>>Ask *Mark Seifter* All Your Questions Here!<<


Off-Topic Discussions

5,551 to 5,600 of 6,833 << first < prev | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | next > last >>
Designer

2 people marked this as a favorite.
The NPC wrote:

Mr. Mark Seifter,

In your estimation, if there was an occultist archetype that got to use their body parts as implements what would be suitable features to give up?

Off the bat, you'd automatically lose the power to lend out your implements unless your body parts are detachable. This seems like it's more self-focused, so maybe lose the outsider contact and magic circles for some kind of ability where you draw circles on your own body (like some of the alchemists did in FMA).

Designer

1 person marked this as a favorite.
Joana wrote:

Are there rules about using Ride to mount an animal that doesn't want you to ride it? It seems odd that it's just a move action with no chance of failure, even in combat or when the horse belongs to an enemy force.

Are there rules about using Ride to mount/dismount a mount more than one size category larger than yourself? Or is it just impossible for, say, a halfling to get on a horse or a hippogriff?

1) If the mount has the exclusivity trick or whatever it's called, you couldn't get it to do its riding purpose training tricks at all. If it didn't have that, the rules seem to allow anyone to use it, though I'd apply circumstance penalties to the Handle Animal checks for an animal that's unfamiliar with you (even so, DC 10 is pretty easy). Some creatures specifically mention refusing any rider but their one rider, in which case it seems like Handle Animal would just fail unless you also succeeded on Disguise.

2) I'd probably use Climb if a halfling was trying to scrabble up the side of a tame tarrasque to ride on its back without a ladder, magic, etc.

Designer

1 person marked this as a favorite.
Scavion wrote:
Hey Mark! Apparently Divinity Original Sin 2 came out when I wasnt looking so I was wondering if you'd grabbed it yet and what you thought of it.

Haven't grabbed it yet. Linda's been playing Trails in the Sky / Sora no Kiseki recently, which we grabbed a while back, and in the Steam Autumn sale, we picked up Evoland 2 and Ys Origins on deep discounts. Evoland 2 was pretty fun with serious Chrono Trigger callbacks, and Ys Origins was a fun action RPG but short.

Haven't had time for too much else recently what with Starfinder, since my playtest group I was running for met a ridiculous number of times and clocked lots of hours of playtest. I basically ran a Starfinder version of Rise of the Runelords with lots of random references and in-jokes, and it was pretty fun.

Designer

2 people marked this as a favorite.
Ofunu wrote:
Back to the Kineticist questions. If I have the Expanded Metakinesis, choosing the Disruptive Spell option, how would it interact with a Mobile Blast? How would a Mobile Blast interact with the Metakinesis Twice, for that matter?

Presumably the mobile blast disrupts them like disruptive spell each time it hits for damage.

With twice, I'd say you have two mobile blasts that you can independently move around with separate move actions, but that interaction isn't clear-cut.


1 person marked this as a favorite.

Just making sure you saw it Mark, does Ability Focus apply to wild talents?

Designer

1 person marked this as a favorite.
Lou Diamond wrote:

Hi Mark, could you look over an idea I have for making a change to the Magus the Magus would get Unchained Spell combat at 1st level the Magus would also be able to choose 1 simple or martial weapon to use as an arcane bond [the magi can choose to use an exotic weapon as an arcane bond but they must expend a feat to do this.]

Spell Combat [Unchained]
The Magus cast spells differently than normal arcane casters. Magi do not use somatic components when casting their spells when using Spell Combat. The Magus channels his spell power threw his arcane bound weapon when casting touch spells from the Magus spell list with a casting time of 1 standard action or less or casting a spell with the close range arcana.
The Magus must make a standard concentration check to cast a spell in this manner and takes a -2 to all attack rolls the round he casts as spell in this manner.
If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Unlike standard spell strike the Magus does not get an additional attack a part of casting a touch spell.
If the Magus hits with his spell combat attack he deals normal attack damage for the weapon +spell damage. The Magi uses the critical threat range of his weapon for both his weapon and spell damage.

For instance if a 7th level magus wielding a rapier [18-20x2] scores a critical hit and confirms the critical hit while casting an intensified shocking grasp. he would deal he would deal [2d6 {rapier damage}+14d6 shocking grasp damage.

