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Sounds to me like you would be very interested in the Envoy of Balance prestige class.
One of its abilities that you can choose has the option to spontaneously convert to cure or inflict and the ability balances out your channeling to full dice on both as well.
Also as you can see from the envoy of balance the versatile channeling feat does not normally allow you to have both spontaneous casting options.
The Um... on number 1 is because I'm not up to date on the many threads that goes over the differences between wielded/used/hold on any specific item. The FAQ on the defender property would lead me to think that you would need to be using the item in some fashion to gain the bonus, and possibly even more specifically to attack.
My OPINION is that if you use the staff to attack (either two weapon fighting or just attacking with the staff) or cast a spell from the staff (with wand wielder if using spell combat or just as normal for using a spell from a staff) that should be enough for you to gain the bonus.
Spell strike does not state any limitations on how the spell is cast only that it is a touch spell (or you have an appropriate arcana or class ability to use other spells/with other weapon combinations), so yes how you cast the spell doesn't effect if you can spell strike with the spell.
Related question at the end Yes.
GM approval required but possibly. Spell combat states it requires a free hand -- it does not provide an exemption and therefore requires a free hand.
But that does raise the question of if you need a free hand still with wand wielder. Which would be awkward as heck since you need to attack with and a free hand and to be holding the wand.
Unarmed strike to the rescue?
Personally It is my belief that the wand or staff can be occupying the 'free hand' in order to be used with spell combat.
But RAW would probably suggest otherwise.
Finally to be absolutely clear spell combat doesn't quicken a spell -- it allows you to full attack and cast a spell with a casting time of 1 standard action at the same time with a single full round action.
So if you spell combat you could still cast a quickened spell for the round too.
Which is really weird when you consider that many such spells spell out the granting of swim, fly and climb speeds.
Specific > than general.
In general you can't reduce damage below 1 point of nonlethal. In the specific case of DR you can.
Note that you ignore the damage. Of course it is subtracted but the reason is important.
For example Shield of Swings halves your damage. So you roll your damage and subtract half. This is not a penalty. Your damage is halved.
Likewise a critical hit adds to your damage -- however it is not a bonus. It is an increase (typically by double but sometimes by triple or even quadruple and occasionally by quintuple the original amount).
So yes you do subtract from the damage you take -- no this is not a penalty to damage.
Interestingly it is the same language as energy resistance and immunity.
Please note this is the same basic idea of following:
Two adventurers go out and agree to split the loot in half. They kill the monsters get the loot stack it all up in the middle and the first one to pick his half says, "I'll take the bottom half". Well as he takes from the bottom more falls to the bottom and he proceeds to take that as well until there is no loot left for the other guy.
It has can have audible components which deaf creatures are immune to or visual components which blind creatures are immune to, but it is not language dependent.
It only matters if you can hear or see depending on which version the bard uses.
Unless your spell counts as one of the three bold bits in that quote you cannot coup de grace with the spell in question.
Additionally the coup de grace is the only attack form called out that does not require an attack roll as such that still gives sneak attack damage.
As for creature targeted spells I am waiting to hear how anyone is precisely targeting a vital spot with said spells.
Can we all agree I have given sufficient evidence that area of effect spells do not normally gain extra damage from sneak attack?
Just so we can cross off each case as we go.
I can strike someone three different ways all in the same spot and have different effects on them based on how I struck them.
Same with this -- it doesn't matter if the area effect could (or even does) strike the vital spot -- it's the fact you don't have the control to precisely target that spot (and hit it correctly) to do extra damage.
Sneak attack doesn't say you simply need to hit the spot, it says you have to be able to target it.
Which you can't do if you can't control what the spell affects.
double checks for affect/effect errors... I think I'm good
Meh I'll nibble:
From: Aiming a spell
Obviously if you can't even control which creatures or objects are affected you cannot be able to pick out a weakspot to attack with the spell.
