Bone devil

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As the title suggests, can a Familiar voluntarily end it's bond with it's Wizard master?

The background on this is my once Chaotic Neutral Wizard had a Chaotic Good Lyrakien Azata familiar. Partly through a magically evil eyeball, along with the wizards desire to soon become a lich (within the next week), the wizard is now Neutral Evil, meaning their alignments are no longer compatible.

Now through many years in this campaign, the Neutral Evil wizard has been doing unspeakable things without the knowledge of the rest of the party or the wizards familiar. Said wizard has kept everyone in the dark about his true intentions.

This all finally came to a head, when the wizard finally snapped and attacked the party. (He was provoked when the party rogue sarcastically shot and nearly killed his cohort).

As punishment for this deed, the Wizard left them all stranded in the woods (including the Familiar), and set up an elaborate trap for the soon to return party members, and even completely destroyed the parties home base, killing many townsfolk in the process.

The wizards evilness is now on full display, and even the familiar can see this. However, the wizard will not release his bond with the familiar due to an ability he has to see through the familiar (at will), causing the familiar to be a perfect spy on the party. The party has not ditched the familiar yet meaning that the familiar is still of use to him. (It was ruled that the familiar is unaware when the wizard is using her as a spy)

So, as it stands, what we need to know, is if a familiar can release the bond on their own. Because she will soon discover that he is a lost cause (soon to be a lich) and will not be able to be turned back to the side of good.

If you can point to a rule on it great, otherwise, I'd still love to hear opinions on the matter.

Thanks!


Hey everyone, I'm having trouble trying to find an answer to this. What happens when an alchemist trys to bomb someone in Gaseous Form?

Gaseous Form:
School transmutation; Level alchemist 3, bard 3, magus 3, sorcerer/wizard 3; Domain air 3

CASTING
Casting Time 1 standard action
Components S, M/DF (a bit of gauze and a wisp of smoke)

EFFECT
Range touch
Target willing corporeal creature touched
Duration 2 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

Are the bombs considered a magic weapon to bypass DR? Do they just do splash damage since the target is insubstantial or do they get the full damage of the attack?


Book 1 Campaign Thread
City Map


Book 1 Gameplay
Book 1 Discussion


Weird situation came up the other day that I just don't know the answer to.

A player called out that he was going for a "Great Performance" (DC20) but ended up with a 16 for a result.

What is unclear, is did he completely fail by not hitting his called result, or does his perform check fall down to the next category "Enjoyable" (DC15)?

My search-fu did not come up with an answer here.


Are you allowed to use the Dirge Bard's Haunting Refrain ability as the intimidate check for Blistering Invective? If so, is it still considered language dependent?

Haunting Refrain (Su):
At 5th level, a dirge bard is able to stir primal terrors in the hearts of listeners. He can use a Perform (keyboard) or Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a bonus equal to half his bard level. In addition, saving throws against any fear effect he creates are made with a –2 penalty, and this penalty increases by –1 every 5 levels beyond 5th.

Blistering Invective:
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.


I have a situation where I'm unsure how to proceed.

My players have come up on a mob of people about to accost another person. One of them plans on trying diplomacy to prevent it from happening, while the other (Maestro Sorc) wants to use Beguiling Voice to keep the leader occupied while the other does his diplomacy thing.

My question is: Considering I would think using Beguiling Voice would be considered a hostile act, would the others in the mob realize whats going on and attack?

Feel free to respond with a "By the Rules" answer as well as a "This is what I would do" answer.


1 person marked this as FAQ candidate.

I had a question regarding dancing lights, particularly what kind of action does it take to move the lights? Move, Swift, Free? It's vague as to what it takes to move the lights, and the "No Concentration Required" only adds to my confusion. Thoughts?

SRD wrote:
The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round.


It's a mild afternoon in the hustle and bustle of city of Korvosa. The docks have settled down from the early morning fishing boat launch. The overpowering smell of the fisheries is enough to turn ones stomach. Further inland, the marketplaces have come alive with the sale of locally grown produce as well as the fish caught and cleaned by the docks.

Castle Korvosa towers above near the center of town. Guards surround the entrances and exits of the castle to protect King Eodred II from harm.

The Acadamae grounds are a buzz with the chatter of current students as well Acadamae initiates hoping to become part of their secretive traditions.

