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I grok do u wrote: Many of the symbol spells refer to symbol of death for basic rules of operation like how it is triggered, applying passwords, how read magic interacts, etc.
The effects are different, The Yellow Sign just has the domination on those within 60' that fail the save. The HP limit, and the killing, do not apply.
Protection from x alignment spells usually reference protection from evil, detect x spells usually reference detect evil, etc.
That was my assumption, so just the basic structure of the spell not the inherent details as the effects should be changed.
I'm a little confused with the spell The Yellow Sign.
It says it functions like Symbol of Death but to what extent?
The Yellow Sign is 9th level compared to 8th for Symbol of Death. Does it work off of 150 hp nearest to 60 feet or does it affect everyone with a domination at 60' range?
Azothath wrote: yonman17 wrote: I’ve decided to my next campaign to do the traditional 4d6 and drop the lowest for stat generation.
What’s a fair reroll for my players? I was thinking if you get less than or equal to a combined of 66 points they can reroll.
average of 4d6 drop lowest is about 12.25 with a reroll about 14.
Point buy equivalence is 24 and 30 points respectively. Epic Fantasy is 25 points.
The probabilities are sound, however I’ve rolled a set of stats that I got were all 10 and 11, but on my last roll I got one 16.
I’m trying to find a happy minimum for my players in case they don’t get anything but mediocre 10 across the board
TxSam88 wrote: I would simply see what the point buy equivalent of their rolls are, and allow a reroll if they are under a 15 or 20 point buy. That’s a good way of calculating it
I’ve decided to my next campaign to do the traditional 4d6 and drop the lowest for stat generation.
What’s a fair reroll for my players? I was thinking if you get less than or equal to a combined of 66 points they can reroll.
I saw some others have it but they left out that part where the bonus is derived. It’s not based on an ability modifier.
Healer’s Way (Su)
A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
This ability replaces the revelation gained at 1st level.
At 1st level does it start at 1d6?
So, now I have a party with a bunch of temporary drained levels. Is there any rules that would allow/disallow my party to buff before the 24 hour timer goes off when they have to roll a fortitude save?
Essentially they want to time it down to the minute and do every conceivable buff to increase their chances.
Thoughts on how to handle this?
Diego Rossi wrote: You get permanent levels immediately only if the effect says so. Otherwise, they are temporary.
The whole group being inflicted with 1d4 permanent negative levels, without a way to avoid it (besides Death Ward) is way, way above the powers of a CR 13 haunt.
Even if all the PCs make the save, it means that you will need as many Restoration as there are group members to remove the first negative level, and, on average, half of the group will need a second restoration, available only after a week has passed.
Thanks I am torn on what to do but I’m leaning towards temporary levels . I rolled a “4” which means all 5 of them had a minimum of 2 negative levels
zza ni wrote: the shadow plane overlap the material plane and if you read it's info it has very similar things in it which are somewhat distorted.
the spell say:
"Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane."
since the planes are roughly similar by going in the desired direction for the desired distance even if 'you can’t make out details of the terrain or areas you pass over during transit' you can have a rough estimation to where in general you are on both planes. but since it's blurry you can't be 100% sure until you get out of the 'quasi-real' 'coiling path of shadowstuff'
Okay then if my players are going to a location they think is 400 miles south east, how exactly do i determine where they end up if they’ve never been there before?
Mysterious Stranger wrote: Shadow walk only increases your movement when in the plane of shadow. Since you cannot make out details of the terrain or areas you pass over during transit how are you engaging in combat? You move normally on the borders of the plane of shadow so any combat there would not see an increase in movement.
Wind Walk acts as gaseous form so you have the same restrictions as gaseous form. While combat is not impossible while under gaseous form it is incredibly difficult. You cannot attack, and lose supernatural abilities. You cannot cast spells that have verbal, somatic, material, or focus components unless you have the feats that allow you to ignore those components.
So what you’re saying is for Shadow Walk you stay on the shadow plane and go from point A to Point B theoretically without seeing anything in between on the material plane. Then rematerialize and get shunted to a random location and the spell ends? I assumed you’re going back and forth between the shadow and material plane, otherwise how do you know where you’re going?
Diego Rossi wrote: Unless it says otherwise in its description, a Polymorph effect should stay active on a corpse until its duration expires.
A spell doesn't recheck if it is affecting a valid target after it has been cast (again, unless its specific description says otherwise).
Okay, so hypothetically if this transformation into a chaos beast is permanent and the individual transformed is killed, does casting Raise Dead turn him/her back into his original form or do you raise a chaos beast?
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So im playing Strange Aeons and there is a creature called the Larva of the Outer Gods.
It has the Liberated Flesh ability that turns a creature into a chaos beast that can be returned to its original form through a break enchantment, limited wish, miracle, or wish spell.