Now this does leave as your only last type of spell to worry about the targets creatures option -- but even that is "choose creature" not "target a particular part of the creature" so again... no precise targeting.
Of course the surprise spell ability of the arcane trickster does change this.
Poisonous -- You are poisonous to the touch: Contact DC (10+1/2 sorcerer level+Con Mod) Onset 1 round, Frequency 1 round every 1/3 sorcerer levels (minimum 1) Effect 1d2 Dex damage Saves 1 (increases to 2 consecutive at level 10)
Slime -- You are covered in a protective slime, anyone that attacks you with a non-reach weapon must make a reflex save (DC 10+1/2 sorcerer level + Dex Mod) or take 1d4 acid damage. Weapons that strike you automatically take this damage. This damage increases to 1d6 at level 3 and 1d8 at level 6. After this acid gains +1 damage at level 9 and every 3 levels after that.
Fiery Flesh -- You gain the burn universal rule. This damage is the same as the slime damage above.
So a while back we put together the Sorcerer's Aid Project: Sigils and Talents.
I would like to work on a follow up project: The Sorcerer's Aid Project: Mutations.
A mutation replaces the sorcerer's arcana ability with an ability that is always active generally passive and has no effect on the sorcerer's casting. Instead it's more tied into their physical being. Each mutation should generally be limited to bloodlines that would have a tie in to what that mutation does.
Positive Energy Conduit
The mutations do not have to be limited to a specific number of bloodlines but shouldn't be so generic any sorcerer can take them. More suggestions are of course welcome.
Be leave me I am well aware of the differences between damage, penalty and drain.
However the two spells I mentioned are different than normal penalties because of their specific language.
With that said I meant feeblemind not enfeeblement (which isn't an actual spell).
Please note that spells themselves limit spell casting and other options based on the penalty (or set stat) they give. It is not the penalty itself doing this but the specifics of the spells involved.
To address the other point:
You cannot stack penalties with actual ability damage to lower a stat below 1 since penalties cannot be used to lower a stat below one.
If you had 10 strength and got hit with ray of enfeeblement for 9 points and then took 1 point of strength damage you would still have a strength score of 1 minimum since the penalty cannot lower it below 1. If you took 8 more points of strength damage it still would not be enough since the penalty cannot lower you below 1. If you then took a point of strength drain your life sucks and you are now unconscious (at minimum depending on what caused the drain and what caused the damage).
Some other thoughts on using a magic staff:
If your staff is intelligent it could be recharging.
A level 20 arcane bloodline sorcerer can trade 3 spell levels to prevent a drain of a charge. So instead of recharging a staff you could simply trade spell levels for higher spell levels making a staff infinity more attractive for this one particular individual (example: Trading 3 first level spell slots for a higher level spell, or 2 3rd level slots for a higher level spell that uses two charges).
Finally: Not all tools have to be useful to every character type at all times.
If you use them together then I would suggest the staff be more for defense and casting potential than actual attack (since you can use the quarterstaff defense just by holding the thing).
The cards themselves won't do much damage but as a carrier for spells they aren't bad, and you can still use any thrown weapon with your class abilities so you don't always have to use cards btw.
An actual Bat might be handicapped by the 1d3-4 damage thing, which would drop it's attack to doing 1 pt. nonlethal damage, which would make all of the sneak attack damage also nonlethal damage, but a person polymorphed into a bat will probably have a higher Str score and be less likely to roll less than 1 damage.
That makes about as much sense as saying you don't get sneak attack damage because the base damage doesn't get pass the DR. It isn't two different damage pools it's just the damage you deal. If that is 1d3-4+5d6 sneak attack then it's that, not 1d3-4 meaning nonlethal then sneak attack.
base value is fairly correct, with generally a 75 percent chance of anything below that value being available.
purchase limit is the most any one person in town has to pay for what the pcs have.
the random items are the odd items that could be for sale and might fall outside the above price guidelines.
of course guidelines is a keyword here.
i have a thread named farmer joe is a professional that hits on this some if you are interested in looking at it.
