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Machine Soldier

Gauss's page

Goblin Squad Member. Pathfinder Society Member. 7,834 posts (7,842 including aliases). No reviews. 1 list. No wishlists. 1 Pathfinder Society character. 1 alias.


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Even if we went by the FAQ temporary ability score increases do not last long enough for you to rest and regain your uses/spells per day.

So any increase in uses/spells per day that you may gain doesn't help because you haven't rested.


Feegle, you do not 'begin casting Enlarge Person on a specific ally'. You begin casting it. The target is not chosen until the spell is cast.

You quoted the relevant rule "You do not have to select your target until you finish casting the spell."


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There are already a couple examples of this.

You can use hero points to get an extra action, spells or feats can give a BBEG hero points.

Alternately, a creature can be built with extra actions per turn. An example of such a creature is the Maharaja Rakshasa (Bestiary 3 p226).


For me GMing is a means to an end. The end is to have fun with my friends.


Feats:
Level 1: feat for being level 1, can be any feat you qualify for
Level 1: bonus feat for being human, can be any feat you qualify for
Level 1: bonus feat for being a level 1 Monk, can only be taken from the Monk bonus feat list (Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything).
Level 1: Improved Unarmed Strike for being a level 1 Monk
Level 1: Stunning Fist for being a level 1 Monk
Level 2: bonus feat for being a level 2 Monk, can only be taken from the Monk bonus feat list (Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything)
Level 3: feat for being level 3, can be any feat you qualify for

That is a grand total of 7 feats with 2 of them decided for you and 5 you need to decide which feats you want.


Rednal, that is a misconception based on the following quote:

Rappan Athuk p7 wrote:
Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six characters of 4th level. Only truly veteran players should attempt this dungeon with lower level characters. Parties delving deeper than the 1st or 2nd levels of the dungeon should be of 5th level or higher. Entering the dungeon through “The Well” (which leads to level 3A) is dangerous, best avoided by parties of less than 7th level.

Breaking it down:

6 characters and "upper dungeon levels" should be level 4+.

But, that still does not include all the outdoors or some of the very close to the surface dungeon levels which are less than level 4.

There are several dungeon levels which are less than Difficulty Level 4 (two are DL 1 and two are DL 3).

Summary: there is no hard and fast statement as to what level you should be doing Rappan Athuk at other than the Difficulty Level statement of each level. There are several areas that are quite suitable for level 1 groups in the main RA book (without additional content).


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This is right up there with everyone playing chaotic neutral (evil) characters and the calling it 'roleplay' when they act like jerks.

There is a basic premise at the gaming table. For whatever reason a party is going to be assembled comprising of the player's PCs.

If a PLAYER is unable to make a character concept that will fit into that then he should be playing a solo adventure (ie, not with a gaming group).

It sounds like you have a whole group of players that do not understand that the game is co-operative. The GM and the group as a whole needs to resolve this.


Well, as of last night my (level 10) group had another 2 deaths bringing them to a total of 27 deaths with three TPKs accounting for 16 of those deaths.

Page 1 of the obituaries is now full.


Why should the strength penalty apply? The rules are pretty clear here.


Bacondale wrote:
Gauss wrote:
CRB p136 Weapon Finesse wrote:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

IF it said 'bonus' instead of 'modifier' then yes, the Strength penalty would still apply to attack rolls.

In short, no, you do not apply your strength penalty to attack rolls using Weapon Finesse.

You still apply your strength modifier to damage.

The Unchained Rogue's 3rd level finesse training would use the DEX modifier and ignore any strength penalties for one weapon, correct?

Close, but not entirely accurate. The Unchained Rogue's Finesse Training uses the Dexterity modifier in place of the Strength modifier to damage (not just the Strength penalty) for one weapon.


CRB p136 Weapon Finesse wrote:
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

IF it said 'bonus' instead of 'modifier' then yes, the Strength penalty would still apply to attack rolls.

In short, no, you do not apply your strength penalty to attack rolls using Weapon Finesse.

You still apply your strength modifier to damage.


