It may also mean it doesn’t even deal damage to normal creatures until level 2.
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
At very low levels, I don't think you'd see a big difference, because of the cost of firearms. But the benefit of armor would quickly be diminished, encouraging most martials to go dexterity based and not caring much for strength.
But it's a 1st level spell...that you're getting at 3rd level. Shouldn't that bump it? Or that would only be for undead? Hmmmm....
I'm not sure what you meant. Your caster level is your caster level. The level of the spell is only relevant for DCs. Though the assumption would be for the spell to be treated as a 1st level spell in all ways for the sorcerer.
The problem with comparing 7 and 14 is 7 is as low as you can go, while 14 is still four points away from the highest.
The world is assumed to be based on the average person rolling 3d6 for their stats, so 3s aren't that unusual. Point buy just has that 7 limit to keep people from being too munchkin. Heck, the default low in Starfinder and 2E is 10. Does that mean that 10 is now really stupid?
A 7 isn't really "that" low, so I wouldn't go too far off normal to play it. The 7 is no further from average than the 14. One gives -2 and the other a +2. So, the 7 would be as much of an idiot as the 14 would be a genius.
Char 1 might be bookish. He's usually conscious enough of others to know if he is annoying them, but can't quite figure out how to reliably make people like him either.
Char 2 might be stoic. He's too busy listening and paying attention to bother talking most of the time. The average person won't pay much attention to him, but those who know him, always hold his opinions in high regard.
The feat is the only "cost" required. It lets you choose a single creature and apply the template to that creature. The creature type chosen must be a fey or outsider and available as a choice with the improved familiar feat. But the creature summoned is not itself a familiar, and wouldn't have the abilities and limitations attributed to familiars.
The creature can "level up" as you can cast higher level summoning spells, but that just keeps pace with the other creatures that can be summoned at that higher level. The feat is mostly just to give you a signature summon unique to your character, but it does have a couple of advantages. Since the creature is always the same creature, it can be useful for scouting, as you can have your summon infiltrate, and then just summon it again to have it report on what it saw. And the creature lasts for minutes per level, instead of just rounds per level, which is great for those who summon using spells instead of using SLAs, which tend to already have a minutes per level duration.
This feat is a pretty good choice for summoning-based clerics, as you can choose a creature that will always work with the Sacred Summons feat.
Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Magic missile scales up at the same levels. At 3rd level Magic Missile also increases to 2d4+2 for an average 7 damage. Searing light would do 2d8 for an average of 9 damage. So, a pretty small difference. Meanwhile, magic missile doesn't have to roll an attack to hit the target, so it's super reliable.
I'm not saying Searing Light is terrible. Against undead it's pretty good. But it doesn't seem like a big deal to get it at level 1. Maybe if you knew you were playing in an undead heavy campaign, it'd really shine.
It sounds like someone is looking at the number of future sneak attack dice without considering how hard those attacks are to land. Not only does the BAB scale slower for the rogue, but the accuracy penalty from two weapon fighting and the penalty of the iteratives drive the chances way down for most of the rogue attacks to hit. And if the rogue should get really luck sometimes, then great. It’s not worse than the wizard ending the combat instantly, with some save or die spell.
The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
The spell jumps until it can't find a valid target.
Even if the creature makes its second save, it is still dazed on its current turn. The second save is for seeing if it's dazed "again".
You can't make a save when dead, so the spell would just sit there until its duration ran out. I suppose if the creature came back to life while the duration still lasted, it'd go back to needing to make its save.
However, it also says "the creature must take the result of the reroll, even if it's worse than the original roll," which hints that the target may have been expecting their fate to improve.
That's an interesting point. If you weren't meant to use this on allies, then I can't think of why that text would be there.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire.
So, both the spell and the creature must end for the creature's spells to expire. So, a killed summoned monster's spells should still be in effect until the spell that summoned it ends. But the point still stands, because the summoning SLAs are written in a way to end the spell, not just the creatures.
If this ability is used again, any existing summon monster immediately ends.
But I think what really has to potential to bother other players is the amount of table time you can fill up. I personally only rarely field more than one summoned creature, and when I do I hand out stat sheets to the other players so they can control them.
I have a houserule of only one summon at a time. If you summon from a lower level list you can instead apply the advanced or giant template to it.
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
It's funny, because the ability doesn't even mention carrying gear, so one extreme ruling would have the arcanist always arrive naked. But my reading relies on, "This counts as 5 feet of movement", which I can interpret to mean that if you can do it with 5 feet of movement, you can also do it with this ability. So, if you can move 5 feet while carrying a body, then you can also move that way with this ability.