I found a use for Horn of Pursuit


Pathfinder First Edition General Discussion


Your Hunter uses Summon Flight of Eagles to get 11,000 feet above your enemy. You'll be level 13 before you can cast Call Lightning Storm, so it will have an effective range of only 900 feet so you got quite a dive to get within range, so spend an action casting Horn of Pursuit on your way down to announce yourself with a Stuka siren. Don't worry HoP has a two mile range so they'll hear ya.

Oh and when you come back in ten hours you'll want to let them know what's coming.


How are you breathing at an altitude of 11,000 feet?


With difficulty if you came straight up, but manageable. Google says pilots tend to break out the supplemental oxygen at 12500 feet. Denali is nearly twice as high and people have climbed that without oxygen. I said 11000 feet since that's about the vertical range of Horn of Pursuit.

Liberty's Edge

TxSam88 wrote:
How are you breathing at an altitude of 11,000 feet?
Wikipedia wrote:
La Rinconada is a town in the Peruvian Andes near a gold mine.[1] At up to 5,100 m (16,700 ft; 3.2 mi) above sea level, it is the highest permanent settlement in the world.[2] Between 2001 and 2009, the population was estimated by National Geographic to have increased to 30,000 people from just a small gold prospector camp because the price of gold rose 235% over that period,[3] although this number has not been reflected by the 2007 or 2017 censuses.


Mount Fuji is 12,338ft and you can breathe just fine at the top.


Four times the range increment of a longbow is 440 feet. If you had Metamagic Rod of Enlarge Spell your Level 13 Hunter could cast Stoneskin on your Eagle to give him DR 10/adamantine, have him circle the enemies at four times bowshot, and do damage with 5 castings of Aggressive Thundercloud, 4 castings of Call Lightning (40 bolts), and 2 castings of Flame Strike, at little risk from bows but within range of a caster with a regular long-range magic effect (400 ft + 40 feet per level). The presence of thunderclouds with Aggressive Thundercloud means Call Lightning does the higher damage value. You have the eagle fly in a circle at full speed so you always remain within range for some minutes without provoking a Fly check for slow speed. And don't forget to sound the Horn of Pursuit, you have at least 5 castings of that.

At level 14 your Hunter could do all that and use Call Lightning Storm for 15 bolts of simple lightning at a rod-enhanced range of 1400 feet, about the max limit of clear visibility, to try and knock out enemy casters before closing in to 440 feet and unloading your main arsenal.


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At 13th level if anything stands still in the open while you blast it, well, that wasn't going to challenge you much anyway.


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TxSam88 wrote:
How are you breathing at an altitude of 11,000 feet?

Breathing a little harder than normal but unless you're very sensitive this isn't a problem. A local peak just squeaks in over that, I've been up there several times. I've been above 12k without acclimatization once, and just under it two more times. With three days of acclimatization I've been to 18k--this is too fast and not advised, most of our group had to turn back. I'm not a mountaineer, just a hiker who likes mountains and other than that one trip to 18k (supposed to be 19k but we got stopped by conditions) every such venture into high altitude started from a normal US suburban location.


Loren Pechtel wrote:
TxSam88 wrote:
How are you breathing at an altitude of 11,000 feet?
Breathing a little harder than normal but unless you're very sensitive this isn't a problem. A local peak just squeaks in over that, I've been up there several times. I've been above 12k without acclimatization once, and just under it two more times. With three days of acclimatization I've been to 18k--this is too fast and not advised, most of our group had to turn back. I'm not a mountaineer, just a hiker who likes mountains and other than that one trip to 18k (supposed to be 19k but we got stopped by conditions) every such venture into high altitude started from a normal US suburban location.

Ha! My username is the highest mountain in Ireland.

Just under 3,500 feet


Carrauntoohil wrote:
Loren Pechtel wrote:
TxSam88 wrote:
How are you breathing at an altitude of 11,000 feet?
Breathing a little harder than normal but unless you're very sensitive this isn't a problem. A local peak just squeaks in over that, I've been up there several times. I've been above 12k without acclimatization once, and just under it two more times. With three days of acclimatization I've been to 18k--this is too fast and not advised, most of our group had to turn back. I'm not a mountaineer, just a hiker who likes mountains and other than that one trip to 18k (supposed to be 19k but we got stopped by conditions) every such venture into high altitude started from a normal US suburban location.

Ha! My username is the highest mountain in Ireland.

Just under 3,500 feet

I'm just over 2,500 feet just sitting in my computer room. We have trails around here with more than 3,500' of climb to them. When the trail is steep I really notice the altitude, but it simply slows me down, it doesn't stop me.