Keep Watch doesn't work well because if you are attacked at night the spell is gone or must be cast again (losing a slot for the next day).


Buy wand, hand wand to spellcaster, have spellcaster cast it upon you. Alternately, buy wand, then UMD.


The first level spell Bed of Iron solves this problem.


CRB p91 wrote:
Accelerated Climbing: You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).
CRB p91 wrote:
Action: Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn’t take an action.

So, if you have a move speed of 30' your normal climb distance is 1/4 (7.5feet) per move action. By taking a -5penalty this increases to 1/2 distance (15feet) per move action.

However, a climb speed changes that.

CRB p91 wrote:
A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

So if you have a climb speed of 15' and a move speed of 30' you have the following options (per move action).

A) normal climb: 15' per move action
B) Accelerated climb: 30' (double climb speed) per move action or 30' (it's land speed) whichever is slower.

So, in your example, if you use two move actions you can climb 60' in one round when using an accelerated climb.


Rule: Pathfinder doesn't generally deal with equipment space, only weight. There are no rules regarding how you carry a bag of holding.

Since there are no rules covering carrying a bag of holding (beyond weight) any discussion regarding how tables handle it is a non-rule discussion.


You can only select abilities that have a special ability equivalent bonus that is equal to or less than your Arcane Pool's enhancement bonus limit.

At level 5 you have a +2 bonus limit. You can only select abilities that are +1 or +2.

At level 9 that limit increases to +3 (Speed is now available).

At level 13 that limit increases to +4 (Dancing is now available).

At level 17 that limit increases to +5 (Vorpal is now available).

So, no you cannot select Dancing or Vorpal at level 5.


I agree with Jiggy, it is intended to be 'enhancement bonus is equivalent to this DR'.

Not 'special ability enhancement bonus equivalent is equivalent to this DR'.


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Aelryinth, a bag of holding in a bag of holding does not cause an explosion. It causes one to be non-functional.

Only when you mix a Bag of Holding with a Portable Hole are there dangerous consequences.

CRB p501 wrote:

Extradimensional Spaces

A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.


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Yes, I know that is what we are discussing. That is what I am referencing too.

Bringing in a new/replacement character with an experience/level/wealth penalty is the same thing as such penalties for death.


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Reasons why most penalties for death are bad:

1) The "loss of level" penalty
At best, you now suck compared to your fellow party members.
At worst, enjoy standing in the back and twiddling your thumbs while you are unable to have a meaningful impact on the encounter.

2) The "loss of wealth" penalty
At best, you now suck compared to your fellow party members.
At worst, enjoy standing in the back and twiddling your thumbs while you are unable to have a meaningful impact on the encounter.

3) The "sit out and wait" a few sessions penalty
Why even show up? Why not go play another game? Isn't the purpose of this game to have fun with your friends? Seems pretty contradictory to that purpose.

3.X lessened many of the penalties for horrible things that happened to PCs and Pathfinder has (rightly) continued that trend by removing or further lessening many of the penalties that still existed.
Most of those penalties were a detriment to fun and resulted in a PC that was at best, a tag-along dead-weight character and at worst, a so unfun to play that you might as well suicide and make a new character.


Aroden's Spellbane, the ultimate anti-antimagic field spell. 100% guaranteed to work IF you can cast it (or get and cast a scroll of it) AND you can keep within the area of the antimagic field (which is dangerous).


Just a Mort,

These are the two relevant rules that were present in 3.5's Search skill that are not present in Pathfinder's Perception skill:

3.5 Players Handbook p81, Search Skill wrote:
Check: You generally must be within 10 feet of the object or surface to be searched. The table below gives DCs for typical tasks involving the Search skill.
Pathfinder Core Rulebook p102, Perception Skill wrote:

Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent’s Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.

The 10' distance limit is not present in Pathfinder.

3.5 Players Handbook p81, Search Skill wrote:
Action: It takes a full round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side.
Pathfinder Core Rulebook p102, Perception Skill wrote:
Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

Instead of a Full-round action now it is a move action and there is no 5'5 area limit.

