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You don't need the proper caster level. You don't even need to be a caster. CL just sets the craft DC of the item.
Yes you can craft an item without the spell. Each spell required that you do not provide will increase the craft DC by 5.
The only thing you need is the proper craft feat.
Does the current most popular touch spell / Magus rule interpretation seem thematically broken to anyone else?
It is just.. wrong. Your character has the speed and skill to swing a weapon competently once per round (with BaB below 6). The magic you are casting does something in particular (creates an electrical charge if Shocking Grasp). It does not enhance your speed to let you swing the sword again. Claiming it does is absurd. Thematically broken. If you want to make 2 attacks in one round swing the sword and put the energy on your hand instead of the sword and poke them just like a regular touch spell.
Sorry, you're wrong. Completely wrong.
He's not 5 feet wide. You only know which square he's standing in.
Also, you're trying to use logic to argue about MAGIC. Come on...
You can figure it out logically most of the time. Several spells are divine or arcane only. Divine casters can cast in armor where arcane casters usually can't. Divine spells frequently require a holy symbol as a focus where arcane never does (unless there's an extremely obscure arcane spell I'm not aware of).
You can also use Arcane Sight to tell if a caster is arcane or divine.
I don't like the summoner spell list. They completely ignored the impact on crafting scrolls and wands. Summoners should have been given wizard or sorcerer progression with a limited selection.
I don't like how much they nerfed the polymorph spells. They went overboard and many of them are now useless, especially with the material component requirement.
A wand of mage armor is often overlooked but should be essential for wizards. The level 1 duration is plenty for most work days, so it's a cheap +4 AC without wasting a spell slot casting it. 50 charges will last you until you can afford bracers of armor +5.
Pearls of Power are must have for wizards.
james maissen wrote:
Source? By RAW you do.
Or with Time Stop. OP, the spell level on both of these options should tell you how powerful casting multiple spells per round is.
Don't be mechanical with treasure rewards. Roaming worgs probably wouldn't have any treasure on them, but the local governor might pay the PCs for their service is ridding the land of a threat. Or the worgs might be working with a tribe of goblins that have more treasure than a single goblin encounter is normally worth.
Heavy armor is being way overrated in this thread. A magus in celestial armor with the dex to fill it out is higher AC than a paladin in +5 full plate. It allows for better maneuverability and higher touch AC, which is more important than higher flat footed AC (especially because the high dex boosts initiative).
My magus is doing a pretty good job tanking. She can buff herself to have the highest AC and HP of the party (which contains a paladin and fighter). She has other defensive buffs as well, like mirror image, displacement, and invisibility. She can crowd control with spells like web and black tentacles to prevent monsters from reaching the squishies. And she can burst damage really well with spell strike to keep the attention on her.
4th edition does something like this. I suggest however that this bonus does not apply to incorporeal attacks. If ghosts can pass through armor, they should be able to pass through shields.
Cold Napalm wrote:
The next line contradicts two hand wielding.
If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell.
A bow can be held in hand while casting a spell.
If two handed weapons couldn't be bonded objects, the rules would say so explicitly in the same way the magus can't use them for spell combat.
Assuming you don't want to just narrate a capture, the best way to get them is at night in their tavern beds. They'll be separated and easy to overwhelm. Just dimension door 2 capable fighters and a wizard into each of their rooms, pile on a bunch of nets during the surprise round (so vs a 10 AC they'll virtually autohit), and let the wizard counterspell PC mages. They'll be easy to knock out with saps at this point. Efficient, quick, low risk, and no resources spent.
When I DM I award the PCs experience for overcoming challenges, not killing things. Characters are not walking bags of XP.
I probably would not award XP for killing a PC accidentally or otherwise. It encourages a type of behavior I do not enjoy.
If the challenge was to defeat a NPC and the PC wanted to take them hostage, they would still get XP. If the challenge was strictly to take the NPC alive and they killed the NPC instead, they might get no XP, or partial XP if the NPC put up a fight.
The biggest problem I see with your player's stance is as someone said he's thinking like a soldier, not an explorer. Try to get the player to worry less about combat, and more about the whole experience of traveling.
Or don't tell him how to roleplay his character. There's nothing wrong with playing a PC that identifies more as a soldier than an explorer.
Longbows would not typically be able to be kept strung that consistently. That much constant tension on the bow would eventually cause the bow to warp, as would constantly being exposed to the elements and changing temperatures.
Magic items are much more resistant to damage than their mundane versions. If he's using a magic bow, which he will probably get very quickly if he hasn't yet, he shouldn't have to worry about it getting warped any more than a swordsman should worry about rust.
DnD is also a fantasy game, not a simulation of real life. Why is it such a big deal for him to carry his bow everywhere? It's not a game breaking mechanical advantage and he likes giving his PC a more militant flavor.
Let him carry his bow, and worry about more important things.
If there is conscious PC in range, the last attacks should go on him. Monster "motivations" can be justified either way to suit your agenda, and dying is not fun. The threat of dying can be fun, so I'm not suggesting fudging the dice, but you don't need to go out of your way to kill the PC as if to prove a point.
Various undead types are also templates. So you could encounter a vampire harpy, for example. The trick is that you need a piece of the creature you turn into as a material component. So you're boned unless at some point your DM pits you against what you want to polymorph into.
Also, I'm pretty sure that by RAW you do not get extra attacks from these types of spells. They explicitly list what benefits you get. This is a departure from the 3.5 polymorph cheese.
My group just discovered that an undead army is attacking the region. We also just earned a windfall from killing a ton of pirates, so we have plenty of gold. One of us had the brilliant idea of crafting a Dead Man's Shroud for each of us (or rather a cheaper, less time consuming to build version, that doesn't have the regular invisibility feature).
This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead, or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes.
The problem is bolded. This works fine for the spell it's modeled after, but it's problematic for a constant use item. So how should we interpret this? Does it break the item? Does it ward you again if you take it off and put it back on? Does the warding only fail for the single undead you attack?
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