Impact is not from a weapon enchantment. Esoteric can add different special abilities with their arcane pool. One of those abilities is Impact so it definitely can be used with IUS.
No, unarmed strikes are light weapons, so it's an unusable ability without an exception written in. It's not uncommon for Paizo to publish broken or useless and redundant abilities in their archetypes. It's very common to see illegal gear or abilities published for NPCs. Neither category of error actually makes these things legal.
Sir Thugsalot wrote:
Statistics: Army paratroopers die at higher rates than personnel clerks.
Sir Thugsalot: Personnel clerks are more effective at combat!
It's pretty awesome in real world humans, too.
How does this rod work? If I am 5th level and use the rod to cast Sleet Storm would I essentially be spending two spell slots (both 3rd level spells, 1 for Sleet Storm and another one for the Rime effect)?
Note that Sleet Storm doesn't actually cause any cold damage, and therefore can't be modified by Rime Spell. It would work with Ice Storm.
Gary Bush wrote:
Someone do the math and figure out how laughably little power this is and how expensive this makes the average US electric bill in Starfinder credits.
Looking at the rules it seems like that is a variant rule and since you still need to roll to get the result, Flash of Insight applies.
The player rolls a Craft check to see if he can identify it. The GM rolls to determine what it actually is. No flash of insight.
It's the equivalent of using Spellcraft to identify treasure chosen off a random magical item table. You could use flash of insight on the Spellcraft roll, but not the random treasure roll.
The way the full strange fluids rules are written up the effect is actually testable (with 75% accuracy) with a Craft (Alchemy) DC 25 check before you drink it, so while they do shift effects periodically (about once per hour) they have a semi-fixed effect before you drink. So Flash of Insight doesn't work, the GM should roll for what it will do before it actually hits your system.
So the best way to do it is run a Craft (Alchemy) check every hour until you get the result you want. Then you've got a 75% chance of being right, a 25% chance of rolling randomly to discover it switched to something new between your test and your effective consumption.
Philo Pharynx wrote:
The extra damage would kill a lot of low level NPCs.
Iomedae granted power to that LN inquisitor in Kenabres who tortured people looking for demonic infiltrators.
The Redemption Engine featured rogue LG angels who stole evil souls and forcefully turned them into angels. The various empyreal lords maintained plausible deniability, neither condemning nor assisting.
Inflicting pain and spiritual kidnap is apparently ok for LG as long as it's in the service of good or fighting the really bad evils.
Singing kumbaya or being a peacenik hippie is more a NG or CG thing, tbh, and in a world of objective morality you can push the limits to find out where they are. There's no point in arguing about whether you think something should be evil or good, it just is. If you can torture potential demons with a certain error rate and still not slip to evil, you don't have to worry about morality, only practicality and usefulness.
I applaud Iomedae for her embrace of all eggs in the war for better omelets.
David knott 242 wrote:
It's a corruption of Lengs, as in Denizens of Leng.
Etheric Focus wrote:
It helps with this.
Psychic Magic wrote:
Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.
Instead of requiring a move action to remove the concentration penalty, a 4th level phantom blade can use a swift action. At 12th level they can use a free action, essentially eliminating the penalty for thought components. This is a big advantage they have over the Mindblade Magus, although outside PFS a cheap Centering Jewel can help, especially if you can craft the effect onto your +Int headband.
Spell-like abilities would also work, as they take only a standard action even if the spell they are replicating would take longer.
It actually true. They take as long as the spell, as long as they say (if they do) or a standard action if they don't say and they aren't based on a spell.
It's in Occult Adventures.
OA, pg 84, Racial Favored Class Options wrote:
Many of these alternate class rewards add only 1/2, 1/3, 1/4, or 1/6 to a roll (rather than 1) each time the reward is selected, or add 1/2, 1/3, 1/4, or 1/6 to a class ability (such as adding to a mesmerist’s number of mesmerist tricks per day or the total number of points in a psychic’s phrenic pool). When applying such a benefit to a die roll or class ability, always round down (to a minimum of 0). You may thus need to select such an option several times before the benefit takes effect. If an alternate favored class option modifies a class feature or ability, it can’t be taken before the character has that class feature or ability. For example, if a class gains a class feature at 6th level, a character couldn’t take a racial favored class option that applies to that class feature until 6th level, even if the benefit from that option wouldn’t be high enough to add a bonus until a later level.
Dr Styx wrote:
The feat does not "turn your spell ethereal."
Ectoplasmic Spell Feat wrote:
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures.
So it's target or effect works on ethereal creatures.
Summon Monster wrote:
Effect one summoned creature
Congratulations, Ectoplasmic Spell lets you successfully summon an incorporeal or ethereal creature, I guess. If one is on your list of allowed creatures...in which case you could do it anyway.
I want to add to this that a Psychic can apply a phrenic amplification (more than one after level 11 if you take Dual Amplification) to their Nodes of Blasting to make them extra nasty.