At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2...

It may be missing some of the verbiage to make the action economy work specifically and has a reference to adjusting spellstrike in there too, but as best I can make out, the main differences are that it doesn't restrict weapons or combat styles but only allows touch (or close with the arcana) attacks on weapon strikes, rather than allowing other spells like buffs and CC?

Designer

1 person marked this as a favorite.
Shadow_Charlatan wrote:

With the announcement of the Necromancer coming to Diablo 3, do you think it would be a good source for new talents for the Void kineticist ?

Necro Trailer

Without any knowledge of the D3 necromancer beyond playing a D2 necromancer, I would say that it might very well be. D2 necromancers had some really cool curse and minion abilities.

Designer

3 people marked this as a favorite.

And with that, I'm through page 109; since page 111 has a lot of answers in it, that means I'm more than halfway caught up now. Woo!


1 person marked this as a favorite.
Mark Seifter wrote:
dynilath wrote:

Mark,

Daze(mass) is 8th level bonus spell for tranquility psychic.
But it is a 3-level spell for psychic.

Ethereal Jaunt is 6-level psychic spell and is also 14th level bonus spell for Dream and Self-perfection.

Are they designed to be like that?

Being 1 level higher is indeed a tad odd. I know when we checked that we got a spot errata out for overwhelming presence being too low somewhere, but not sure about those. Logan might know but I'm guessing that's long enough ago that he wouldn't remember.

Late entry bonus discipline spells are actually depressingly common for Psychic disciplines. I think 4-5 of them get Ethereal Jaunt, and all but one get it as a 7th level spell, despite it being a 6th level Psychic spell if you choose it normally.


1 person marked this as a favorite.
Mark Seifter wrote:
The NPC wrote:

Mr. Mark Seifter,

In your estimation, if there was an occultist archetype that got to use their body parts as implements what would be suitable features to give up?

Off the bat, you'd automatically lose the power to lend out your implements unless your body parts are detachable. This seems like it's more self-focused, so maybe lose the outsider contact and magic circles for some kind of ability where you draw circles on your own body (like some of the alchemists did in FMA).

On the other hand, this might be a great way to get a leg up on the competition. Survival will require you to keep a cool head and try not to stick your neck out, but at least you'll always be fully armed. I really wouldn't thumb my nose at this idea.


1 person marked this as a favorite.
Mark Seifter wrote:
I helped out and did a development pass on them, though Erik is the best manasaputra guy at the office. I would say that based on the manasaputra lore, samsarans are the best fit for "touched by the manasaputra" or "on the path to manasaputra" and "mommy/daddy was a manasaputra" doesn't really fit them as an outsider type. That said, I'd say the mechanics seem roughly on par with other aasimar.

Much appreciated Mark. That's one heck of a backlog of posts there! I know what it's like to be that busy. Best of luck with Starfinder, can't wait to play it.

As for your response, looks like you think my mechanics are balanced enough. I just took the Assimar as a template then changed a few things. I suppose re-flavouring it more to a being that becomes enlighten(or on the path to) in their life rather than in their next life makes more sense. Not sure what my original thought was with this anyways. Ha! :)

Thanks. :)


2 people marked this as a favorite.
Mark Seifter wrote:
And with that, I'm through page 109; since page 111 has a lot of answers in it, that means I'm more than halfway caught up now. Woo!

Hooray!

That means I need to think up more questions :D


1 person marked this as a favorite.

Hey Mark, I've got a question regarding a certain alternate Racial Trait for genie-kin; Mostly Human. (Spoiler'ed below to keep things tidy.)

Mostly Human:
Source Inner Sea Races pg. 215
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Does this also change the geniekin's starting age? Would you then utilize the human's age categories? Or do you use the standard geniekin age categories?

I'm inclined to believe it would be the human's, because how could someone not realize that are something more than a human if they don't reach physical maturity until well after their great, great nephews and nieces have already died...


1 person marked this as a favorite.

I have a question about your blog post Illuminating the Darkness.


3 people marked this as a favorite.

Hey Mark.

