Arcane Discovery: True Name


Rules Questions

RPG Superstar 2009 Top 32

2 people marked this as FAQ candidate.
PRD-Arcane Discovery: True Name wrote:
True Name (Sp): Your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 12 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.

What is the action to bring the outsider to you? It reads "you can speak the common name..." is that a free, swift, move, standard, full round, 10 minute?

Isn't this way out of power scope? An 11th level wizard can research the true name of a Glabrezu and have a CR 13 pet at his disposal once per day!


This is one of those cases where "GM intelligence is required." it's true that you have a lot of power over this outsider, but it's not absolute. One of the big things is to ear in mind that this is one creature. If it should suffer any sort of ill fortune, it's gone for good and so is your Discovery. And the second is that even with your bargaining position, this creature is not your friend. If it can find a way to kill you with little chance of being caught, it'll do it in a heartbeat. Your best chance to exploit this is to keep the outsider away from harm, demanding only minor but important services to avoid letting things get to the point where keeping you happy is more trouble than offing you.


OgeXam wrote:
PRD-Arcane Discovery: True Name wrote:
True Name (Sp): Your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 12 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.

What is the action to bring the outsider to you? It reads "you can speak the common name..." is that a free, swift, move, standard, full round, 10 minute?

Isn't this way out of power scope? An 11th level wizard can research the true name of a Glabrezu and have a CR 13 pet at his disposal once per day!

I do not have the rules in front of me, but if i recall correctly, supernatural, extraordinary, and spell-like abilities are all standard actions to use unless otherwise noted.

I can see some confusion in that the text say "speak its name" where speaking is a free action, but other than that, see my comment obove.

Please excuse any spelling errors, typing on an ipad is...cumbersome.

:)


Any official ruling on this?


Speaking a name is a Free Action. But it will take some time for the Outsider to show up:

Quote:
the outsider travels to you as if you had cast planar binding upon it

I'm guessing the travel time equals the casting time: 10 minutes.


Our GM ruled it as a standard action. Travelling between planes isn't necessarily a long process, after all, especially when you're an Outsider.


Yeah makes sense because it says as if you cast implying it was already cast by speaking the name. Thanks.

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