The result of this is that finding traps is a lot easier and takes less time (both in game and out of game). Back in 3.5 searching was tedious and was often hand-waived.


There appears to be a couple of misconceptions regarding searching for traps.

1) Taking 10 to search for traps takes 1 move action. It does not take ANY extra time.

2) Searching for traps is not per square.
It is one check and that result is compared to the DC for any traps within line of sight, taking into account the DC modifier of +1 per 10 feet.

The rule that made it per square was removed in the port from 3.5 to Pathfinder when Search, Spot, and Listen were merged into Perception. Additionally the action required was reduced from full-round to move action.


Holy Deja Vu Batman! Didn't this exact topic come up less than 2 months ago?


Personally, I think it doesn't go against the intent of the Decoy Ring.
The intent is to confuse the enemy so as to prevent them from knowing your true direction.

Whether you are doing it because you are threatened or not doesn't seem really relevant to "I am creating illusory doubles who move in different directions".

Earlier you compared it to the Ring of Invisibility citing that it would be a cheap version of the ring. I disagree with that.

Ring of Invisibility lasts for 3 minutes, not 3 rounds. It doesn't come with 4 illusory doubles telling the enemy 'someone is here!'.

It has one basic use, to confuse the enemy of your true location while moving around. Frankly, it is rather expensive for just that one use.


toportime, I think the issue here is that there are special abilities and magic items that only benefit you if you use the 'withdraw' action.

Since "Melee Combat" is a vague term that even if it was a game mechanic rather than just a general description of it's use it could mean 'you are in combat' or it could mean 'you are being threatened'.

The problem with the "melee combat" = "you are being threatened" argument is that it prevents you from using withdraw while being threatened by a person with Snap Shot which I don't think most people would interpret it as.


Just a Mort,

Because it is so easy to die in RA the approach my group has taken is...whoever has the most (legitimate) deaths at the end of RA wins the Kenny Award (prize tbd).

What this has done is make the deaths fun. What spectacular way can you go out (that isn't suicide)?
Currently the winner is one player who's character died, was brought back, and died again...in the space of a few minutes (in game time). Mostly just due to random luck but still. :)

It has also taken party composition out of the equation, anyone can play whatever and it will either work, or it won't.


Nerfherder, "like a resilient sphere" is basically text for "go check Resilient sphere making changes as written here".

Ultimately, the general rule is that force effects do not block astral travel spells. A Bead of Force would need to specifically state otherwise and it does not do so. The clause "nothing can get into or out of" does not contradict the actual rule.

As a result, the force effect created by a Bead of Force does not block astral travel effects.

Put another way: physically being unable to get into or out of does not translate to being unable to teleport into or out of.

I provided the history that shows that even in 3.5 you could get out of the resilient sphere (worded identically to the bead of force) via teleport because the general rules for force effects stated you could and the spell (and magic item) did not specifically contradict that.

The same is still true in Pathfinder. You can absolutely 100% teleport into and out of a Resilient Sphere or Bead of Force because the rules state you can.

Whether your on the spot ruling is 'fair' or not is up to you and your players. This is the rules forum, we can only discuss the rules. :)


I did some further checking, it appears there is one difference, the Resilient Sphere resulting from a Bead of Force is not subject to damage.

Once again this is the result of incomplete conversion by Paizo.

Back in 3.5 Resilient Spheres and Walls of Force were immune to damage. They changed that in Pathfinder but failed to adjust the Bead of Force appropriately.

3.5 Players Handbook p258 wrote:
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
3.5 Dungeon Master's Guide p248 wrote:

It functions like an Otiluke’s resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within.

The explosion completely consumes the bead, making this a one-use item.
Pathfinder Core Rulebook p333 wrote:

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere functions as a wall of force, except that it can be negated by dispel magic. A subject inside the sphere can breathe normally.

The sphere cannot be physically moved either by people outside it or by the struggles of those within.

Pathfinder Core Rulebook p501 wrote:
Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.

So, the 3.5 Bead of Force was identical to the 3.5 version of Resilient Sphere. Neither could be damaged and you could use teleportation to escape a Resilient Sphere.

