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Alright, so from what I can tell in the Core book, the only types of transmutation effects that are limited to one effecting a character at a time are from the polymorph subschool. So, a few scenarios that I am trying to figure out: It seems logical to me that Divine Vessel, which is alignment transmutation, could stack with fiery body, which is a fire transmutation. On the other hand, even though I can't find anything that I think specifically prohibits it, I don't find it logical that fluid form, a water transmutation, would stack with fiery body, a fire transmutation. Any one of those three, however, should stack with, say, Giant Form, since that is a transmutation [polymorph] (obviously size changes and bonuses do not stack). Thoughts?
So, something doesn't add up on the Wild Talents ability. first of all, it says it replaces the same thing as the rage powers ability replaces (favored enemy 2-5), and it starts at 6th level, gives a benefit every 5 levels thereafter, but says "(to a maximum of 4 times at 20th level)". maybe it;s my math, but 6 plus 15 is 21?
I allow charge attacks to be resolved with vital strike feats. I was looking at a build I was working on for a mounted character, and the lance and spirited charge feats multiply damage on a charge. How would you rule this interacts with the vital strike damage? does only the base damage get multiplied on the charge from these abilities, or would the vital strike damage as well?
What happens if the trip attempt from a toppling spell overcomes the CMD of a mounted character? Some options: - He falls out of the saddle
Any ideas? or is this kinda a houserule situation?
As the title says, we ran into a situation just a minute ago where my paladin player wanted to use both of his smite uses during the same battle, one on each of two different targets, one after the other. RAW doesn't give any restrictions. So would you allow the Paladin to make a second smite declaration before the target of his first smite was dead?
So, I have come to decide that scrolls, and probably potions/oils, are the most overlooked magic items used in the games I DM for. I haven't used them much myself, to be honest. But the more I look at them, the more I am thinking they should be a very high priority for pretty much anyone. I'm getting visions in my head of making a super charismatic fighter who can fill the roll of the caster via scrolls, but still lay the smack down as a fighter... because he's a fighter. Does anyone else find that scrolls are overlooked? or how useful are they in your games, and how are they typically used?
I know that an erratta/faq has already been posted about this spell, but I think there needs to be another look taken at it. If this spell is spammed, you can hold any creature not immune to mind affecting effects in place and make them do nothing if the save is failed for as many times as you can cast it. I would think that wands of Terrible Remorse would be in super high demand, and weeping and wailing would be going on all across Golarion. Imagine a 3rd level party of 4 armed with 4 wands of terrible remorse, going up against a 20th level wizard... the wizard will pass every save, really, and therefore have 200 rounds of being able to do nothing? that is an imbalance of power, in my humble opinion. Oh, and Frigid Touch, staggered with no save as a 2nd level spell? that will kill a spellcaster really fast if he is threatened by someone who has disruptive and/or spellbreaker, which the Magus can now get as arcana.
So, I asked this in the rules Q&A at GenCon, and was told to check the online FAQ, but it hasn't been posted yet... so I want to see what most people would say. The crossblooded sorcerer archetype drawback says it knows one fewer spell at each level than is presented. This would seem to keep the sorcerer from knowing any spells of the next highest level on its progression until an additional level later. Getting spells one level later than the WIzard is already bad enough, but 2 levels later is kinda crazy. I have currently house ruled that it is minimum one, but would like some other reactions.
Are there plans for Paizo to release any new Words of Power for spellcasting at any time? There seem to be some strange gaps in them (for example, no words that can boost your mental stats, like you can your physical stats?), and I would like to see a lot more words so that I don't feel like I am giving up sooo many options that the regular spell effects can create. Or is that something I will need to add to via homebrew?
So I'll probably bring a lot of this up at the GenCon rules Q&A if I can and don't have good answers by then, but a few questions on word casting. 1) The 0 level effect spells of energy types denote that when used as selected touch spells there is no saving throw allowed. Does this apply to the higher level versions as well? Or is that only for the 0-level spells? 2) Normally if you take weapon focus on spells it is either for touch spells or ranged touch spells, but Selected target counts as either one, so do you only need to take weapon focus Selected? 3) I may have missed it somewhere, but how do meta-magic feats effect word spells? Thanks!
The only casting time I see for wordspells is a standard action. So does this mean that if you use a wordspell to summon a creature, unlike it's normal counterpart which has a 1 round casting time, you can do it as only a standard action? Basically, is there no variance, no swift or immediate, or full round, or 1 round casting time on word spells?
Okay, from what I gather from Ch. 4 of Ultimate Magic, the casting time for all wordspells is a standard action. I can't find anything telling me that any spell can be used as a standard or swift action unless metamagic feats, and there is also nothing stating the summoning words require a 1 round casting time like a normal summons spell. Am I missing something, or is this an accurate reading?
So after scouring my books for Monstrous Humanoids that were Diminutive, huge, or had 3/4 of the abilities listed in the spell description that you could use, I found that these two spells are (currently) pretty much just a waste of a spell slot with current pathfinder materials. Does anyone disagree? Is there a chance we'll see more Monstrous Humanoids soon so that these won't be nice spells to just think about using?