If the transformed creature gets killed can they be resurrected back to its true form or does it stay a dead Chaos Beast?
Okay, so basic physical stuff like Polymorph spells are retained, but what about if a creature has Resistance to fire, Spell Resistance, damage reduction, etc?
The Possession spell says you can't activate these abilities, so Spell Resistance takes a standard action to lower, I assume you can't voluntarily lower it?
I posted this in Strange Aeons Adventure path section, but it's pretty dead now.
How would you interpret this upgrade for the Pugnacious trait?
In Chapter 3 a character with the Pugnacious trait gets an upgraded:
Pugnacious: As you regain your memories, you feel strong anger for those who wronged you during the period you couldn’t previously remember. You can’t get the image of Count Lowls’s face out of your head and it makes you shudder with rage while you plan your revenge. Once per day, you gain a +1 trait bonus on either attack rolls or weapon damage rolls for a single combat.
A single combat is that the duration of one round of combat or the entire combat until everyone is dead?
In Chapter 3 a character with the Pugnacious trait gets an upgraded:
Pugnacious: As you regain your memories, you feel strong anger for those who wronged you during the period you couldn’t previously remember. You can’t get the image of Count Lowls’s face out of your head and it makes you shudder with rage while you plan your revenge. Once per day, you gain a +1 trait bonus on either attack rolls or weapon damage rolls for a single combat.
A single combat is that the duration of one round of combat or the entire combat until everyone is dead?
Diego Rossi wrote: Note that it doesn't say that they are added, it says that you gain then.
Considering how gaining skills works, that means that the spiritualist and the phantom's ranks overlap.
So, if the Phantom has an emotional focus of Anger, when the Spiritualist level reaches 10, its ranks in Intimidate and Survival are 8.
Let's say that the spiritualist never cared about Survival but used extensively Intimidate and maximized it. The Spiritualist will have 0 ranks in Survival and 10 in intimidate.
The combination of the two will give the character 8 skill ranks in Survival and 10 in Intimidate (plus the bonuses from Skill focus, Class, Stats, other Feats, and Traits).
I might just give them full ranks as the spiritualist's HD. just seems easier to keep track of
Melkiador wrote: Quote: The phantom also gains two class skills based on its emotional focus. The phantom automatically gains bonus ranks in these two skills as the spiritualist increases in level—its number of ranks in these skills is always equal to its number of Hit Dice. I'm pretty sure the spiritualist actually gains the bonus ranks. So the Spiritualist would get the bonus skill ranks equal to the Spiritualist's HD plus Skill Focus in the associated ranks?
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Fused Consciousness (Su)
At 10th level, a spiritualist always gains the benefits of bonded senses when her phantom is manifested. She also gains the skill ranks and bonus to mind-affecting spells granted by the spirit’s emotional focus, even when her phantom is manifested. Lastly, she can shunt the effect of a mind-affecting effect into the consciousness of her phantom as the shared consciousness ability even when the phantom is manifested, but doing so causes the phantom to immediately retreat back into the spiritualist’s consciousness.
I assume the skill ranks is referring to the Skill Focus the spiritualist gains when fused with his consciousness and not the actual ranks/HD the phantom receives correct?
Can someone use an Immediate action during a full attack sequence. I.e. Have the immediate action trigger after the first attack but before the 2nd attack in a full attack?
willuwontu wrote: Research Rules
Quote: Rolling a natural 20 on a Research check acts like a critical threat. If the researcher confirms the critical hit by succeeding at a second Research check with all the same modifiers (this takes no additional time), the resulting knowledge point reduction is doubled. Conversely, rolling a natural 1 on a Research check automatically results in failure, and the library’s knowledge points increase by 1/4 of the library’s maximum knowledge points as the library’s complexity causes a researcher to follow a wrong avenue of investigation. These are rules specific to the research subsystem and differ from the normal rules for skill checks.
If you look at the rules for Occult Rituals, you can see that there is nothing listed for rolling a 20 or a 1, which means it defaults to the normal rules of skill checks in that scenario (e.g. nothing changes).
Thank you for the clarification
I understand Skill checks cannot get a 1 or a 20, but when you do Research you can get a 1 or a 20 on those skill check rolls.
Can you fail on a 1 or automatically succeed on a 20 like in Research checks?
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Any Player made maps that can be used online? I currently found maps up to book 4 and some of book 5.
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So if the PC's are in the Dreamlands and they rest:
1. How much time passes in the waking world?
2. What happens to their bodies and are they aware if they are taking damage/dying?
3. If the PC's occur physical ability damage/drain, i.e. str, dex con damage, do they still have that when they return to the dreamlands?
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I wouldn't base your character choices on the adventure path. Just choose a thematically appropriate character and build him as the campaign progresses.
