for it, and want it to go well, so I wanna make sure I'm putting in the effort so my players enjoy it!


So I was browsing through the advanced Bestiary, when I came across the Negative energy charged creature. It seems really flavorful, very powerful, but I was looking at Obscuring energy, and I can't tell. Is the miss chance 20%, or 50%?

Obscuring energy text:
Obscuring Energy (Su): Black negative energy plays about the body of a negative-energy-charged creature, obscuring its form and providing it with concealment. Thus, attacks against it suffer a 20% miss chance, and it can hide behind its energy "shield" when unobserved. This negative energy takes the form of a black cloud and is thus easy to locate in normal light, but it still grants the negative-energy-charged creature total concealment (50% miss chance) and allows it to make an attack from hiding.


But isn't your stomach a container for the food that you eat? It's not you, it's just in storage until it becomes part of you. Where does the line get drawn?

If you immerse someone in quintessence, the only part it comes into contact with is their skin (plus hair, but you get the gist), yet it effects everything your skin contains.

I get what you're saying, but for the quintessence to make that distinction between the whole of a person, but not what's inside a container vs. everything within the area covered by this substance...the second seems to make more sense to me.


What's the difference between that and putting 80 lbs of marbles in there, and asking the haversack to always have "a blue one" or "a red one" on top?

He's not asking the Sack to sort it for him, just do what it's description says.
"Oh, I'm looking for that vial of moonberries, look there it is, sitting on top"

(And I don't know how religious the Haversack is, I think it only has outer denominations.)
:)

Although....Maybe the quintessence with the poison vials floating in it might be be considered a single item by the sack?


But if that were true, that'd be like covering a human body in quintessence and saying "The quintessence is surrounding the body, but not any of the blood, organs, or bone!!"
And the text goes out of the way to mention that you can seal living creatures in it.

(I'm not disagreeing with you that he's wrong, I really think there's a flaw in his reasoning, I'm just not sure what it is yet.)


The wording on the haversack says that "the item you need is always on top".
His argument is that if he puts enough quintessence to immerse the vials in, he can drop the vials in the bag, and whenever he needs them they'll be on top.
Is there any wording to indicate what happens if you put a fluid in a Handy Haversack?


This is the text for quintessence.

Quintessence:

Discipline: Metacreativity (Creation)
Level: Shaper 4
Display: Material; see text
Manifesting Time: 1 round
Range: 0 ft.
Effect: 1-inch-diameter dollop of quintessence; see text
Duration: Instantaneous
Saving Throw: None; Power Resistance: No
Power Points: 7
You collapse a bit of time from the continuum,
forming a 1-ounce dollop of thick, gooey material
called quintessence. This substance shimmers like a
silver mirror when viewed from some angles but is
transparent from other viewpoints. You can smooth
a dollop of quintessence around any extremely small
object.
Objects sealed within quintessence are protected
from the effects of time; in practical terms, they enter
a state of stasis. Living flesh with only partial contact
with quintessence is also partially pulled out of the time
stream (the manifester is immune to this effect). This
disruption deals 1 point of damage per round beginning
10 rounds after partial contact occurs.
Quintessence can be manually scraped away from a
protected object, freeing it to rejoin the time stream.
When you do this, there is a 75% chance that the
quintessence evaporates back into the continuum.
Otherwise, it coalesces again into a 1-inch-diameter
bead, available for later use.
Large quantities of quintessence could theoretically be
gathered to preserve large items or structures (or even
a complete living creature; if completely immersed, a
living creature would not take the damage associated
with partial contact). However, psionic characters
and creatures are generally loath to do so because
accumulations of quintessence weighing 1 pound or
more hinder psionic activity within a 5-foot radius
of the accumulation: Powers require twice as many
power points to manifest, unless the manifester makes
a successful Will save each time he or she attempts
to manifest a power. Also in these circumstances,
manifesting a psi-like ability that is usable at will is a
full-round action rather than a standard action.

From what I can gather, it halts the flow of time for both objects and creatures of any kind.
Nothing in the text suggests it effects magical items any differently.


So I'm running a Rise of the Runelords campaign, and one of my players is a psion shaper who focuses on using ectoplasmic creation (minor creation) to create plant based poisons inside of little amber vials, and throwing them at opponents. The party's level is roughly level 10, and the shaper recently acquired a Handy Haversack. After clearing the end of Hook Mountain Massacre, the party was given about a months worth of downtime, so my shaper started filling his handy haversack with Quintessenece. I thought nothing of it, assuming he just wanted to have a viable amount of the stuff on hand in case he ever needed it, and because I knew how difficult it would be to amass any significant quantity of the material (4th level spell produces a 1 inch diameter dollop), I figured "no big deal."

WRONG!!!!

After he had filled one pouch with time stopping goo, he started crafting poisons for the day, and putting them in the quintessence filled Haversack. He seems to think the goo will keep the duration on the poisons from expiring, and I while can't think of a reason why this wouldn't work, he also thinks that the "whatever you're looking for is always on top" function of the bag will continue working despite the bag being filled with time stopping jelly!

Any thoughts on the subject? I can understand the quintessence being used to get around the duration ( I can't believe I never thought of that), but would the Haversack still work?


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Ok, long story short, one of my players is trying to use Frightful Aspect, and righteous might together to increase his size to huge. He claims that one turns him large (Frightful Aspect) while Righteous Might increases you to the next size category.

I only ask because I was almost positive stacking magical size bonuses was a huge no-no. But he says that only Transmutation (polymorph) effects that increase size don't stack.

Thoughts?


I'll bet even a medium creature could be stuffed in if they were going headfirst (captors are usually less than gentle). :)


I just realized how potent a capture device that could be. can you plane shift out of one? Teleport? It just seems like if they strip you naked and toss you in there, if your fingernails aren't sharp enough, you're stuck for good yeah?


So you wake up to find yourself gagged, bound, as unseen hands force you inside a bag of holding. But ha ha, jokes on them, for various reasons of your own, you don't have to eat drink or breathe. So now that you know you're inside a bag of holding...how do you get out exactly?
Is there a floating door symbolizing the bags exit that you can open from the inside?
How would one go about getting out?
Is it mentioned anywhere in the rules?


Thanks guys, definitely appreciate it.

Out of curiosities sake, what would happen if psion A also had contingent Temporal Acceleration? (same trigger)

do two contingent actions happen simultaneously?


or rather, two Psions, (cause I just remembered that contingency only works on 6th level or lower)

If Psion A and Psion B are about to square off, and Psion A casts Temporal Acceleration, what happens if Psion B has a contingency? One that states whenever he identifies someone casting Temporal Acceleration, his own Temp Acc goes off.

What would happen?
The fluff says that Temp Acc puts you in a sped up time frame, so would they both simultaneously enter eachothers Temp Acc? So to both of them it seems like nothing happened?


It's my understanding that spells like that check your caster level at the time of casting. They don't retroactively change because your caster level has changed, any more than a permanent spell you cast would stop functioning if you were hit by a baleful polymorph (after all, you're a bunny now, not a wizard, obviously you couldn't have cast a permanency)


constitution mod is added at every level including first.


It seems to me like the target of the spell is "Living creature touched"
A thanatopic spell "pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist.", but it doesn't change the target of the spell.
Perhaps (as flavor) it's because even if you managed to use the spell to absorb life force from an undead, all you'd manage to do is absorb negative energy (the life force for undead)

That's just my take on it though. :)