Scattered throughout the city are various signs on doors indicating that they are fortune tellers and Harrow readers practicing their craft for those hoping to catch a glimpse into their future

Ryder Koss:
You are at the shop of one Jarvis Badrin, a local Harrow reader. He beckens you inside. "Please, have a seat". He points to the chair on the other side of the table. "My Harrow readings are of the highest quality, for 5 silver you can see into your future"

Rolaf:
You are standing on the North Bridge, eyeing the thieves camp thinking to yourself that it would be a great place to raid. It is a busy bridge this time of day with people crossing back and forth regularly. As you are play with the idea of raiding the camp in your head, you feel a bump on your side as a younger boy passes you by

go ahead and roll me your perception check (I'll probably roll these for you in the future, but since it's your first official roll and all...)

Loris Rakain:
You are sitting in the tavern awaiting your meal. As the waitress comes by to drop off your food, you notice her smile and it sets you at ease. She places the meal in front of you, "That'll be 4 silver please"


This is a closed recruitment session, just trying to figure out why the Gameplay thread doesn't work and seeing if not having this thread is the culprit.

If anyone reading it knows why the gameplay thread doesn't work I'd be thankful for the help.


Dotted


Just wanted a quick opinion, and perhaps reason why I should pick one over the other for my 10th level freebie wizard feat. I can cast dragons breath spontaneously which would be great for Rime, but I also like what reach spell can do.

Whats everyone's thoughts on the two? What would be your preference?


Hello Fellow Forum Friends,

I need a little help deciding my 10th and 11th level wizard feats. A little background. I'm a Foresight Diviner Spellbinder Archetype Wizard who likes to get up-close and personal to blast when needed. As such, here is my current and projected feat roll-out:

Magical Lineage - Dragon's Breath
Reactionary

1-Scribe Scroll
1-Toughness
3-Improved Initiative
5w-Heighten Spell
5-Dazing Spell
7-Leadership
9-Preferred Spell (Dragons Breath)

10w-(Rime Spell, Reach spell, ??)
11-(Rime Spell, Reach spell, ??)

13-Spell Penetration
15-Spell Perfection (Dragons Breath)
15w-Quicken Spell
17-Intensified Spell
19-Greater Spell Pen/Lingering Spell?
20-Focused Spell

As you can see I'm a little torn as to what exactly to pick for my 10th and 11th feats. I need at least 1 more metamagic feat before I can select Spell Perfection at 15, but I'm a bit torn on which one. I've read the guides, but I was looking for personal opinions.

Rime and Reach are the two that seem like the best choices right now. Rime would allow my dragons breath to entangle and with minimal cost due to magical lineage. However, a Rod would do the same thing, plus allow me to add Rime to cold ice strike without level adjustment when I get that spell.

Reach wouldn't effect dragons breath at all, but there are loads of utility spells that I think could benefit from the feat. A Rod could do the trick here too, but I would be limited to 1 range category increase, instead of 1 per spell level bump.

Maybe I'm just focusing too much on these two feats, and I know I could get both. What's everyone's thoughts? is one better than the other, is one better off as a Rod. Should I be considering something completely different with one of those feats?

Thanks in advance.


I was looking at the wording of the Wild Fighting ability:

Wild Fighting wrote:
A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.

If I'm reading it correctly, it seems as though the -2 penalty really only effects AoO's. Or am I missing something here?


Quick question that I couldn't seem to find an answer on: Can a Spellbinder Wizard apply Metamagic to their spells when they swap a prepared spell for one of their bonded spells?


I'm looking for opinions on what people think are the best options for a wizard to use a wizard preferred spell on.

I'm Divination (foresight) specialist that plans on having Dragons Breath as his only true blasting type spell, so that i will certainly have that as a preferred spell.

After that, I'm considering adding 1 or two more preferred spells. Any good options out there?


I was hoping to get peoples opinions on what they would choose for bonded spells from the spellbinder archetype?

My initial thoughts is that given the full round restriction, the better spells to choose would be ones that you would cast once (possibly twice) a combat, with the idea of using spellbond to re-memorize them between battles (spells like haste). Or buff spells that are useful when you know in advance of what your facing (like resist energy).

So, what spells would you consider good candidates for a spellbinder wizard?


