|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Petty Alchemy wrote:
Funny, I feel more attached to my character in high lethality games. It makes me feel like I can't just take crazy risks with no fear of the consequences.
Need some clearing up on some spells, healing hp overnight, secret rolls and where do I get an explanation of how city stat blocks work?
This depends on your players. Some people will cry foul if they aren't allowed to make saving throws and skill checks. Other players like the mystery associated with not knowing everything that is happening, I think most players are somewhere in the middle of these two so just ask your party if they don't mind you making the saving throws for them in certain cases.
GMG Pg. 202-209
Sean K Reynolds wrote:
Bad SKR, bad! You should return to your office and do nothing but read old WotC material instead of working on Paizo products (j/k)
It is for the character that can't use scrolls. ;)
Carrion Crown Book 5 related don't read if you are playing:
There is an enemy with the following ability
Fountain of Blood (Ex)
So it would seem to me that a save does negate the greasing of an item.
Off hand action?
You use spell combat to cast corrosive touch. Then you make your free melee attack at +1 as part of casting the spell, using spell strike to aim it through your weapon. You may then make an your normal melee attack as part of the Spell Combat action.
Your second attack will may still deal corrosive touch damage IF you missed on your first attack and you are still holding the charge.
You have now used up all your actions for the round so you may not cast another spell (unless quickened) this round.
You could using spell combat to cast magic missile and then make a full attack action instead of casting corrosive touch, though in this case you would only receive 1 attack.
That said I don't think I understand your question completely so this answer may not help you.
As far as I can tell this spell can be made into a potion.
School conjuration (teleportation); Level bard 3
Casting Time 1 standard action
Components V, S
Target one living creature
Saving Throw Will negates; Spell Resistance yes
You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.
The potion rules state:
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
The bolded text is where I am confused. Would a potion of Jester's Jaunt allow you to determine where you teleported, within 30 ft or would it have to be a predetermined when the spell was made and thus likely to be useless since you would almost certainly be more than 30 ft from the intended destination.
I can understand what your GM believes if he has never read the following section.
Take 5-Foot Step
You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round that you move any distance.
You can take a 5-foot step before, during, or after your other actions in the round.
You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement
for which you do not have a listed speed.
And as BBT stated generally teleportation via spells or abilities is not considered "movement" in regards to this rule, though a super hard%^@ DM could read it that way.
Mr. Quick wrote:
If you want your players to be able to do this thematically then just modify the coven spell list, or limit how many times a power can be used. As a GM there isn't anything wrong with allowing 3 witches to form a coven so long as whatever bonuses it gives them are balanced for your game.
Mr. Quick wrote:
From running the Carrion Crown AP I know the following
The two witches in the 5th book have formed a coven with a hag. The hag is at the time of the book "dead" and the witches do not have the ability to utilize their coven spells. One of the witches is tired of trying to bring the old hag back to life and wants to have a new hag whom she can control join the coven instead.
Whether that transmits into RAW, RAI of just fluff is up to you.
"The coven must contain at least one hag" seems to mean that to me that it would stop function if there are 0 hags in the coven.
This sounds like you are already applying house rules to the spell. So those are questions for you and your GM to determine together.
by 4th level? not in the CRB that I know of. Most other bonuses are temporary.
As Are noted 8th level w/o magical items.
I can't think of any other early level permanent +2's in the crb.
Jiggy the only spell I can find that calls out a dispel check, other than dispel magic, is Quench.
School transmutation; Level druid 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area or Target one 20-ft. cube/level (S) or one fire-based magic item
Saving Throw none or Will negates (object); Spell Resistance no or yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each creature with the fire subtype within the area of a quench spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.
Diminish plants notes that it automatically dispels other effects.
School transmutation; Level druid 3, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range see text
Target or Area see text
Saving Throw none; Spell Resistance no
This spell has two versions.
Prune Growth: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns.
At your option, the area can be a 100-foot-radius circle, a 150-foot radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected.
Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal.
This spell has no effect on plant creatures.
What this all means for spells a that dispel their opposite such as haste/slow I'm not sure. It might be something that was over looked or they may have felt it was similar to the being dead in the sense that what they mean is so obvious that we don't need it explained.
Correct but the OP stated his int was below 10.
Blind fight doesn't allow you to pinpoint the target.
Benefit: In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit.
You need to use Perception to pinpoint the invisible target.
He has cold, sonic and electricity immunity?? What are we going to do?
17.5 damage would hardly be worth 2 spell levels. The only way to reliably turn it into +30 damage is to apply maximize as well...
Not that your point is invalid but I don't believe APL=CR should make for easy fights. I agree that a lot of the time combat can be ended with little healing to no healing during combat.
Difficulty....Challenge Rating Equals
The reason that reflex saves do not change when you are flat-footed is because that is how the rules are written.
If you want to house rule reflex saves to lose your dexterity modifier when you are flat-footed just make sure your players are aware.
I know this might sound snarky but I don't mean it in that way. It's just a matter of fact. Not everything in the rules is going to make sense when you think about it from a realistic point of view.
"Bending" the rules now and hoping they don't break: Is there anything that would prevent a character with a sub-10 Charisma score from taking a level of Sorcerer in order to activate arcane wands?
No there isn't anything in the rules against it.
I don't think I'd tolerate it in my home game though.
Yes, wands don't care about what your ability score is, or what your caster level is. If it's on your spell list you're fine. This is also what allows a ranger to use a wand of cure light wounds right from level 1.
Assuming he didn't swap out his ability to cast spells (a safe assumption since only 1 archetype does).
CRB UMD pg109:
Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check.
Edit never mind that only applies to scrolls.
What matters is if a low ability score prevents you from having the spell on you class spell list. Which I don't believe it does, so you should be able to use the wand without the use of UMD.