Dreamscarred Press Introduces: Akashic Mysteries


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Scarab Sages

The wall is still the veil itself, so it uses the general rules for veil durability-
"Veils are mostly physical constructs of akasha, and as such can be targeted by effects like a Sunder attack; a veil that takes more than twice the veilweaver’s level in damage in a single attack is suppressed and does not function for 1d4 rounds. Veils have a Hardness score equal to the veilweaver’s level and gain a bonus to saves vs. targeted effects equal to the amount of essence currently invested. Veils can also be targeted by dispel magic, mage’s disjunction, or similar spells effects, and are treated as a magic item when determining the effects. A veil successfully affected by a Mage’s Disjunction is suppressed for the duration of the spell and effect and any essence invested in a suppressed veil becomes unavailable until the effect ends."

I could definitely see a feat or arcana for the Magus to convert his pool into temp essence, but that would probably be something we'd have to look at doing in a future supplement; the last piece of the initial product is now well into layout.


Ssalarn wrote:

The wall is still the veil itself, so it uses the general rules for veil durability-

"Veils are mostly physical constructs of akasha, and as such can be targeted by effects like a Sunder attack; a veil that takes more than twice the veilweaver’s level in damage in a single attack is suppressed and does not function for 1d4 rounds. Veils have a Hardness score equal to the veilweaver’s level and gain a bonus to saves vs. targeted effects equal to the amount of essence currently invested. Veils can also be targeted by dispel magic, mage’s disjunction, or similar spells effects, and are treated as a magic item when determining the effects. A veil successfully affected by a Mage’s Disjunction is suppressed for the duration of the spell and effect and any essence invested in a suppressed veil becomes unavailable until the effect ends."

I could definitely see a feat or arcana for the Magus to convert his pool into temp essence, but that would probably be something we'd have to look at doing in a future supplement; the last piece of the initial product is now well into layout.

Ah, okay,I could not find that bit in the Deavic PDF. Thanks for the clarification!

Scarab Sages

TonanBora wrote:
Ssalarn wrote:

The wall is still the veil itself, so it uses the general rules for veil durability-

"Veils are mostly physical constructs of akasha, and as such can be targeted by effects like a Sunder attack; a veil that takes more than twice the veilweaver’s level in damage in a single attack is suppressed and does not function for 1d4 rounds. Veils have a Hardness score equal to the veilweaver’s level and gain a bonus to saves vs. targeted effects equal to the amount of essence currently invested. Veils can also be targeted by dispel magic, mage’s disjunction, or similar spells effects, and are treated as a magic item when determining the effects. A veil successfully affected by a Mage’s Disjunction is suppressed for the duration of the spell and effect and any essence invested in a suppressed veil becomes unavailable until the effect ends."

I could definitely see a feat or arcana for the Magus to convert his pool into temp essence, but that would probably be something we'd have to look at doing in a future supplement; the last piece of the initial product is now well into layout.

Ah, okay,I could not find that bit in the Deavic PDF. Thanks for the clarification!

No problem!

Sovereign Court

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By the way, I did start looking through the supplemental documentation, and I really like what I see. The options are even more expansive and impressive, and I am impressed with the various archetypes. How soon will we be seeing a compilation?

Scarab Sages

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Lorathorn wrote:
By the way, I did start looking through the supplemental documentation, and I really like what I see. The options are even more expansive and impressive, and I am impressed with the various archetypes. How soon will we be seeing a compilation?

I submitted the final draft of the Supplemental release for layout about a month (maybe a bit longer?) ago, and we got the art for the 3 main akashic races (gamla, sobek, and suqur) about two weeks ago, so I think the supplemental release should be ready sometime relatively soon. I know Jeremy was mentioning that we may need to chop that up into two releases; there's like 120 pages of archetypes, veils, PC race options, and monsters, so there's as much content in the supplemental material as in all three original class releases combined!

Then we'll apply all the errata we've assembled based on reviews and developments from the later releases before compiling it all together into one massive tome. My hope is that the final compiled release will be available before Christmas.


Great to hear.

Sovereign Court

I'll be eager to see it.

Scarab Sages

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Cut out the monsters and create an Akashic bestiary! I want those Akashic genies!


Lorathorn wrote:
By the way, I did start looking through the supplemental documentation, and I really like what I see. The options are even more expansive and impressive, and I am impressed with the various archetypes. How soon will we be seeing a compilation?

It is pretty phenomenol how transformative the archetypes are. From the Swarm Master, to the Mysterial Monk, there is a lot of variance. The new veils are especially fun though! Aboleth tentacles are always a plus.

minoritarian wrote:
Cut out the monsters and create an Akashic bestiary! I want those Akashic genies!