I thought Maybe I had missed this somewhere in the magus playtest faq, but my searches led to nothing I could find. The spellstrike can be used in conjunction with the spell combat ability, as stated explicitly in the rules. However, I can't determine if this "free melee attack" instead of the "free melee touch attack" means that you get can take an additional attack with the weapon in your main hand instead of delivering the spell as a touch attack with your off hand. If that isn't clear enough, I can add more details, but any thoughts would be helpful :)
So..... as I was looking through the Wondrous Items in the Core book, it seemed that every one I was looking at started with "This (insert item with description)..." and then basically went into mechanics. Is there no room for any fluff text or single sentence back story, or am I thinking too hard here?
I don't know if any of you out there remember the Incantatrix PrC from 3.0, but I would love to see something like that become available in Patfinder in one way or another. The basic concept is of a metamagic specialist who can enhance the abilitis of allied spellcasters. The most compelling of their abilities was how they could ready an action to apply one of their own metamagic feats to an ally's spell as it was being cast. It wasn't easy, requiring a DC 15+ (3*adjusted spell level) Spellcraft check in order to do so, but I loved the idea of it. It had a smattering of other cool abilities, somewhat similar to a spellthief, but feats and or class abilities that allowed for a true metamagic specialist and the ability to modify an ally's spells as they are being cast was an ingenious idea, in my opinion, and I think it would rock if Paizo added something like that. Maybe as a feat that requires a minimum of 5 metamagic feats as a prereq. or something like that.
Obviously there has already been a ton of banter about all the basic elements of the Magus. I think a few tweaks would really satisfy a huge majority of the issues many people have with the class in its current form. I would propose the following: 1) Either a d10 hit die OR full BAB. This would bolster the livability of the class, without making it as equally potent as the fighter or barbarian, as well as give it some more incentive for a melee combatant over the bard/summoner. You don't need both, just one or the other in my opinion, and I know it's not standardized with the other base classes, but I think it balances.
I don't think any of that throws the Magus out of balance with any of the other classes, and allows for more versatility. In 3.5 I used the Duskblade A LOT (favorite class), and so am well aware of how easily a caster/fighter can get out of hand compared to other classes. I know, I know, I know Jason Buhlman has aid they will not be making a full BAB but I really don't think that would unbalance the magus. If there is really such a huge aversion to it, then I would recommend The magus get a few more castings per day, in order to compensate with the Arcane Accuracy magus arcana. There you have it folks! Have fun, and play nice in the sandbox :)
A while back I ran into some posts asking about creating a ninja type class using the core rules only. Most people commented on using the rogue, which is a natural selection for a person of the shadows. However, as I like to find effective yet uncommon ways of doing things, I kept thinking about it and came upon this: a bard, especially at higher levels, would make a great ninja. Most people I know treat bards as buffers or field manipulators, and I usually have too, but take these things into account: 1) 3/4 BAB
All in all, I think with the proper selection of feats and skill selections, a bard would make a pretty sweet ninja. Thoughts?
I love playing strange characters, finding ways to make things work that maybe a lot of people wouldn't think could work well. Some of my favorites are a Half-Giant Rogue, Duskblade/Incantatrix (Player's Guide to Faerun Metamagic based class), A half drow rogue abandoned and left for dead but found and raised by a kindly gold dragon, and a rather cliche fav the super dumb barbarian smasher. What are some of your favortie characters you have played?
So, in theis new campaign I am building, I am planning on having a special type of rock show up that is magnetized, and depending on how much is aroung, the greater effect it will have. Some ideas so far: - A battle where anyone wearing armor makes it difficult to move. A str check is required to move normally, 7 for light armor, 10 for medium, and 13 for heavy.
Any input/ideas would be sweet :)
Alright, here's the deal. I'm in the process of writing a campaign to run in a few months. The charachters are in Lastwall in the PF Campaign Setting. I've added into the setting that the main source of income for Vigil has been a mine just inside Virlych that holds all manners of metals, gems, etc. Recently, however, all the miners disappeared, and all scouts sent to discover the issue have not returned. Due to a lack of manpower, Lastwall is hiring the job of scouting and cleansing the mine out to whomever is worthy, and powerfull enough to come in and help fix the problem. Of course any ideas in general would be helpful, but my main issue is this: sometimes I get an amazing idea that is just massively time consuming, so I am looking for resources to help me. Just into the mine, I want the characters to find a diary. The diary is written in Terran (not likely anyone will know that language) so they will have to first translate it. The second part of the task of finding out what it says is that it is written in code. Each page is written in a format where each letter X is shifted Y number of letters down/up in the alphabet (i.e. a=e, b=f, etc...). But, I want each page to shift randomly down or up, and then a random number of spots. This will mix the in game mechanichs of linguistics checks, with the player's own abilities to decipher the writings, to learn about what they are getting into as they go. So, does anyone know of any way, like a website, or excell function, or anything like that, to make the translation easier? Or do I have to sit down and write the diary out, and then shift each letter of each word myself? Any help at all would be appreciated :)
I'm currently working on a summoner, and while looking at feats it seems like spell focus: conjuration and augment summoning should be shoe ins for the summor, but since the primary summoning ability of the summoner is a spell like ability, it doesn't seem like they would take effect, which seems kind of unfair since then a Conjurer would be a better summoner than a Summoner. Also, the summoning of the eidolon doesn't have an ability listed with it (ie. is it ex? su? or sp?) so would any feats taken affecting summoning affect the eidolon? Any thoughts? |