|
|||||||||||||||||||||||
|
Rusty Ironpants wrote:
It's like the weapon version of Spell Storing, it's an auto-hit since you activate the spell on the point of the attacker's impact.
wmullen wrote:
Unfortunately, in the case of higher spell levels you can't lower the caster level of the spell below what it would normally require to cast the spell. In other words, you could not lower Darkvision to a caster level of 1st, since it is a 2nd level spell and thus requires at least a caster level of 3rd.
Even adamantine full plate would only have 45 HP (9 x 5), plus 1/3 more HP because of the adamantine, so a total of 60, not counting enhancement bonuses or the Impervious armor enchantment. At a sufficient enough level, a dedicated two-handed fighter or barbarian sunderer could decimate HP totals that low.
Dragon78 wrote:
I can live with this. Thanks a million. :D
Now, if you wanted to work off of 3.5 epic rules you could do it, but the price is enormously high. First off, when calculating the cost of a magic weapon or armor, the cost of the masterwork weapon and special material does not count towards the total magic cost. Secondly, the caster level requirement for making magic weapons and armor can be waived in exchange for a +5 to the DC of the Spellcraft check you have to make at the end of the item crafting process. And lastly, yeah, your math is WAAAAAAAY off.
MrSin wrote:
A responsible paladin should have offered to step up and heal them in the first place via Channel Energy or a CLW wand, rather than subject the people to a spell that while yes, heals damage, is still evil. You're using diabolical (It's devil blood, not demon :P) blood to heal people. The road to Hell is paved with good intentions.
Actually, Infernal Healing would be bad, considering it's an [Evil] spell just like summoning an evil outsider modifies Summon Monster to have the [Evil] descriptor. An adventuring paladin who recognizes the spell definitely shouldn't go smite-happy over it, but he should be like "Bro, not cool. There are better ways to go about it than that." However, continued use might be a problem.
Technically, yes, you can use a scroll as part of the magic item crafting process, but you have to have as many scrolls of the needed spell(s) for the number of days it will take you to craft. You're basically trading gold to eliminate the +5 to the crafting DC. And also, Claxon is correct. Having spell-like abilities does not qualify you as having a legitimate "magic caster level". However, I'm sure you noticed that Master Craftsman does not automatically give you CMA&A or CWI, it simply allows you to qualify for them by replacing caster levels with ranks in relevant Craft skills.
shallowsoul wrote:
You're a magus, as long as you have arcane pool points you can have a variety of enchantments on your weapon nearly at will, with magus arcanas for more enchantments beyond the ones you get for core magus. You're getting a +5 intelligent weapon with a plethora of powers for the cost of taking an archetype, don't complain. :P
Alchemy Studios wrote: Who wins? Are you immune to Mummy Rot? If not.. Do you get the +6 bonus Vs Disease? Technically, unlike a paladin who by Divine Health gets immunity to mundane and supernatural diseases, an internal alchemist's disease immunity simply states "diseases". Mummy rot is a curse that imparts a supernatural disease. Were I to judge it, I'd say you'd get the bonus but not the immunity.
poundpuppy30 wrote: But where does it say he gets so many feats and at what level he gets more? Can you not read your Core Rulebook at the moment? If not, look at Jussi Leinonen's post. It sums it up. You get: 1 feat at 1st level, regardless of race (Listed in the "Using This Book" section of the Core Rulebook)
poundpuppy30 wrote: I can't find the page number in the core rule book. I read feats on page 112 and it doesn't mention exactly what each class gets but says to check classes for individual class feats and I don't see clerics getting any so is the 1 feat the standard number and if your class has written it gets other bonus feats then you are lucky and get those too? Feat progression is on page 30 of the Core Rulebook, under Character Advancement. And yes, for the millionth time, a dwarven cleric would get 1.
Native Outsiders and Proficiencies Bam, developer response. No martial weapon proficiencies for native outsiders.