I will always vote for more DSP bestiaries. The Psionic Bestiary and the one in Seventh Path were both amazing works. Considering the content of the mini-bestiary in AM: Supplemental, I can only imagine what Ssalarn could do with more time and space.


One thing I was wondering, any thoughts about a few feats or something similar that help with using Akashic Mysteries material with the Spheres of Power system? Maybe a prestige class? I realize that's pretty niche, but since I believe Ssalarn likes Spheres of Power a fair bit, figured it might be worth asking about. Not as part of the supplemental stuff probably, but maybe something later on? Mini-product?

Not that I'm not looking forward to the final product regardless of whether or not something like that's in the pipes, but been poking around with a few concepts for a setting involving both veilweaving and spheres, so figured it couldn't hurt to ask!

Scarab Sages

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Luthorne wrote:

One thing I was wondering, any thoughts about a few feats or something similar that help with using Akashic Mysteries material with the Spheres of Power system? Maybe a prestige class? I realize that's pretty niche, but since I believe Ssalarn likes Spheres of Power a fair bit, figured it might be worth asking about. Not as part of the supplemental stuff probably, but maybe something later on? Mini-product?

Not that I'm not looking forward to the final product regardless of whether or not something like that's in the pipes, but been poking around with a few concepts for a setting involving both veilweaving and spheres, so figured it couldn't hurt to ask!

I've actually written for both products (I was one of the authors for Spheres of Power: Expanded Options), and I use them both together in my home games. Soooo.... Maybe, if the opportunity arises with the right product? If it doesn't look like something that will happen, I may just throw up a free unofficial web enhancement.


I'm working on a vizier NPC for my game, and I wanted to check; does Pestilence Cloak offer a save just once for a given creature attacking them, or does a creature get a new save every round they attack them, or something else...? I was presuming the former, since that seemed to make the most sense, but figured I should check to be sure.

Scarab Sages

Luthorne wrote:
I'm working on a vizier NPC for my game, and I wanted to check; does Pestilence Cloak offer a save just once for a given creature attacking them, or does a creature get a new save every round they attack them, or something else...? I was presuming the former, since that seemed to make the most sense, but figured I should check to be sure.

As an illusion effect, they get one save, and then another if they directly interact with the effect (such as touching it or making a melee attack).


Ssalarn wrote:
Luthorne wrote:
I'm working on a vizier NPC for my game, and I wanted to check; does Pestilence Cloak offer a save just once for a given creature attacking them, or does a creature get a new save every round they attack them, or something else...? I was presuming the former, since that seemed to make the most sense, but figured I should check to be sure.
As an illusion effect, they get one save, and then another if they directly interact with the effect (such as touching it or making a melee attack).

Hrmm. I'm still a bit confused, I presumed it was working as per...

Core Rulebook, pg. 211 wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

But you're saying that they get an additional save somewhere? Is this save upon the first time they see the individual with this veil, though that might require a Perception check if they don't have any essence invested in the veil at the moment? So, for a hypothetical example...

The nefarious Vinny the Vizier has the Pestilence Cloak shaped - amongst others. The PCs have tracked him down, and he puts three points of essence into the veil, making it flare into existence. Every PC gets a Will save, and anyone who succeeds can help anyone else make a second Will save with a +4 bonus as a free action (since speaking a few sentences, ie, "Hey! It's an illusion!" is a free action). For every PC who makes their Will save, the cloak's miss chance does not function. Presuming anyone is left who has not made their Will save, in the first round, dashing past his minions, Sammy the Slayer and Bobbie the Barbarian both strike at him, while Ron the Ranger fires a pair of arrows at him via Manyshot. Because they are attacking him, each of them get a Will save again...and Ron may get two, for interacting twice? They continue to get more saves every time they attack, and possibly bonus ones if someone makes their save and takes a free action to tell the others it's an illusion?

I mean, obviously Vinny needs better minions here to prevent this situation from coming into effect, but just trying to be sure I understand the rough flow of things...is the above more or less correct?

Scarab Sages

Luthorne wrote:
Ssalarn wrote:
Luthorne wrote:
I'm working on a vizier NPC for my game, and I wanted to check; does Pestilence Cloak offer a save just once for a given creature attacking them, or does a creature get a new save every round they attack them, or something else...? I was presuming the former, since that seemed to make the most sense, but figured I should check to be sure.
As an illusion effect, they get one save, and then another if they directly interact with the effect (such as touching it or making a melee attack).