In the "Necromantic Servant" Occultist Focus power, it says the following:

Necromantic Servant (Sp) wrote:

As a standard action, you can expend 1 point of mental focus to raise a single human skeleton or human zombie from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it's a skeleton) or the fast simple template (if it's a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

Can you "summon" more than 1 servant at a time before level 13? On the one hand that sentence and the one before are separate and thus IIRC shouldn't be implicitly linked, and there isn't anything explicitly prohibiting making multiple servants. On the other hand they logically follow on from each other, and the servant cap is 0 at level 1, breaking the ability if the cap applies from level 1 onwards (and if it only applies at level 13 then an ability getting worse at higher levels is just weird).

The Exchange

1 person marked this as a favorite.

The Sphere Singer prestige class from Paths of the Righteous has a capstone that says:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere
singer transcends mortality like a butterfly emerging
from its chrysalis, her essence infused with stardust and
unearthly energies. Her type changes to fey, and she grows
large butterfly wings, gaining a fly speed of 50 feet (good).
In addition, she becomes immune to cold and gains the no
breath universal monster ability.

Does "transcends mortality" mean that she becomes immortal, in the sense that she stops aging and will no longer die of old age? Is that by virtue of her becoming a fey creature, and if yes, does this mean that all fey creatures are immortal?


2 people marked this as a favorite.
Ralph Cauthorn wrote:

The Sphere Singer prestige class from Paths of the Righteous has a capstone that says:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere singer transcends mortality like a butterfly emerging from its chrysalis, her essence infused with stardust and unearthly energies. Her type changes to fey, and she grows large butterfly wings, gaining a fly speed of 50 feet (good). In addition, she becomes immune to cold and gains the no breath universal monster ability.

Does "transcends mortality" mean that she becomes immortal, in the sense that she stops aging and will no longer die of old age? Is that by virtue of her becoming a fey creature, and if yes, does this mean that all fey creatures are immortal?

Writer of the sphere singer here!

I didn't expressly mean for it to grant immortality; that was more embellishment and pretty words than any definite intent. However... if fey are indeed immortal, then it presumably should grant that benefit as well. At the very least, I see it changing how aging affects you in flavorful ways - less wrinkles and withering, more fading strength and becoming more ethereally beautiful, until one day you just... pass away. Perhaps even joining the cycle of the First World, if you're on that plane.

Also, James Jacobs was the developer for Paths of the Righteous, and Desna-related content is of particular interest to him. You might try asking in his thread as well.

Hope this helps. ^_^

The Exchange

2 people marked this as a favorite.
Isabelle Lee wrote:
Ralph Cauthorn wrote:

The Sphere Singer prestige class from Paths of the Righteous has a capstone that says:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere singer transcends mortality like a butterfly emerging from its chrysalis, her essence infused with stardust and unearthly energies. Her type changes to fey, and she grows large butterfly wings, gaining a fly speed of 50 feet (good). In addition, she becomes immune to cold and gains the no breath universal monster ability.

Does "transcends mortality" mean that she becomes immortal, in the sense that she stops aging and will no longer die of old age? Is that by virtue of her becoming a fey creature, and if yes, does this mean that all fey creatures are immortal?

Writer of the sphere singer here!

I didn't expressly mean for it to grant immortality; that was more embellishment and pretty words than any definite intent. However... if fey are indeed immortal, then it presumably should grant that benefit as well. At the very least, I see it changing how aging affects you in flavorful ways - less wrinkles and withering, more fading strength and becoming more ethereally beautiful, until one day you just... pass away. Perhaps even joining the cycle of the First World, if you're on that plane.

Also, James Jacobs was the developer for Paths of the Righteous, and Desna-related content is of particular interest to him. You might try asking in his thread as well.

Hope this helps. ^_^

Thank you Isabelle. I've posted the question on James' questions thread.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Do you see any problem with houseruling Slashing/Fencing Grace to work more like Dervish Dance and only de-activate if you're using a weapon or shield rather than whenever your offhand is occupied?

Because I understand that you don't want sword and board or TWF benefiting here, but it strikes me as a bit strange that a Swashbuckler's damage suddenly goes down the toilet because they're holding a torch or swinging from a rope, which is like the most swashbuckler thing to do ever.