In Pathfinder they changed the spell and made very minor tweaks to the item (removed the name "Otiluke's" added 'once thrown') so the wording is basically identical. Paizo failed to change the item to match the spell so that it can be damaged like the Resilient Sphere can. However, you can still teleport out of a Bead of Force or Resilient Sphere.

This sort of mistake has occurred in a number of places in the CRB. The Bead of Force should function as the spell Resilient Sphere in all respects except for delivery method (60' thrown).


Nerfherder, you have misread Resilient Sphere and Bead of Force. There is no difference between them. Bead of Force functions exactly like a Resilient Sphere cast at level 10. Both are subject to Dispel Magic.

Ultimate Equipment p282 Bead of Force wrote:
Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes.

Pizza Lord is correct, Force effects do not block astral travel (such as Teleportation).

CRB p210 Teleportation wrote:
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Force Effects only extend to the Ethereal plane, not the Astral plane.

As for summoning, the general conjuration (summoning) rules do not specifically state that summoned creatures come from another plane or from elsewhere on this plane. However, Summon Monster does state that the creatures are extraplanar and thus they would come from another plane. Since the Ethereal plane is not mentioned the summon would not be blocked by a force effect unless line of effect is blocked.

If you are not inside it then the line of effect is blocked. If you are outside of it then line of effect is blocked.


I will say this about RA, player vs player deaths happen with surprising frequency. (I will leave it to you to guess the why, no spoilers.) :)


Ahhh yes...you look through the door and see...make a save or die. :)
(Note: not a spoiler, just a general idea.)


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No, there is no support in the rules for using a standard or move action to activate an ability that requires a swift action.


Iammars, but then you have to deal with scroll failure because your caster level is insufficient. While that may be low odds of failure it is still a chance.

As for what scrolls are available to find, I suggest that you not take what you found as 'it is in the dungeon' as your GM may have added any such scrolls.

Also, this is an advice thread, we may want to avoid spoilers of what can be found in the dungeon.


CRB p188 wrote:

Withdraw

Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded. You can’t take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don’t have a listed speed.

Note that despite the name of this action, you don’t actually have to leave combat entirely.

Restricted Withdraw: If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.

Avatar-1, nothing in the rule states you need to be threatened to Withdraw only that the first square of movement is not threatened.

Ultimate Equipment p166 wrote:
This ring is a thick loop of mirrorlike metal. Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.

Nothing in Decoy Ring that indicates you need to be threatened.

You are adding a (RAI) restriction to the use of Withdraw (and the Decoy Ring) that does not exist.


Teleportation options are generally not available until level 7 (minimum).

Knowledge checks can fail if you are trying to identify something with a high CR (CR+5 or even higher happens in RA).

However, it is possible GMs tone it down rather than running it as written. If that is the case then survival is higher. Luck too plays a large part of things as does which part of the dungeon you go to. :)


Short answer: You will not survive Rappan Athuk unless you are ridiculously lucky or you run away a lot.
Have backup characters readied.

Longer answer: I am GMing RA and without giving away anything, my group is level 10 and we have had no less than 3 party wipes and many more individual deaths.
Running into things that are well above your level is not uncommon. Random deaths occur. It is a very 'first edition' style of dungeon. Heck, we had one fatality in the first session before they even reached the dungeon.

The book has 16 pages of Obituaries (places to record your deaths) with 28 entries per page (448 total entries). There is a reason it is called the Dungeon of Graves.


dragonhunterq wrote:

Wild shape does not affect the druids HP, no matter what form they are in, or what causes them to change form.

Generally spell effects continue to run even if you are unconscious, it takes a conscious action to change form.

As to forms the druid is familiar with - that's largely up to the player and the GM in collaboration. It allows a GM to limit the number of forms a player has access to.
As a starting point they really should be familiar with all animals native to the land they trained in/live in. I tend to the lenient on this, and allow druids pretty much anything they want.

Your bolded statement (I bolded it) is not completely correct.

