I'd actually like to suggest a feat:
Extra Arcane Reservoir
actually, cheapy brings a question to mind--can you use metamagics on your abilities? i'd love to see a force strike+toppling spell or the like.
In 3.5 there were a few meta-power feats from Tome of Magic I believe, that let you basically use minor metamagics like Extend or Still/Silent on a supernatural power once a day.
Otherwise, no, you can't add metamagic to supernatural or spell-like abilities.
So, tonight during a game of The Dragon's Demand, a fellow player brought in a titan mauler barbarian who is currently wielding a Large weapon made of adamantine that he supposedly crafted. We're only 3rd level, and I was (And still am) under the impression that the double cost of a Large weapon applies to the special material as well, considering you're using double the normal amount of material to make the item. Is this legal?
Jason Bulmahn wrote:
Charisma-based prepared spells paladin and Wisdom-based spontaneous inquisitor say hi to your attempt to categorize casting stats, Jason. ;)
Untrue. While your CLASS level does not go beyond 20th (Except in homebrew games) your CASTER LEVEL certainly can. A simple core example is Heal, Mass which heals 10 per caster level to multiple targets, to a maximum of 250 (Or 25th CL.)
Orange prism ioun stones are one core way to bump your caster level beyond your character level.
Anyway, back to the OP's question:
1. Shocking Grasp caps out at 5d6 at 5th level, not 10d6. It would be 10d6 at 10th level if you were a 10th level caster with the Intensified Spell metamagic attached to Shocking Grasp.
2. Theoretically, yes, Vampiric Touch would improve beyond 10d6 at 20th, but since Intensified Spell increases the die by an effective five levels, it would only go up to 12d6, because it progresses at 2 die per caster level.
Really? Because as long as they both have Scribe Scroll (Which makes sense if they both have it), this feat says otherwise:
"Cooperative Crafting", Advanced Player's Guide, pg. 156 wrote:
Honestly, if your GM is that worried about it and is allowing traits, volunteer to take the Infernal Bastard trait from the Council of Thieves Player's Guide; it was intended to "de-power" tiefling. You lose your resistances and instead gain a +2 trait bonus to all of your saving throws against effects with those elements, and you lose your normal spell-like ability in exchange for a single 0-level spell (Arcane or divine, doesn't matter) you can use at-will as a spell-like ability.
This might be a dumb question since I haven't seen it posed on this forum yet, but if I choose any of the magus arcana that act as metamagic feats, do I have to choose which spell they apply to like the feats do when I prepare spells, or can I choose to apply the arcana at will when I see fit?
You use the magus arcana as you cast the spell.
I know it's not super clear, but I would think that since it says "Effect similar to sound burst", it would be a standard action as the spell, but that's just me.
As for the saving throw DC, I would say that since it's a supernatural effect (When it should be spell-like because duh, it emulates sound burst), it would be 10 + half bard level + bard's Charisma modifier.
1. If the rod can be used as a weapon, you can use the rod and a light shield or buckler. Otherwise, you'd have to drop the weapon.
2. The description for rods in the CRB says that SOME of the rods, as noted in their description, can be used as light maces or clubs. Metamagic rods do not have that line in their description, so they cannot be used as weapons.
Cap. Darling wrote:
Just mentioning, aasimars can't be reincarnated. ;)
If a gem doesn't specifically call out a type of bonus (Or if the type of bonus would normally stack with itself), can you stack gems in an item, Diablo style, or can you only have one type of gem per item?
For instance, if I have a +3 weapon with two sockets and two emerald shards, can I pop them both in and deal 2d4 extra acid damage?
Mechanical Pear wrote:
Now, the important distinction. Do we go with RAW and say yes, you can use the conductive special weapon property once each per weapon, allowing you to get many more attacks than someone using the same supernatural ability without those weapons? Or do we go with RAI and say that no, it's as if you're using the souldrinker energy drain ability except through a weapon, once a round, no matter how many conductive weapons you have.
Any sane GM would go with RAI, otherwise every bad guy would have energy drain and multi-weapon fighting.
Man, artists cannot seem to agree what Nethys actually looks like (And none of that "He's a god, he can look like whatever he wants" B.S.) He was a purple-hued Osiriani man in the style of the pharaohs in Lost Kingdoms, in Gods and Magic he looked like a deeply-tanned Caucasian man, and now it kind of looks like has olive skin.
Steven "Troll" O'Neal wrote:
Am I the only one hoping for a cheesecake golem? Imagine it, a golem made entirely out of cream cheese in the shape of nymph/succubus. Just me?
One of my GMs once made our party fight a calzone golem in a homebrew game of his. Every time we hit it with a slashing or piercing weapon, we'd take damage as molten-hot cheese and sauce splashed over us. It was horrifying and delicious at the same time!
+5 Toaster wrote:
This is also wrong because Eldritch Heritage [Mythic] says that you gain the powers based on Eldritch Heritage; the bloodline capstone is not a part of Eldritch Heritage because you cap at the 15th level power.
This should be moved to the Advice section, as this isn't a rules debate. :P
To the matter at hand, yeah, whoever is GMing needs to put their foot down and say, "Look, you clearly do not know how to roleplay a paladin. Either play something more your speed like a fighter, or frankly you're not welcome here."
What are the new spells come on peeps new spells!!!
Eight new spells:
Dragon Turtle Shell (Alc3, Clr3, Drd2, Sor/Wiz3): Reduce damage from natural attacks by one size category per 5 caster levels.
Draconic Suppression (Sorc/Wiz5, Wtc5): Any dragon that fails a Fortitude save cannot use its breath weapon for as long as the spell lasts and is treated as one age category lower for all abilities and age-based effects.
Dragonvoice (Alc2, Brd2, Sor/Wiz2, Wtc2): +6 circumstance bonus to Charisma checks and Charisma-based skills when dealing with dragons; you are also much easier to hear and any Perception penalties to hear you are halved.
Dungeonsight (Brd4, Clr5, Inq4, Sor/Wiz5): Gain a clear and memorable depiction of an area of a 60' emanation; reveals secret doors and passages but does not reveal how to open them.
Erode Defenses (Mgs2, Sor/Wiz3, Wtc3): Target must make Fortitude saves every round or temporarily lose 1 point of damage reduction and natural armor bonus it has. A successful save after the first round halts any further losses, but does not end the spell.
Gravity Well (Drd6, Sorc/Wiz5): Affected creature weighs twice as much, moves at half speed, jumps half as far as normal, and can only lift or carry half as much as normal; flying creatures have their fly speed worsened by two steps and must make a Fly check to remain airborne. Freedom of Movement cancels this spell.
Heart of the Mammoth (Clr8, Drd8, Sor/Wiz8, Wtc8): +8 enhancement bonus to Strength and Constitution, immunity to fear, +4 morale bonus to Will saves, and doubles the critical threat range on all attacks made to creatures of the dragon subtype.
Illusory Hoard (Brd4, Sor/Wiz5): Produces an image of a hoard to fool the target into thinking its original loot hoard is untouched. Attempts to interact with the illusory hoard entitles another Will save.
Now go buy the book.