I know Two-Weapon Grace lets you do this, but it seems a bit punishing to require someone to burn two extra feats just to be able to carry a lantern with them.


Merry Christmas Eve and Merry Christmas!

Sovereign Court

1 person marked this as a favorite.
Isabelle Lee wrote:
Ralph Cauthorn wrote:

The Sphere Singer prestige class from Paths of the Righteous has a capstone that says:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere singer transcends mortality like a butterfly emerging from its chrysalis, her essence infused with stardust and unearthly energies. Her type changes to fey, and she grows large butterfly wings, gaining a fly speed of 50 feet (good). In addition, she becomes immune to cold and gains the no breath universal monster ability.

Does "transcends mortality" mean that she becomes immortal, in the sense that she stops aging and will no longer die of old age? Is that by virtue of her becoming a fey creature, and if yes, does this mean that all fey creatures are immortal?

Writer of the sphere singer here!

I didn't expressly mean for it to grant immortality; that was more embellishment and pretty words than any definite intent. However... if fey are indeed immortal, then it presumably should grant that benefit as well. At the very least, I see it changing how aging affects you in flavorful ways - less wrinkles and withering, more fading strength and becoming more ethereally beautiful, until one day you just... pass away. Perhaps even joining the cycle of the First World, if you're on that plane.

Also, James Jacobs was the developer for Paths of the Righteous, and Desna-related content is of particular interest to him. You might try asking in his thread as well.

Hope this helps. ^_^

Isabelle, do they also get Starflight? (dhtbifomn...) immune to cold and no breath... sounds like they can almost go in space... (if not please add a feat to give them Starflight! :) I have a mental image of a sphere singer duking it out with a Mi-go in space in high orbit around Golarion! :) )


3 people marked this as a favorite.
Purple Dragon Knight wrote:
Isabelle, do they also get Starflight? (dhtbifomn...) immune to cold and no breath... sounds like they can almost go in space... (if not please add a feat to give them Starflight! :) I have a mental image of a sphere singer duking it out with a Mi-go in space in high orbit around Golarion! :) )

I originally meant for them to have it, but it turned out to be a bit difficult to implement - it's not actually a universal monster rule, and wordcount was ever so tight. Feel free to add it in your games. ^_^

Sovereign Court

1 person marked this as a favorite.

Thanks Isabelle!

The Mi-Go Starflight is the weakest I know (outer dragons go MUCH faster...) and goes like this:

Starflight (Su)
A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM's discretion)—provided the mi-go knows the way to its destination.

There's also the spell 'life bubble' which goes like this:

LIFE BUBBLE
School abjuration; Level cleric 5, druid 4, ranger 3, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a bit of eggshell)
Range touch
Target creatures touched, up to one/level
Duration 2 hours/level; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.
Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.

...so Starflight seems to be a very word-efficient way to tag space travel on a creature, and I'm going to go with that, following your suggestion. I'll allow it with the following caveat: after space travel, the sphere singer loses starflight for a duration equal to the time of the space travel, and loses the Tapestry Traveler ability for duration equal to 24 hours (the sphere singer still has wings, but the colors are faded, and the wings are useless, as the sphere singer must recharge the stardust on those wings before taking flight again! :) )


1 person marked this as a favorite.

I wouldn't remove the whole ability. Maybe just the flight. ^_^

Sovereign Court

1 person marked this as a favorite.

So still fey type, no breath and can lounge on an iceberg all night? ok, cool! :)


1 person marked this as a favorite.

Hey Mark, are you a poodle or a chihuahua kind of guy?

Silver Crusade

2 people marked this as a favorite.

Hello Designer Eidolon, I haz a question!

I'm curious what effect, if any, Cold/Fire Resistance has against environmental effects that don't specifically deal elemental damage, for example how in Extreme Heat (like being in a volcano) you have to make a Fortitude save or became Fatigued>Exhausted and take non-typed heat damage.

What are your thoughts?


2 people marked this as a favorite.

Does the energy resistance gained from heat/cold adaptation kineticist utility wild talents stack with racial energy resistance of the same type?


1 person marked this as a favorite.

One day Mark will come back to us. D:

Designer

3 people marked this as a favorite.
Ashram wrote:
One day Mark will come back to us. D:

Sorry guys, been dealing with some stuff over the break, but should be back soon-ish hopefully!