Starting at level 6 Wild Shape can be used to change into a Water Elemental via Elemental Body I and that comes with a constitution boost which will add to the Wild Shaper's hitpoints for the duration of the effect just like any Constitution boost.

Additionally, a Large (or bigger) creature loses constitution when using a polymorph effect such as Wild Shape and this too will modify the hitpoints. Of course, that is more GM oriented information as I am not aware of any current PC races that are Large or bigger.


WOW, that is more than your entire WBL budget and you are already equipped? LOL

What kind of wizard are you running (type of spells, school, etc.)?


Considering your GM is not enforcing the +50% WBL crafting budget then 12,000gp is probably fine to spend on +4 wisdom (my earlier calculation failed to take into account it is 1.5x price), but it still looks like you have been sacrificing basic equipment for high powered equipment.

How much gold do you have to spend right now?


4mb4r4b4 wrote:

I forgot, I have cloak of resistance +5

Why do you think I have spent too much on Wisdom? Wis influences a saving throw and the most rolled skill in game, Perception.

About Persistent, I have it as Metamagic Feat.

Metamagic feat requires spell levels, Rods do not. But there are other rods you can get (such as Piercing). :)

As for Wisdom, from +2 to +4 the price tag is 12,000gp for what amounts to a +1 to Will saves (which should be pretty high to begin with, you are a Wizard) and +1 to Perception. That is 12k that can be spent on other things. Put another way, is +1 Will save and +1 Perception worth 12k (or costs 6k and uses 6k of your 'excess WBL crafting budget' as per Ultimate Campaigns crafting rules)?


It looks like you are going for 'big items' rather than 'many small items'. I suggest diversifying and going with many smaller items.

No Cloak of Resistance? Wow.

Suggested items/categories (prices assume purchased upgrades rather than crafted):
AC:
Ring of Protection (+1 AC/CMD for 2k or +2 for 8k)
+1->+2 Mithral Buckler (+1 AC increase for 3k)
+2->+3 Mithral Buckler (+1 AC increase for 5k)
Jingasa of the Fortunate Soldier (+1 AC/CMD and negates 1 crit/day for 5k)
Dusty Rose Prism Ioun Stone (+1 AC/CMD for 5k)

Saves:
Cloak of Resistance (by level 13 it should be +5 already for 25k)

Ability Scores:
You already have this covered. If anything you have spent too much on Wisdom.

Metamagic Rods:
Persistent: assuming you have combat spells you cast and you want to increase the chances that the target fails the save I would suggest this rod.

Piercing: assuming you have combat spells you cast and you face SR periodically I would suggest this.

Reach: A great metamagic rod for delivering touch spells as ranged touch spells (can also be used to increase close range spells to medium or medium to long).

As for Tome of Clear Thought, if you have 137500gp to throw around then I strongly suggest shoring up your weaknesses rather than making your spell DCs even more unbeatable. Heck, forcing the target(s) to save twice is a much cheaper option and provides as much if not more effective bonus (Persistent Metamagic Rod).


And what is the rest of your equipment?


Not knowing your campaign and current stats/equipment knowing what equipment to advise is mostly a shot in the dark.

If you could list your current equipment a better shopping list could be arrived at.

BTW, how are you getting a 36 Intelligence?
Assuming a starting rolled/bought score of 18 with +2 race, +3 level, +6 enhancement, and +5 inherent that is only a total of 34.


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Ice Armor is a niche spell that is best used around level 5-8 if you regularly stay in a wild shape combat form rather than change back and forth.

Reasons:
1) Can you cast it while wild shaped:
At level 5 you can take Natural Spell and so casting this spell is not an issue while Wild Shaped.

2) Duration:
The spell lasts as long as your Wild Shape (hours per level) so that isn't an issue.

3) Water:
Via Create Water providing a sufficient quantity of water is a non-issue. Might even be able to purchase some kind of canvas 'tub' to dunk yourself in if the GM allows (allows you to form the armor around you rather than having to have it put on afterwards).

4) An armor type for every form:
Since there is no 'form' limitation on Ice Armor you can create it around any form you happen to be in so you do not need to worry about bringing multiple armor types for different combat forms if you happen to like using more than one.