SheepishEidolon wrote: Maps of Casmaron are scarce. Would it work to move the action to another desert?
You could also pick a random RPG desert map. Since there is (appearantly) no official material, nothing contradicts your take.
Finally, you can paint something on your own. Tools like Wonderdraft vastly simplify the creation of RPG maps.
What I'm looking for is an actual Paizo World map that just has the region labeled. I see the ones already posted in a search but I want something I can copy and paste into my online game.
I simply can't find the actual location of where the Parchlands is located on a World Map.
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That's great, thanks for the extra maps. It saves some time for me having to try and make them using Foundry...
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What is the Mythic level or tier of Bokrug?
Once the PC's have gone into the Eye of Avarice, are they able to Gate out and come back?
Or are they stuck there like Karzoug
Can the PC's once they have gone into the Eye of Avarice use Gate and teleport between the Eye and somewhere else on the prime plane whenever they want?
Or are they stuck there like Karzoug?
No Target: Spell, makes sense now. Thanks for the clarification
And for the record, Meteor swarm does not have a Range: Touch in the spells entry.
"Spell turning also fails to stop touch range spells" I interpret this as melee touch spells not ranged touch spells.
So if an enemy has Spell turning and hypothetically say he has 10 levels of spell turning and gets targeted with all 4 meteors from Meteor Swarm, what happens?
Is each meteor considered to be a 9th level spell so only 1 meteor gets turned and 1 gets 10% reduction in damage and the 2 are not spell turned? Or are all 4 spell turned back on the caster?
From the D20pfsrd.com
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
Are you allowed to change the command given every round?
So I think what I'm getting from this is the following for my interpretation:
1. Spontaneous spellcasters - do not lose spell slots unless it's Raise dead.
2. Prepared spellcasters - always lose spells according to how they are brought back. I.e. Breath of Life - loss of prepared spells.
3. Divine spellcasters - fall under the same general guidelines for prepared or spontaneous spellcasters.
Melkiador wrote: Apparently nothing happens to spontaneous spell casters. They don't prepare spells, so that text doesn't apply to them.
It would apply to arcanists, since they are still prepared spell casters, even if they play more like spontaneous caters.
Here's the caveat:
Raise dead indicates that spontaneous spellcasters have a 50% chance of losing their unused spell slots.
Resurrection gives no reference to spontaneous spell slot loss at all, only prepared spell slots.
So if Spontaneous spellcasters don't lose their spell slots upon dying, why does Raise dead make you lose spell slots and Resurrection give no reference at all?
2nd question: What happens with Breath of Life? Prepared spellcasters would lose their spells but spontaneous casters would not?
Melkiador wrote: Quote: Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character. There doesn't seem to be a version of this text for spontaneous casters.
It does make me wonder if you can immediately refill those wiped spells by preparing your spells again or if the spells count as if they were cast. Well prepared spellcasters can just rememorize their spells. But what happens to spontaneous spellcasters? Do they retain their spell slots?
I know that a prepared spellcaster that dies loses all prepared spells.
What about a spontaneous spellcaster, divine or otherwise?
This spell doesn't give a template, what is the 30 foot for a radius circle, diameter, or a cone?
School transmutation [cold, darkness]; Level cleric/oracle 9, druid 9, shaman 9, witch 9; Mystery lunar 9
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect 30-ft. spread
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
DESCRIPTION
You plunge an area into the brutal chill of the arctic night.
Illumination conditions are dropped by two steps (though only to darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage. Any creature that doesn’t move on its turn becomes encased in a sheath of ice equivalent to wall of ice, is helpless, and cannot breathe. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a move action, you may move the area of effect up to 10 feet in any direction.
Those are more personal changes that give you a template. Are there any spells that actually prevent getting stunned?
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Are there any spells/items that prevent stunning?
Can this spell be used for planar travel?
Thanks, I see where the argument is now.
I think it's kind of a silly argument, but it makes sense.
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So I read online about an Arcane Trickster build that the Sneak attack dice that you get for your Arcane Trickster do not stack with the Knife Master archetype.
From https://rpgbot.net/pathfinder/characters/prestigeclasses/arcane_trickster/
Sneak Attack: Increases at the same rate as the Rogue. Note that if you took the Knife Master Rogue Archetype, only your Rogue Sneak Attack dice are d8’s; your Arcane Trickster dice are still d6’s.
So, can anyone explain why?
So the green Poison wall is as follows:
Stops breath weapons.
Poison (Frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; Cure 2 consecutive Fort saves).
So if the initial effect is Death or not poisoned on a successful save, what’s the point of the secondary effects if you would never feel it’s effects?
Thanks that clears up a lot
The Hypnalis has ghost touch so does that mean it can attack material creatures and stay on the ethereal plane?
If that’s the case one of those CR 5 creatures could wipe out a whole party.
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