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So the ARG has a alternate racial trait for Samsarans, which lets them (at creation) add spells to their spell list if they're the same type (divine or arcane).

My issue with this is what spell slots do certain spells occupy. So if, as a witch, I take haste, is it a level 3 spell (as everyone has), or a level 2 spell (since summoners get it as a level 2 spell).

If it's the player's choice (as in he gets to cherry pick which spell level the spell is at), then what's stopping me from adding spells to my spell list that I already have albeit at a higher level? i.e. Adding Maze, Dominate Monster, Overwhelming Presence, etc. as level 6 spells, since the bard or summoner has them at level 6. I shudder at the thought of Witches/Wizards being able to cast those kinds of spells at CL 11.


2 people marked this as FAQ candidate.

So, I know by RAW, Icy Tomb does not work on undead. This seems to be a bit odd to me, since the effect I imagine it has is something like Icy Prison effect, which has been unofficially errata'd by SKR to be Reflex instead of Fort.

This seems like if it was a conscious decision, then it was done for balance reasons.

What say you all?


Okay, so I noticed this in the write-up for the dual cursed oracle, where it can get an ability called Misfortune to "force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed as an immediate action". Now there are other classes and abilities that have similar wording.

My question is, at what point do you consider this to be too late? The name of the feat is supposed to make it seem like this is a bad thing, but presumably you could use this to force an ally to re-roll a bad roll.

For example, Jim the ranger tries to shoot an arrow at Phil the Orc, but his attack roll is only a 3. Before checking against the GM to see whether his attack roll with all it's modifiers, Steve the Oracle forces him to re-roll it, and Jim does much better on his second roll. I think this interpretation is okay by the rules. I think that the same would apply if Jim rolled a 1 as well.

Now let's say Phil the Orc rolls a nat 20. I can't see that because the GM is behind a screen, but I can see the GM pick up his dice and re-roll it. Would this be considered meta-gaming cheese?


It seems to be a bit confusing in the RAW. It says:

Core Rules(Magic: Aiming a Spell - Targets) wrote:
Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

However, the context that this is in about some spells being limited to willing creatures only.

My question is two-fold:

1) Are all unconscious creatures considered willing for any spell, or is it just for spells that are limited to willing creatures?

2) If they are willing for any spell, are they also considered willing for saves for other effects (channels, Su abilities, environmental effects)?


2 people marked this as FAQ candidate.

Does anyone know if the spell Threefold Aspect can be used to grant bonus spells per day? I realize since it has a duration of 24hrs, it counts as a temporary bonus, but I can't find it in the RAW where it says only permanent bonuses affect spells per day.

Thanks.


I was reading the APG the other day, and I noticed something odd about the summoner's abilities.

I thought the big hoopla concerning Summoners when the APG was released was that they lost the ability to SLA and Eidolon at the same time (in addition to the sleep stuff, but let's not get into that here). However, the restriction is only put one-way explicitly, i.e. can't cast (but critically not use) the SLA when an Eidolon is out. There is nothing about calling the Eidolon once the SLA is already out. That means as long as the summoner is higher than level 1, and has at least one minute of prep, they can use both simultaneously, and it becomes worth it to use simultaneously.

Is this as designed, or is it a loophole in the functionality?

Thanks


Yes, another crafting thread...

The Cooperative Crafting feat in the APG states that "You may assist another in crafting..." and so on.

My question, is it possible to have more than one person assist a crafter?

The situation I'm thinking of is having the PC with cooperative crafting and having cohorts or whatnot all with cooperative crafting as well and appropriate crafting feat as well. Keep in mind my GM allows me to design my cohort and followers.

The point of this is the end line of Cooperative Crafting which says "...and your assistance doubles the gp value of items that can be crafted each day."

I understand that since the circumstance bonus is typed, it will not stack, but the main thrust is whether having all the cohorts help will stack the doubling effect.


So, been playing a witch for a few levels now on Kingmaker, and it seems reasonable to want to start up my own coven of witches that exist in my kingdom.

Originally, I had just wanted to take Leadership so as to take on an apprentice, but the Coven hex was recently brought to my attention, and I was wondering how it would apply in terms of followers.

It's entirely possible that by level 10, I could bring in 10-15 followers into battle explicitly for the purpose of aiding me in battle, unless I'm gravely mistaken in the rules.

This could lead to situations where I can use Black Tentacles with a BAB of +25, or almost guaranteed Dominates, Feebleminds, etc.

Is there something in the rules that would prevent this from happening? Aside from the GM targeting the line of squishy witches 30' back.