Ok, so I have a level 2 Inquisitor, and through certain cinematic events, He is going to switch from restoration domain to either the rage domain or Anger Inquisition. I'm having trouble deciding which one and how to go about leveling this char up. So far this is my plan up to around 11:

Current Stats:
Lev 9 Inquisitor (Anger Inquisition)
Lev 2 Barbarian (Armored Hulk)

Str: 20 (16 + 2 half orc + 2 level)
Dex: 14
Con: 14
Int: 12
Wis: 14
Cha: 8

Current plan is to get level 3 inquisitor for the first teamwork feat, then go 2 levels of barbarian for rage powers then Inquisitor the rest of the way. (I know it would have been better to start Barbarian but cant change it now)

Feats/Traits/Flaws/Rage Powers
T) Dirty Fighter
T) Reactionary
F) Poor Reflexes - (Gain Exotic Weapon Falcata)
1) Keen Scent (a flavor thing, cant change it now anyway)
3) Power Attack
3Team) Precise Strike
5Rage) Rage Power (Moment of Clarity)
5) Extra Rage Power (Intimidating Glare)
7) Furious Focus
8Team) Outflank
9) OPEN
11Team) OPEN
11) Extra Rage Power (Terrifying Howl)

So, as you can see, My rage powers are very intimidate based, which should mesh will with the inquisitor. I went with Armored Hulk as the barbarian archetype for the heavy proficiency as I will be the only front-line fighter (several pets in our group will provide flank for outflank) but is there a better archetype to choose? Also, what good options for for feats at 9 and 11Team are there?

General thoughts or concerns?


I'm a little confused on how the process for maintaining an illusion spell like silent image.

From what I understand. I can keep the illusion going as long as I concentrate on the spell. So, if I do nothing, I can keep it going without making a roll. If I take damage I have to make the concentration check to keep it going. Of course, there's also the other situations like grappled and entangled ect..

Those examples I get, but my biggest question is how do I handle casting another spell while maintaining my illusion? Do I make a concentration check for maintaining the illusion... Do I make a concentration check on the new spell... Both? Do I even need to make a check?

Whats the rule on this?


Just read through the players guide for Carrion Crown, and possibly hit a snag with my build. It recommended against an Illusionist Wizard, which was going to be my focus.

Without giving away to many spoilers (use spoiler button if you must) Is it going to be a waste of time with an illusionist, or is there something I can do to make one effective in this campaign?

Thanks ahead of time.


I was looking into building an Illusionist for my next character, and thought I'd ask if anybody had some good advice. My searches tended to find outdated info that didn't include APG, ARG, UM, or UC. I cant get too fancy outside these main books and CRB.

Here's the base concept I have so far. I'll be starting at level 10, so Order of the lower feats isn't a major concern to me as long as requirements are met as an on level basis (

Gnome Illusionist - Phantasm sub-school. (dump Evoc and Necro)
Trait: Magical Lineage (Shadow Evocation)
Trait: ??? any other good suggestions?

Wizard: Scribe Scroll
Level 1: Spell Focus (Illusion)
Level 3: Spell Penetration
Level 5: Greater Spell Penetration
Bonus 5: Heighten Spell
Level 7: Improved Familiar (Silvanshee for flavor)
Level 9: Preferred Spell (Shadow Evocation)
Bonus 10: Selective Spell
Level 11: Greater Spell Focus (Illusion)
Level 13: ?? any feat help would be great.
Level 15:
Bonus 15:
Level 17:
Level 19:
Bonus 20:

The concept is to use a Quickened Rod to cast 3rd level or lower illusions while simultaneously casting "real" spells to keep the enemy guessing. (if there are 10 illusion-ed pit spells but 1 real one, it just might keep the enemy at bay)

At level 9 I can spontaneously cast Shadow Evocation, and with Lineage I can apply Metamagic at a lower penalty.

Questions:
Am I too focused on spell penetration?
Are there any other good traits out there for this concept? (using the books described)
Is Phantasm sub-school a good idea for this build?
What feats would you recommend for this build?
Is there a better familiar option? I like the "shadow-cat" concept but would be willing to overlook it if there is a better option.

Any general thoughts are also welcome.


I was thinking of making an archery based oracle for a new campaign I'll be joining, and sadly, I just don't know much about oracles to make up my mind.

My main idea was to hit from range, while providing self-buffs and heals if needed.

I was assuming the Lame curse as the penalty in movement would be negligable when considering a ranged build. Although thats not set in stone.

How would you guys build an archery based oracle? What mysteries and revelations would work well for this char? Would multiclassing help any?

Assume its a 25pt buy if that helps.