1 person marked this as a favorite.

Does the elemental strike feat(ISR) work with kinetic blade/whip?


1 person marked this as a favorite.
Dragon78 wrote:
Does the elemental strike feat(ISR) work with kinetic blade/whip?

The Weapon Attacks and Special Abilities FAQ holds the answer. ^_^

The PDT wrote:
Abilities like Arcane Strike that specifically enhance a character’s weapon or weapons themselves never apply to special abilities (with the exception of special abilities like the warlock’s mystic bolts that specifically call out that Arcane Strike applies).


2 people marked this as a favorite.

So I know you're more a rules guy than a fluff guy, but I'm curious.

What do Lawful and Chaotic mean to you? I thought I had a good handle on what these alignments meant, but then I read the Villain Codex and I'm just not so sure.

I used to associate Law with tenants like honor, trustworthiness, reliability and tradition (and on the flip side, close minded and overly rigid)... and in turn Chaos with tenants like freedom and adaptability (and on the flip side, potentially untrustworthy/unreliable or reckless)

But going by those sorts of tenants the most Lawful organization in the book would be the Demon Knights because of their fairly rigid social structure, along with their dedication and fairly predictable behavior (in fact one of their potential plot hooks was them acting out of their normal routine and the PCs trying to figure out why). Reading the description at the start of their entry and I sincerely thought it would be sort of a little joke that they were Lawful Evil even though they styled themselves after demons.

On the flip side, the Corrupt Guard, Diabolic Church and Fang Monastery are all called lawful (or at least, nearly all their members are), yet seem entirely defined by duplicity and deceit: lying cheating and stealing their way to more power and money for themselves at the cost of anything else, with all the more honorable or honest facets of the Guard and Church being pretty much just fronts and one of the Fang's story hooks involving them poisoning rivals in order to rig a competition. All of which seems kind of anathema to any sort of 'lawful' ideology and as far away from trustworthy, reliable and orderly as you could get.

Now I realize Evil inherently means a lot of negative traits sort of by definition, because they're evil, which means they're going to eschew some of the more positive traits associated with the alignment, but at times it really seems like they don't have much to do at all with their alignment, except that the those three are Lawful because they're big, structured organizations which automatically means Lawful.

Dark Archive

2 people marked this as a favorite.

Any chance of a FAQ today?


1 person marked this as a favorite.

My guess is no. Reason something like "not everyone is back from break yet" or "since we've been on break for a week, we have a lot of catch-up needing to be done and couldn't make time for the FAQ"
But hey, there's still like an hour left of their day. Maybe I'll be wrong.

Dark Archive

1 person marked this as a favorite.

The Improved Spell Sharing feat requires an animal companion, eidolon, familiar, or special mount. However, the Spiritualist does not gain any of the above, instead gaining a phantom.

Does the phantom count as the above for the purpose of the feat?


1 person marked this as a favorite.
GhostwheelX wrote:

The Improved Spell Sharing feat requires an animal companion, eidolon, familiar, or special mount. However, the Spiritualist does not gain any of the above, instead gaining a phantom.

Does the phantom count as the above for the purpose of the feat?

Even if it did it doesn't work as the companion cannot qualify to take it. You need a way to give your companion your teamwork feats such as hunter or inquisitor abilities.

Designer

1 person marked this as a favorite.
Artemis Moonstar wrote:

Hey Mark, I'm curious as to what you would say if someone sat down with a Kineticist (Blood Kineticist/Dark Elementalist) at your table.

Alternatively, what do you think of how they mesh? Both mechanically and thematically?

I think they would stack from a cursory look. It could be a really interesting thematic match; for something like a vampire, you'd want to finesse the interaction of DE a little so they can find a way to be able to accept the burn for a brief while before they removed it. I'm picturing someone who uses their hemokinesis to subdue worthy enemies without killing them and then keeps them stored for draining, allowing her to give herself a booster shot whenever she needs.

Designer

1 person marked this as a favorite.
CookietheFerret wrote:

If a kineticist with the Elemental Whispers talent replaces the talent with a different talent using Omnikinesis, what would happen to the familiar?

