Are you talking about sealing the top of the pit with a wall of iron? If so, then the GM would probably have to adjudicate some amount of damage done when reality rises up and squeezes the victim in the pit against the wall of iron. As a GM I would not have it be an auto squish like coming through an SG-1 Stargate and running into the iris.....
Sloanzilla,
You are correct: Until the inquisitor gains Second and then Third Judgment, the inquisitor can, as a swift action, activate a single judgment. Then as a swift action, that inquisitor can swap out that judgment for a different judgment. No two would remain active at a time. When Second Judgment comes on line, two judgments may be active. Three when Third Judgment comes on line. -Rodney
I am trying to make sense of the mechanics of Judgments. I know that until an inquisitor is at 8th level, she/he cannot activate two judgments in the same swift action, but do judgments stack? If in round one of combat, the inquisitor activates Destruction, and then in round two, that inquisitor activates Healing, and then in round three, Smiting, do the first two wink out? Or do they remain for the duration, stacking with each other? Thanks!
I am trying to sort out purchase availability of potions and scrolls for spells higher than 0 and 1st level..... According to the "Guide to Pathfinder Society Organized Play" pdf, I can only purchase potions and scrolls for 0 and 1st level spells. But according to the discussions on these boards (at least that I have found so far) [http://paizo.com/threads/rzs2org2?Buying-potionsoils-of-higher-levels#1], I could actually purchase higher level potions and scrolls without having a chronicle sheet authorizing it. What is the real deal here? Thanks!
Tacticslion wrote:
I believe that may be because you have your setting at "No" for private messages. Maybe. I went to your profile and found no option for sending you a private message. Perhaps this will alleviate your solitude. <grin>
LazarX wrote: I generally wouldn't assume that statues would survive that long. They're not immune to the usual wear and tear of simple existence. In most cases, they'd simply die because of missing parts. Hi LazarX, You are correct about this in general, but in the specific case, they were petrified and preserved by an earth god in his own temple deep underground. The conditions for preservation were phenomenally good (extremely resistant rock in the petrification, dry and cool environment, earth god anti-weathering magicks). At least that is how I got around their likely disintegration over the millenia. Best,
Selgard wrote:
True, though many of the NPCs and one of the PCs speak Terran, which I would imagine would have an even longer stability than draconic languages. I like the jist of what you are saying. It definitely helps frame the cultural and communication questions. Best,
Diego Rossi wrote:
Brilliant connection! Thanks! Big shifts on political structures, languages, customs, religions, and such. Small shifts in humanoid evolution, though some may be more significant in a world influenced by magic. Extinct monsters preserved in the petrified time-capsule. Some of these I alreay had incorporated, but not the disease element. That is rife with diabolical opportunity, especially since there is one petrified pestilence focused daemon in the temple.Best,
Ravingdork wrote: After ten thousand years of natural corrosion, wouldn't those revived basically be faceless, barely humanoid lumps of flesh? Under normal circumnstances yes, but they are frozen in statue state in a lost temple of Grumbar, an earth god, so preservation of stone is stronger here. Outside though erosion has moved at a breathtaking pace as evil forces have unleashed specialized erosion and weathering elementals to tear a towering mountain down so they could get to the temple buried deep below. It took them a long time though..... The final stone barriers were turned into flesh by an antipaladin and then subjected to corrupting touch and a fireball that was aimed at the antipaladin. It was pretty gross. -Rodney
Tacticslion wrote:
Hey Tacticslion, I am brand-spanking new to this message board and actually would like to put in my own avatar. Being new though, I have not been able to figure out the way to do so. If you or someone else could PM me and give me some pointers that would be awesome. Best,
Sister Maeve wrote:
I would be interested to learn more of this Witch Queen religion. One of my PCs is a witch, and upon arriving in the capital city discovered that a new bully was in town, a group of inquisitors and others who billed themselved as the Order of the Burning Witch. While there are some true believers, they are really an excuse for real estate and power grabbing. But they post very helpful bills around town alerting people about how to recognize "witch-signs". Includes things like milk souring, babies crying, rain on festival days, broken tools, etc. With the help of some bards, they have a lot of the populace whipped up into a frenzy, which has been a lot of fun for the PCs to try to navigate. Especially since the Order has been pushing an anti-orc and anti-nonhuman racial agenda and half the party are half-orcs or full-orcs. -Rodney