12000 meter would actually be hard.


Mightypion wrote:
12000 meter would actually be hard.

Yeah, that's impossible without oxygen.


Loren Pechtel wrote:
I'm just over 2,500 feet just sitting in my computer room.

We're a pretty country. We're just not a... challenging... one.


Loren Pechtel wrote:
Mightypion wrote:
12000 meter would actually be hard.
Yeah, that's impossible without oxygen.

You would need pressurized Oxygen specifically, or not be a human, the latter being more likely to be a thing in pathfinder :).

Did you know that there is an Aasimar random table ability that give immunity to height sickness?

3K meters is notably thinner, 4K meters You start thinking that some Oxygen is a great idea, havent been higher, and dont have much intention for that.


Mightypion wrote:
Loren Pechtel wrote:
Mightypion wrote:
12000 meter would actually be hard.
Yeah, that's impossible without oxygen.

You would need pressurized Oxygen specifically, or not be a human, the latter being more likely to be a thing in pathfinder :).

Did you know that there is an Aasimar random table ability that give immunity to height sickness?

3K meters is notably thinner, 4K meters You start thinking that some Oxygen is a great idea, havent been higher, and dont have much intention for that.

I definitely can't exert myself as much at 3k but otherwise I don't notice it at all. I've never been to 4k without acclimatization, but the one time I've been that high I only noticed it when exerting myself. Walking across flat terrain with light daypacks at about 4,500m we didn't even notice it--but we sure noticed when it became not quite flat!

As for Aasimar, they can be immune to altitude sickness but that's not the same thing as being able to function in an area without adequate oxygen. Altitude sickness happens when your body doesn't cope well with being near it's limits, I would still rule an Aasimar dies if taken to 12km. You have 22kPa of air pressure, of which 6kPa will be water vapor from your lungs. That leaves 16kPa of air, giving 3.3kPa of oxygen and a huge amount of cooling. Time of useful consciousness is 15-20 seconds.

Liberty's Edge

Returning to Horn of Pursuit, it is a thematic spell more than an adventurer spell.
The manuals are full of spells that are for adventurers killing monsters and thin of spells that will be developed in a society full of magic users. Horn of Pursuit is one of the rare exceptions.

Plant growth is a 3rd level spell and a cleric gets it only if he has the right domain, while a wizard or witch never gets it.
It seems strange that no one has developed a low level "fertilize" or "turn waste to fertilizer" spell.
There are plenty of these kinds of holes in the spell lists if you want to play at world building.


Diego Rossi wrote:

Returning to Horn of Pursuit, it is a thematic spell more than an adventurer spell.

<snip>

Plant growth is a 3rd level spell and a cleric gets it only if he has the right domain, while a wizard or witch never gets it.
It seems strange that no one has developed a low level "fertilize" or "turn waste to fertilizer" spell.
There are plenty of these kinds of holes in the spell lists if you want to play at world building.

That is an excellent observation, thank you Diego.


Diego Rossi wrote:

Returning to Horn of Pursuit, it is a thematic spell more than an adventurer spell.

The manuals are full of spells that are for adventurers killing monsters and thin of spells that will be developed in a society full of magic users. Horn of Pursuit is one of the rare exceptions.

Plant growth is a 3rd level spell and a cleric gets it only if he has the right domain, while a wizard or witch never gets it.
It seems strange that no one has developed a low level "fertilize" or "turn waste to fertilizer" spell.
There are plenty of these kinds of holes in the spell lists if you want to play at world building.

Yeah, there are a lot of spells that your average non-adventuring caster would want that aren't in the books anywhere because they have little use for an adventurer. However, I think some of them should have been given a bit of fleshing out--it makes no sense that the spellbook of a lich contains basically nothing of use in his quest for knowledge!

Liberty's Edge

Loren Pechtel wrote:
Diego Rossi wrote:

Returning to Horn of Pursuit, it is a thematic spell more than an adventurer spell.

The manuals are full of spells that are for adventurers killing monsters and thin of spells that will be developed in a society full of magic users. Horn of Pursuit is one of the rare exceptions.

Plant growth is a 3rd level spell and a cleric gets it only if he has the right domain, while a wizard or witch never gets it.
It seems strange that no one has developed a low level "fertilize" or "turn waste to fertilizer" spell.
There are plenty of these kinds of holes in the spell lists if you want to play at world building.

Yeah, there are a lot of spells that your average non-adventuring caster would want that aren't in the books anywhere because they have little use for an adventurer. However, I think some of them should have been given a bit of fleshing out--it makes no sense that the spellbook of a lich contains basically nothing of use in his quest for knowledge!