Obvious ones are:
Relentless Casting: cheap to apply, makes it more likely to pierce SR.
Will of the Dead: Prepare some capable of damaging and staggering undead.
Synaptic Shock: If they're hit they're confused for 1 round even if they make their save. Yikes.
I wish Dispelling Pulse could apply to strip protective spells, but I think it technically doesn't. Your target is the object you place the Node of Blasting on, not the creature who later touches it, so no useful effect.
I'm looking forward to the really dumb and inappropriate character ideas for this one, people will have to be a little more creative than usual.
I'm thinking a half Ulfen, half Qadiran CE Vigilante (Brute) who worships Kostchtchie and has infiltrated the Ulfen Guard nominally on behalf of his Qadiran masters, but really because he hates the idea of a female ruler and wants to assassinate Eutropia if she ever gains the throne. Edgy!
Murderous Command + Deja Vu = 3-round-long Murderous Command (Deja Vu has no save).
Deja Vu doesn't work like that.
Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that.
After being hit by the spell you act freely for one round, then repeat that on the second round. With appropriate timing (surprise, ally coordination or quicken) you can get a two round Muderous Command, but that's a lot of trouble, Extend Spell is easier.
Any way to make them into injury poisons? There's some with less potent buffs and more severe drawbacks that I wouldn't mind applying to enemies. And they're a lot cheaper than actual poisons.
Mahathallah has a Deification Obedience option for the Evangelist, but it's the third boon and therefore late career.
Cool, I think the US just retroactively won a lot of fights in the Vietnam War.
Ryan Freire wrote:
You are inventing "as a result of" a standard action. It has to be made "AS a standard action." Bonus cleave attacks are not made AS standard actions, they are extra attacks that don't use an action.
My gm always ruled that if you cast blindness first then you wouldn't take the minus four for unnatural lust, so we would go with blindness + unnatural lust + the ugliest thing we could find with a pulse.
Uh...how do you know where to go for your lustfull object if you can't see it? It gives you strong feelings, not radar or a mystical sixth sense direction finder.
VM mercenario wrote:
Nah, you have to "defeat" not kill an opponent, and APs always give you full xp for talking or sometimes even stealthing or decoying your way past challenges. Every time I got drunk at a party in college, had three belligerent guys threaten to beat me up, and then defused the situation with a joke (something that happened more than once) I would have earned xp for defeating them in combat in that encounter if life worked via Pathfinder rules. There are also story awards for accomplishing plot points, an Expert merchant would get xp for hitting certain profit thresholds.
I suspect the various religions preach about it, but some will lie. Unless you have really high Knowledge skills backed up with Plane Shift to go do some confirming field research, I don't know that you can approach objective knowledge about your fate. Evil people might believe they will be rewarded with power over others.
For high level BBEGs: Mind controlled hostages clustered around you, Veil to make them all look like you, Communal Mind Blank or Nondetection to keep them from being spotted with True Seeing, and Greater Illusion of Treachery to make it look like your spells are originating from one of your duplicates.
Publicize this tactic and the good guys are forced to lead off with a Dispel Magic or Disjunction if they don't want to kill innocents. With enough innocents and some CL boosting games via ioun stone to make an area Greater Dispel Magic useless for eliminating decoys, you force the good guys to accept innocent casualties ("fireball them all and let Pharasma sort them out") or waste a lot of time and spell slots on Dispels if they don't have Disjunction.
If you go to court and pay attorney's fees, yes, you can get a judgment. And then you can spend money to collect on that judgment.
Or you can threaten to send late shipments of a niche product to a major retailer who can (and based on my B&N browsing, often does) do without the product altogether.
Or you can just politely ask them to correct the problem without childish threats of lawsuits and self destructive boycotts.
Again, these aren't the same terms. If you're in partial light you are not observed. If you win a Perception vs. Stealth you are, however, observing. In that case you can target with spells, but the 20% miss chance still applies from the light conditions.
Breaking a contract isn't "illegal" (there's no law forbidding you to break a contract, and you can't be fined or punished for it), it's just a breach of contract, for which there may be remedies you can get in court.
I mean, it might be a better world if poorly trained or misinformed clerks at B&N could face a year in prison or a $5,000 fine for breaking a street date, but I personally don't think so.
Tusk the Half-Orc wrote:
Good point, I selectively forget that.
Unopposed ability checks, rather than skill checks, are actually tough to boost.
Burst of Insight would help (marginally at that level, assuming you already have a +6 headband), but has a serious downside of being dazed for a round afterwards. If you've got Invisibility and Mind Blank up maybe no one will notice that you've reappeared and are standing around doing nothing.
Visualization of the Mind can give a +5 all day.
Good Hope is a +2 morale bonus.
Pale Green Prism Ioun Stone gives you a +1 competence bonus, Stone of Good Luck a +1 luck bonus.
Ideally, though, you Maze a dumb bruiser who doesn't have magic to help and doesn't have a decent Int bonus to have a very high chance of escaping in the first few rounds.