Personally I like the Skilled, sacred tattoo, shaman's apprentice half orc with fate's favored.
You get the +2 luck bonus on save throws, endurance and the skilled human bonus. You still have your weapon familiarity as well.
However since you are going with the swindler burning assurance might be a better choice for you (instead of shaman's apprentice).
A Cleric is someone's lapdog and lives the life of luxury as long has he stays on his leash... wizards use their leash as the chain of command -- Jayne Cobb style.
For schools to give up on your first go through?
Depends. If you want to be easy on the GM give up conjuration and enchantment.
If you want bang for your buck give up enchantment and evocation.
If you want to keep evocation you can probably live without divination.
If you want power at higher levels keep conjuration.
Part of the problem is that the prices for many items in the CRB, including most weapons, make no sense whatsoever. 75 gp for a longbow in a world in which a skilled worker earns 3 sp a day is absurd. (For comparison, note that the law in Medieval England required every yeoman to own and practice with a longbow.)
Well it is a good thing the average skilled worker in pathfinder does not earn 3 sp a day.
We have people talking about the value of rat hide and rations as well as pulling nails to sale when they get back. The individual prices no matter how low aren't what is causing the behavior.
Some areas have art that's simply there because it should be there. For example in an abandoned temple or a long forgotten wizard's tower or manor. Yes a good portion of it might be destroyed by various things but again something like a marble statue might last some time and could have been there for the GM to be able to add atmosphere to the area. Just because something is there doesn't mean it's a reward -- otherwise why have houses?
Except again generally in pathfinder using the default rules your typical NPC will be able to afford some magic. It's going to be a major purchase. But that doesn't mean it isn't readily possible. As to the 'why' -- for the same reason some people buy cars or use the internet or buy role playing books... people are complicated and want stuff.
Best advice ever!
I've liked the cavalier for a mundane buff bot.
With honor guard (or just taking the body guard feat) helpful and order of the dragon you can drop some serious bonuses on people's AC. Take the teamwork feats that allow unprovoked movement and caster protection and maybe even the shield wall one to provide cover and concealment for your allies and you can really screw up the enemies battle plans.
It honestly doesn't take that much to do (even with the cavalier's limited feats) and helps him add something other than "I'm a variant fighter".
Cavalier (order of the star) and cleric mesh well leading into the holy vindicator.
Finally I used the cavalier as the primary class for my noble scion.
Mayhem Havocrain wrote:
I would argue that a high perception and initiative are as valuable (and potentially more so) than any of these feats. If Pathfinder is just a game of rocket tag, going first and nuking any threat before it can force you to make a save seems like a better strategy. Dead enemies (usually) don't force saves.
if it was rocket tag that would make sense...
but it is usually not.
iron will is near constant for me. great fortitude is a sometimes, however i can usually find plenty of things to improve fort saves without great fortitude
Jeff Erwin wrote:
who was the demigoddes of tragedic love that had a falling out with shelyn? i would think she might have a decent following as well there.
there are barbarian powers that could help with that.
honestly several barbarian levels are a good idea for this sort of character.
not what i was trying to say.
the mechanics and balance can be fine but also be boring or onerous or simply not fun when used at the table. those are the points that playtesting can help with.
as such for me playtesting is as much for the... fun aspect as it is for the number crunching. remember the gunslinger was originally a fighter subclass. it worked as such and balancewise not much changed but making it a separate class was definitely a good move.
antecdotes are not data,
but all these antecdotes say you are wrong.
yay for old arguments made fresh.
honestly both are important. without the math your start and end points are going to be crap.
without actual play experience you will not know which parts of the mechanics will actually work as part of the game.
this is why paizo wants both as part of their development program.
Ralph L'Mao adventured to find his lost love that had left to find Xin Shalast. At the end of the adventure he found her dead and instead went back to
The college and hooked up with one of the alufiends and did research there. Eventually his daughter will be a sorceress character for another game.