I am currently GMing a campaign with plenty of home rules. It is meant to be a Kingmaker-like campaign, with a long storyline and plenty of downtime in an Arabian-like setting with plenty of magic and genies.

One of the new things I am trying is Folk magic, a kind of magic taught mostly orally from father to son and mother to daughter.
Mechanically you spend a trait to learn a cantrip from the list of Folk magic. Using it can fatigue or exhaust you. It is possible to take the trait multiple times.

The Folk magic list includes some of the useful cantrips plus a few new ones. Fertilize and Turn waste into compost were the first two, then there is Disinfect (it disinfects an open wound, giving an alchemical +4 to the save against diseases and turn 1 point of lethal damage into non-lethal damage. It can be used only once for each wound).

The spells from Folk magic can be learned by a normal spellcaster (depending on his class) and work as normal cantrips.

The idea is to give useful low-power magic to the general populace.


Diego Rossi wrote:
Loren Pechtel wrote:
Diego Rossi wrote:

Returning to Horn of Pursuit, it is a thematic spell more than an adventurer spell.

The manuals are full of spells that are for adventurers killing monsters and thin of spells that will be developed in a society full of magic users. Horn of Pursuit is one of the rare exceptions.

Plant growth is a 3rd level spell and a cleric gets it only if he has the right domain, while a wizard or witch never gets it.
It seems strange that no one has developed a low level "fertilize" or "turn waste to fertilizer" spell.
There are plenty of these kinds of holes in the spell lists if you want to play at world building.

Yeah, there are a lot of spells that your average non-adventuring caster would want that aren't in the books anywhere because they have little use for an adventurer. However, I think some of them should have been given a bit of fleshing out--it makes no sense that the spellbook of a lich contains basically nothing of use in his quest for knowledge!

I am currently GMing a campaign with plenty of home rules. It is meant to be a Kingmaker-like campaign, with a long storyline and plenty of downtime in an Arabian-like setting with plenty of magic and genies.

One of the new things I am trying is Folk magic, a kind of magic taught mostly orally from father to son and mother to daughter.
Mechanically you spend a trait to learn a cantrip from the list of Folk magic. Using it can fatigue or exhaust you. It is possible to take the trait multiple times.

The Folk magic list includes some of the useful cantrips plus a few new ones. Fertilize and Turn waste into compost were the first two, then there is Disinfect (it disinfects an open wound, giving an alchemical +4 to the save against diseases and turn 1 point of lethal damage into non-lethal damage. It can be used only once for each wound).

The spells from Folk magic can be learned by a normal spellcaster (depending on his class) and work as normal cantrips.

The idea is to give...

I have no idea if it's still possible to get this product, but you may be interested in SKR's Goody White's Book of Folk Magic. It was a kickstarter I backed a billion years ago. DriveThruRPG has a listing, but the PDF-only option appears odd. Still, worth a look.

It has spells/hexes/rituals for a bunch of things that may be thematic for your campaign.

If you have any specific questions, let me know.

https://www.drivethrurpg.com/product/141806/Goody-Whites-Book-of-Folk-Magic

From my PDF:
Animal (transformation)
Animal (curing sickness)
Animal (taming)
Appearance (glamours)
Bad dream (repelling)
Bees (calming)
Birth (easing)
Bleeding (stanching)
Bottle (witch)
Bowels (harm or soothe)
Bruises (treating)
Burns (healing and treating)
Cataracts (causing or curing)
Crops (blessing)
Curses (warding against)
Disguise (glamour)
Dowsing
Dreams (repelling bad)
Enemies (identifying)
Fairies (communicating)
Familiar (finding)
Fertility (enhancing or obstructing)
Fits (causing or treating)
Food (flavor or ruin)
Glamour
Hair (grow or lose)
Heal (lameness)
Household spirits (conjuring)
Hunting (talisman)
Impotence
Invisibility (shrouding)
Lameness (causing or healing)
Love (potion)
Luck
Pain (treating)
Passion (cooling or rekindling)
Polymorph (animal form)
Poppets
Possession (expelling spirits)
Pregnancy (hiding or showing)
Sator square
Send a vision
Shrouding from sight
Sickness (curing)
Sleeping (potion)
Spirit (projection)
Spirits (communicating)
Spirits (conjuring household)
Spirits (expelling)
Square (sator)
Teeth (repairing or rotting)
Thief (cursing)
Undead (living zombie)
Undead (repelling)
Warning vision
Warts (curing)
Weight (gaining or losing)
Witch bottle
Zombie (living)

Liberty's Edge

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Thanks, there is some kind of offer, so the PDF was free.

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