Let's see... 1. The GM decided that you could only sneak attack once in a round (He knew that this was Backstab from earlier D&D editions, he just didn't like players doing massive precision damage like our two-weapon rogue), unless you took a long string of unrelated feats that magically grant you more sneak attacks. 2. Paladin with high Charisma and Divine Grace in the group? Crank up ALL THE DC'S! (Our GM decided to punish everyone else in the group because we had a paladin with good saves thanks to Divine Grace. Tiny pit trap? DC 30 now.) 3. You only have ten "lives", after that, "your soul is too frail and frayed from the journey from the afterlife to make it back to your body." (A failed attempt at making death "scarier", the GM was also very sadistic and got his rocks off by killing PCs.)
A. Positive energy does not harm any outsiders, unless you have the Alignment Channel of the corresponding alignment to those you want to harm. Unless the outsider also has the undead subtype, in which case positiive energy would also affect them. B. There is a list of special material components you can use in Adventurer's Armory and while I don't remember holy water being listed, I'm sure you and your GM could come up with something if he's game for the idea.
Dissinger wrote:
Actually, in 3.5 Complete Arcane, you could buy spellbooks with more pages than 100.
asthyril wrote:
What do his 99,999 friends have to say about an arcane trickster sneak attacking with a Fireball? >:3
Unarmed strike: I believe so.
Not gonna lie, if you're an evoker and you like wands a bunch, I would whole-heartedly suggest picking up Craft Wand, Craft Staff, and then the Staff-like Wand arcane discovery from Ultimate Magic. Make any kind of wand dirt cheap at 1st level casting (Even delicious healing wands if your party has a cleric) and suddenly you can use it at your full caster level with your full save DCs. Only problem is that it's kinda feat intensive and high level.
Starglim wrote:
To determine the type of ore, it would actually be Kn.: Dungeoneering, since it would be identifying a metal or mineral.
Mithral and adamantine are pretty distinctive in appearance; judging from the Mithral Fullplate of Speed in the Core Rulebook, mithral is a very bright and shiny silver, probably to the point that you'd really have to spit-shine normal or alchemical silver to get the same sheen. Adamantine is a dull, black metal (Because it's basically hard, dense space iron). So far as I see, cold iron doesn't have any special look to it, the only picture given so far in Pathfinder is the Holy Avenger and that's already customized to the point that the base metal's color isn't shown. If you're the GM and want to customize it, by all means go ahead; I like to imagine cold iron being grayish with silvery speckles of lighter iron.
1. Yes. You would need Reach Spell to broaden your selection. 2. No. An axe musket is first and foremost a two-handed firearm, not a one-handed weapon. 3. Improved Ranged Spellstrike says that any effects not used in the round the spell is cast are lost, so it seems that your GM could go two ways on it: Either A) A spell like Frostbite automatically dissipates after the first round you use it to Ranged Spellstrike with Reach Spell, or B) On the second round, the spell is still usable, just not subject to Ranged Spellstrike (As Spellstrike says that you can only use that ability when you cast a spell; by RAW any round after you cast a spell, the spell returns to being delivered the old-fashioned way.)
A. You can intentionally lower your caster level for a spell you cast, so long as it doesn't go below the minimum caster level required for casting the spell (Example: A 10th level evoker casting Fireball can lower the caster level down to 5 and do 5d6 damage, but no lower). B. Correct on the counterspell, except for the part that when the target casts a spell, you must make a Spellcraft check to identify the spell. After that, you either have to cast the same spell as the target or cast Dispel Magic (Or if you have the Improved Counterspell feat, you can cast any spell from the same school of magic as the target's spell).
First: The entire first part of your history is unnecessary. Just get to the question at hand. Second: Only one familiar is permitted at a time, no matter the source. Just like you can't have a familiar and a bonded object at the same time, the classes would stack for the purposes of the familiar's level but would not grant a second one. In the case of the arcane bloodline sorcerer, the familiar from that class would take precedence and the Eldritch Heritage feat for the serpentine bloodline would simply not work.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