5) Cost:
At level 5 you only have 10,500gp (assuming WBL). Spending 1400gp on Dragonhide Breastplate non-humanoid armor just for your combat form is a bit on the expensive side. Especially when you are just going to turn around and sell it at level 6 (when you gain access to large combat forms).

Additionally, at level 6 you will need Dragonhide Breastplate non-humanoid armor that costs 2800gp.

Finally, at levels 5-8 it is non-trivial to afford armor with the Wild property (a minimum price tag of 16,000gp +armor costs).

Summary: for a few levels, it definitely has some advantages if you can deal with the minor disadvantages.


The spell is a mind-affecting compulsion, there is no choice here. He MUST follow the spell if he fails the save.

APG p230 wrote:
You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.

Breaking this down we have:

1) Must do nothing else but move towards you.
2) Avoids any dangers, including movement that provokes AoOs.
3) If it arrives adjacent to you then you can make an AoO upon it.

So the target has to move to the caster BUT, he can avoid any danger including AoOs and thus, if there is no safe route he would move towards you but stop short of provoking an AoO.

So your friend is correct, since he is as close to you as he can safely get he does nothing during his turn.


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Tormsskull wrote:
graystone wrote:
It's no assumption. The rules tell you everything you need to create items. As there are nothing mentioned about any special knowledge to make certain items, there isn't any needed. So sans house-rules, it is indeed as simple as scanning through the book and picking put something you can make. [assuming you can cover the prereq's of course.]

The rules for creating wondrous items say: "To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled."

If the character has never even heard of a particular item, how would they know what "sort of equipment or tools" they would need?

Personally, I think the rules are left somewhat vague so that GMs that want to place some sort of limitations around the process can easily do so.

Obviously, each group can choose how they want to play, but it seems odd to me to look at it like "there's no rule that says you can't look through all of the magical items and assume your character has knowledge of any/all of them, so you can."

The Devs have previously stated that they have made crafting as easy as possible. They did not make the rules 'vague' because they expected GMs to make something they intended to be simple not simple. They made the rules 'simple' and you are interpreting it as 'vague'.

Put another way: Any magic item in the book can be crafted by any character in the game provided you have the requisite feats and the gold to do so. This is by design. So why would the Devs then have a hidden rule that states 'oh, but you must learn how to do it first'?

Heck, if a wizard wants a spell all he has to do is pay for it from another wizard. Do many GMs houserule this out of the game by making it 'wizards dont share'? Yes, but that doesn't mean that is not how the game is written.


Effects with a duration of instantaneous do not wink out when brought into an antimagic field. Once they are cast the magic is done.

CRB p209 wrote:

Creation: A creation spell manipulates matter to create

an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

From that we can figure that if you can create an instantaneous object outside of the field and throw/shoot it into the field it works fine, but you cannot create an object inside the field.

Your GM is incorrectly applying the summon clause, but at the same time, you may not be able to cast a spell into it unless it creates an object that you shoot into the field. It will be a GM ruling on which spells are instantaneously creating an object that is then thrown/shot and which are not.


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Rhedyn, is it not a rulebook? Ultimate Campaign is hardcover, not a 'splatbook' with a number of clarifications to the rules on topics like who controls Animal Companions.

People have been asking for those clarifications for a long time.

In any case, you countered Dustyboy's comment as if your comment were the rules or the only interpretation.

The rule as it stands is that they are GM controlled BUT the GM can opt to hand off control to the player to simplify the GM's handling of the game.

As for GMs being control freaks if they run the AC, I think that is a very narrow characterization. Sometimes the GM needs to take control of the AC because the player is having the AC do things that are out of character for an int 2 animal.
Are there GMs that are control freaks? Sure, I just met one recently and left his game because of it. But that doesn't mean that all GMs who want a final say in how an NPC is run are control freaks.

By it being a rule that it is GM controlled but can be handed off it means the player cannot just have the AC do whatever he wants it to.
There is interaction there, roleplay there.

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