Hrmm. I'm still a bit confused, I presumed it was working as per...

Core Rulebook, pg. 211 wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

But you're saying that they get an additional save somewhere? Is this save upon the first time they see the individual with this veil, though that might require a Perception check if they don't have any essence invested in the veil at the moment? So, for a hypothetical example...

The nefarious Vinny the Vizier has the Pestilence Cloak shaped - amongst others. The PCs have tracked him down, and he puts three points of essence into the veil, making it flare into existence. Every PC gets a Will save, and anyone who succeeds can help anyone else make a second Will save with a +4 bonus as a free action (since speaking a few sentences, ie, "Hey! It's an illusion!" is a free action). For every PC who makes their Will...

Sorry, in attempting to be brief, I muddied the issue. You had the correct rules quote for illusions. The first time you interact with an illusion, you get a Will save.

According to the quoted rules "Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion." Attacking it with a melee attack can be interpreted as interacting with it and provoking another save.

Basically what I'm getting at is that it's an illusion effect and acts like any other illusion; there's no special variation in the sequence of interactions and saving throws because it's a veil effect.


Ssalarn wrote:

Sorry, in attempting to be brief, I muddied the issue. You had the correct rules quote for illusions. The first time you interact with an illusion, you get a Will save.

According to the quoted rules "Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion." Attacking it with a melee attack can be interpreted as interacting with it and provoking another save.

Basically what I'm getting at is that it's an illusion effect and acts like any other illusion; there's no special variation in the sequence of interactions and saving throws because it's a veil effect.

In all fairness there are illusion effects that don't allow disbelief but have a single Will saving throw, such as mad hallucination and nightmare, but generally it's one or the other. But yeah, thanks for clearing that up.

The other two things I was wondering, but aren't so important since this is an NPC, is, if you take Path of the Crafter, a) It says, "The vizier gains a bonus equal to ½ his class level on all skill checks made as part of the crafting process." Does this specifically refer to crafting magic items, or does it apply to normal Craft checks as well? I'm presuming the former, but figured I should check. And, b) Path of the Crafter eventually offers Craft Staff as a bonus feat, but can a vizier actually use it? I know they can use the finished product by investing essence in it, but you can't bypass the spell prerequisites for spell-trigger items like staves...or are they expected to ask for help from a party member or even buy wands/scrolls of the necessary spells to get around that? Or did I just miss something?

Scarab Sages

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Luthorne wrote:

***

The other two things I was wondering, but aren't so important since this is an NPC, is, if you take Path of the Crafter, a) It says, "The vizier gains a bonus equal to ½ his class level on all skill checks made as part of the crafting process." Does this specifically refer to crafting magic items, or does it apply to normal Craft checks as well? I'm presuming the former, but figured I should check. And, b) Path of the Crafter eventually offers Craft Staff as a bonus feat, but can a vizier actually use it? I know they can use the finished product by investing essence in it, but you can't bypass the spell prerequisites for spell-trigger items like staves...or are they expected to ask for help from a party member or even buy wands/scrolls of the necessary spells to get around that? Or did I just miss something?

We have some very overdue errata for the vizier that's been prepped for some time but unfortunately hasn't been added into the .pdf yet. We're hoping to have that update out pretty soon, but let me paste the relevant bits that should address your questions here:

Vizier Errata wrote:


pg. 4 - Eldritch Insight says "The vizier’s class levels count as arcane spell-caster levels for the purposes of qualifying for feats and abilities"; it should read: "The vizier’s class levels count as arcane caster levels for the purposes of qualifying for feats, and for other caster level based abilities, such as determining your caster level when using a stave".

pg. 5 - Under the Path of the Crafter entry add the following line after the first sentence: "Due to this connection, the crafter is able to use Spellcraft to identify items as though using detect magic. This effect only applies to identifying magic items and grants the crafter no other benefits of the detect magic spell.

pg. 5 - Path of the Crafter should read "The vizier gains a bonus equal to 1/2 his class level on all skill checks made as part of the crafting process, and can bypass the normal restrictions for spell prerequisites on spell trigger and spell completion items by adding 3 + spell level to the crafting DC".

The crafting bonus is intended to apply to all crafting checks, magical or otherwise, since many magical items require a mundane craft check at some point in the process.


Ah, cool, good to know you're on top of that. And yeah, was asking since my vizier NPC is currently acting as a blacksmith and carpenter for a small thorpe, so I was wondering if he got bonuses for that, or if it only applied if it was a check involving making a magic item. Not that he doesn't make those too, mind you...

Looking forward to when the completed product is available!

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