How do you think one would react when the talent switches back?

I think the whispers would cease and the familiar is either gone or disconnected completely from the kineticist and left adrift. I'd imagine it would be pretty cross with the kineticist afterward, though it's reaction might depend on its personality and relationship.

Designer

1 person marked this as a favorite.
Gordrenn Higgler wrote:
Can Xill use their planeswalk power to enter a demiplane if they find it on the ethereal plane?

Technically it only allows Ethereal/Material shifting. If I recall, though, sometimes there are ways for ethereal creatures to enter a demiplane when they find it, though that might have been a 3.5 thing.

Designer

1 person marked this as a favorite.
nennafir wrote:

Telekinesis Spell to Grapple

"Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration."

There seems to be a fair amount of uncertainty on this when I check the forums. It should be coming up more because I believe telekineticists use their telekinetic maneuvers as the spell.

(1) What is the CMD?
(2) Telekinesis has a long range. Is the person you are grappling immediately warped to where you are, or are they grapples by the spell 400+ feet away?

Yeah, these aren't addressed by the spell at all and could use a FAQ. #2 is a whole can of worms that I don't even want to step into without a convo with the other designers, but #1 could probably take a page from a few other spells that remembered to include their CMD and do CMB + 10.

Designer

2 people marked this as a favorite.
Gordrenn Higgler wrote:

As a player how would you protect a personal demiplane how would you do it?

Class is restricted to official pathfinder material and you start with an artifact that gives (Sp) Permanency 1/day

An artifact with permanency for 0 gp regardless of spell level 1/day is pretty powerful; at the point where I have that, the GM might also let me use permanency on more spells than the ones usually allowed (our group doesn't and I don't necessarily recommend it, but it's worth checking just to see). So you mentioned class restriction but not level, which could be relevant. Wide area defense is actually really hard to manage well in Pathfinder (as many a villain has learned to her chagrin), which made situations where bad guys unexpectedly hit hard and fast somewhere randomly in our kingdom on an off-day some of the toughest challenges in Linda's Kingmaker game. Information, both control of your information and acquisition of information on your foes and on the status of your demiplane, is really the key to a good defense. To that end, you might consider putting up permanent symbols of scrying on pretty much every creature living in the demiplane (hopefully with the symbols actually cast, whether from spell slots or off a UMDed scroll or something, by servitors whose job it is to monitor the live streams), thus meaning that if something happens near literally any creature in the demiplane, your monitors know of it immediately. Of course, foes are likely to try to circumvent that with mind blank, and there's little you can do about that if they do. In terms of actual prevention, rather than intelligence gathering, restricting access can be helpful, but ideally you want to restrict access enough to funnel your enemies into a position of your choice but not so much that they decide it's worth it to spend 25,000 gp to use the wish spell's transport travelers ability to ignore your restrictions (essentially playing off their greed / parsimonious nature); of course, canny foes who realize this trick might still use wish magic, but if even half of all major threats use your preferred and expected method of entry instead, it's worth it. You can have that warded and trapped like crazy and with non-divination sentries with blindsight who can report on the entry of mind-blanked persons.

Designer

5 people marked this as a favorite.
Chess Pwn wrote:
Does ray of frost or acid splash work against swarms that are immune to weapon damage?

Like the others said, it seems to be a single target attack. Something that targets all creatures in an area regardless of number should work, like mass invisibility (funny story, I designed a new monster with mass invisibility, self only for this reason).

Designer

1 person marked this as a favorite.
Jonas Seaborn wrote:

Would the Mount of Black Fire in the Tusk Mountains (Mythic Realms) be considered an Elemental saturation ?

What element would it be appropriate for it to be connected to ?

How would you expand on the locale if you were to include it in your home game ? Would you give it any connection to the black flame from Tian Xia ?

It definitely could be a saturation, probably tied to void, like the black flame you mention from Yoon's backstory (and hinted at in little snippets in various other books).

Designer

1 person marked this as a favorite.
swoosh wrote:
Is the Blush of Youth occult ritual from the villain codex supposed to actually change your age category? I'd assume yes, but the text seems to conspicuously lack any mention of it and the use of language like "regardless of her actual age" makes me unsure.