Merlaine wrote:
LOVE IT! The current world includes elven ghettoes and a newly developed Elven-Orcish Confederation, so there is a lot of racial disharmony to play with here. In the major cities, the power of the Order of the Burning Witch is spreading a paranoid authoritarianism, and the PCs are on the Most-Wanted List in the capital. They live in interesting times. -Rodney
Tiny Coffee Golem wrote:
You are correct about natural evolution, though a lot can be sped up when you through magic and gods into the mix. It can allow me to include some unknown monsters that have been hunted to extinction in the last 10,000 years. There are different factions of Fey, some of whom have been assimilating into this world after giving up on their dream of returning to the First World. There are others who want to get the power to smash through the barriers of their exile and are striving (somewhat successfully) to remain "pure" and yet others who have "unearthed" powerful magicks that appear to allow them to recreate the First World here in this world. Those powerful magicks, were actually placed there for them to find by daemonkind and will help in their effort to unravel all things. Back to things that have changed: Communication is very difficult between the PCs and the NPCs, and is requiring high intelligence checks since dialects have evolved dramatically over the years. The religious symbols have changed a great deal as well, though Terran doesn't seem to have changed a great deal as a languange, and that is helping with communication since the party also includes a modern priest of Grumbar. Thanks to all for really great thoughts on the main question and the others it has spawned. Keep it coming if you have more ideas. Best,
Tacticslion wrote:
Just to clarify, I'm (Rodney) actually the one running the homebrew. I believe Joriandrake is someone who is actually in a Kingmaker campaign. But to your fascinating point! I love the idea of Atrophy. Not sure how to apply it in the current case, but it would allow me to have some more epic villains in the temple who have degraded in their power. Also, I really like the idea of scars from the inevitable weathering of the petrified NPC's. I have already be throwing a variety of variant erosion and weathering specialized elementals at the PCs so this would fit well with the flavor of the campaign! Best,
Tiny Coffee Golem wrote:
Awesome thoughts here. Personally, as a science teacher, I love opening cans of worms like this. The humanoid and other races in the world I am running are actually quite a bit older than the ones in ours though, and have spent the last 10,000 years recovering from a rather large mistake a cohort of Fey made in unwitting collaboration with forces of Abbadon. Now new unwitting allies of Abbadon are attempting to make the mistake again with gusto. Lots has changed and evolved over time, and since Grumbar is a major element in the campaign, geologic/magical processes are a big deal.
@Merlaine: It depends upon whether the spell power is granted at the time of the original praying to the god back in the day or if the spell power is actually granted by the god in the time of need. Another thought is that if the god is gone, another might have assumed the original god's portfolio and *might* honor past spells. To a god, of course, 10,000 years is probably a trifle. Interesting question!
They are quite disoriented when confronted by PCs with strange clothes, customs, and accents who have been foolishly alerting the NPCs to the amount of time that has passed. Some don't get it for a while and are acting as they would have before Grumbar rather forcefully stopped their battle, while others are in a fetal position on the ground sobbing. And others are lashing out at whatever they can lash out at. The PCs are up against a villain who is restoring selective ancient perceived allies as speedbumps for the party while racing them to get to an artifact Grumbar left in the temple. The PCs, in turn, are restoring others who they perceive as allies while racing the bad-baddie. These comments are helpful as I needed to decide whether I had to get around a general nerfing of restored clerics of Grumbar in the temple. It could matter in the ensuing conflicts! Best,
Running a homebrew and need some thoughts on the condition of NPCs who are restored after 10,000 years of petrification. 1) Divine casters: Would they still have their spells or would they need to pray again? 2) Arcane casters (other than sorcerors): Would they need to select and memorize spells for a new day or would they still have the spells they memorized before they were petrified? 3) Sorcerors: What would the status of their spells be? 4) Others: Would number of rage rounds be reset for a barbarian? Rounds of bardic performance reset? Ki pool? Etc..... Your thoughts please. -Rodney |