Should give you a younger body, but your mind would stay the same.

Designer

1 person marked this as a favorite.
swoosh wrote:

I don't like to ask too many questions in a row but this is really bugging me:

What led to the decision to start releasing cMonk only archetypes again? For a while it seemed most archetypes were designed to work with both variants, now suddenly both the villain codex and horror realms come out on the same day with archetypes that can't be taken by the unchained variant and it seems strange.

I know Realms is Campaign Setting and not RPG and therefore not under your scrutiny, but it still seems strange.

I wouldn't read anything into concurrent release dates, due to both the different people working on different lines and the timing (they would have been written at very different times); just a coincidence. Villain Codex in particular wound up focusing on chained monk over Unchained after a discussion where the upshot was that we were using chained monks and rogues for the NPCs (I was kind of hoping for Unchained, but it was going to lead to all sorts of issues including GMs not being able to run a CRB NPC without an additional source) so therefore they became the focus for the archetypes (except rogues can just use them either way anyway because they don't have the same issue monks do where chained monk archetypes grant significant power level increases over the base class).

Designer

1 person marked this as a favorite.
MichaelCullen wrote:

Fiery Body looks like a really cool 9th level spell. I have a question though as to what is meant by "all spells that effect your physiology".

Physiology is "the way in which a living organism or bodily part functions" -google search

Would immunity to all spells that effect you physiology include:
Most transmutation spells
Death effects - stop your biological processes
Spells that cause damage - enough damage could effect your physiology

If taken very literally immunity to spells that effect your physiology, could be overly powerful (maybe even for a ninth level spell)

What categories of spells would you consider "effect your physiology"?

** spoiler omitted **...

What a vague way to word it. I would say it means anything that requires you to have a particular body part or organ, so things like the spell that takes out your heart, or vorpal that cuts off your head, and so on.

Designer

3 people marked this as a favorite.
Squiggit wrote:
Mark what do you think about a brawler archetype that flips brawler's cunning? Instead of letting you ignore int provide some int synergy instead. Maybe canny defense from the duelist/kensai or some sort of knowledge check synergy, I'm not sure, but I think the idea sounds kinda cool.

It does sound kind of cool. In other brawler news, I can confirm that at a brainstorming meeting for <redacted>, my suggestion of "Brawler <tons of confused looks>; yes I know brawler doesn't match the theme at all, but it hasn't had stuff for a long time" was met with the inclusion of brawler to the outline. Woo!


1 person marked this as a favorite.

Hi, Mark! I have a very specific Medium-related question that I would love your opinion on. Consider a Haunt Collector Occultist who has selected the Champion Spirit and Marshal Spirit for two of their Implements. If they used the Marshal Spirit to gain the the Champion Spirit Seance Boon would the two Seance Boons stack to give +4 damage or would they not stack and simply grant +2?

They are both untyped bonuses, so my issue is whether they have the same source or not. I keep going back and forth on different ways of thinking about the sources.

They don't stack
-Because the source for both is the Possessed Possessions class feature.
-Because the Marshal Seance is actually granting them the Champion Seance Bonus which they already have.

They do stack
-Because each is granted by a different Implement and those are different sources.
-Because they are each granted by a different Spirit with the Marshal Boon simply mimicking the Champion boon rather than granting the actual Champion Boon.

Any insight on this would be appreciated.

Designer

4 people marked this as a favorite.
TrinitysEnd wrote:

I've seen a lot of posts and everything with people talking about this, but I've never found a definitive answer. Just people's interpretations of the rule.

But, can you Masterwork an Improvised Weapon? Does a Mithral or Adamantine Improvised weapon receive a +1 to hit? Furthermore, can you enchant an Improvised Weapon (Without using special abilities like Sohei and the likes)?

It seems like you can't masterwork or enhance them in those ways. If you built, say a ladle, out of adamantine, it wouldn't be crafted as an adamantine weapon, but instead by weight as an "other item" that you then use as an improvised weapon, so in that regard it probably wouldn't get other attributes specific to adamantine weapons.

1 to 50 of 6,833 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Gamer Life / Off-Topic Discussions / >>Ask *Mark Seifter* All Your Questions Here!<< All Messageboards

Want to post a reply? Sign in.