Mort the Cleverly Named wrote:
Siphon Spell also makes things hugely cheaper. A wand of mage armor then becomes the favored source by a factor of 5x-10x (depending on level and Charisma). If it is intended that the Arcane Reservoir be able to be filled for between 15gp and 30gp/point at level 11, then this doesn't matter. However it is intended to continue being meaningfully limited, this could easily throw the game out of whack.
This isn't true because of:
Siphon Spell (Su): When the arcanist uses the disrupt spell greater exploit, she can siphon some of the power to restore her arcane reservoir. If the caster level of the spell is equal to or higher than the arcanist and she exceeds the DC of the dispel check by 5 or more, she regains 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead regains 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the disrupt spell greater exploit before selecting this exploit.
The arcanist could only use a wand of equal or greater caster level. That said, if you manage to get your hand on a Wand of Mage Armor of exactly your caster level... then you might get a slightly cheaper option. (165g a charge at caster level 11, and that wand is only good until you level up).
You could take the Hierophant path and gain the ability to extend a spell to 24 hours. You would need to take Enduring Blessing twice, but that will get you 24 hour Elemental Body X.
Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
I apologize for resurrecting the old thread, but this issue has come up for me for an upcoming scenario and I couldn't find any kind of resolution of the issue.
Specifically, I'm wondering about number 1 mentioned in the original post, the ability to purchase spellcasting services at higher than minimum caster level.
If this has been resolved, could someone help me out and link me to that resolution, or, if it has not been resolved, would people please hit the FAQ button at the top?
1. Check the beginning section (like page 4 maybe?). I believe it's a DC30 Caster level check to cast extradimensional travel spells like Plane Shift in the Harrowed Realm, so your cleric would need to roll a 20.
2. I'm sorry your party has decided to murderize everything. The barrow king is understandable, but the paladin could attempt to speak with the party and deceive them. I feel that much of the fun of this module is the fact that so many of the encounters are very RP friendly and it makes for great stories. In my game, the paladin was convinced to follow them (for now, shhhhh), which is excellent, because now they can see his paladin powers be lost in the final encounter. When I played it, the paladin tried to make a deal with my imp companion to kill the entire party and loot the tokens from our very dead (and in my case, very damned) corpses. Not wanting to be trapped in the Harrowed Realm forever, the imp decided to wait it out and see if the Paladin was strong enough to take care of business, so the imp went strangely missing during the next encounter.
4. They can purchase Diamond Dust (or even scrolls of Raise Dead) from the Centaur in the desert, assuming they've saved him. They don't get the discount (that's only for the items listed), but his bag of holding has pretty much anything they could want. If they didn't save him, they could make friends with the Denizen of Leng in the desert. As a trader, he likely carries various magical supplies. Just a bit more evil...
5. Yes, I don't recall exactly where, but it specifies that the loot of the creatures is real, and therefore lootable. If the real gear is ever removed from the Harrowed Realm, when the storykin reform in the waxworks, they reform with wax replicas of their equipment. The equipment acts as real, but if the storykin is slain again, the replicas melt with them.
And I'll just end by saying that this one is pretty much my favorite module ever. We got to "grizzly bears on unicycles" and I knew I was sold.
I would apply the skeleton template first, then the advanced. The reason for this is that the skeleton template sets the charisma for the creature to a specific value and the advanced template adds 4 to all ability scores. If you were to apply advanced first, you would lose the increased 2 HP per HD from the advanced template.
Also, it depends on the purpose you're going for. If this is to design a monster and you want to use the CR adjustment for those templates to tailor your encounter then apply as I described above. However, if this is coming up in play where someone is casting animate dead on a corpse of an advanced giant gecko, then apply the skeleton template second, on top of the base creature (advanced giant gecko).
How are you getting a frog for your bonded mount? You're only allowed a pony or wolf at level 1, and a dog or boar at higher levels. A druid could have a frog though.
I have built a grippli druid who rode a giant frog before, but he died in his very first game.
Just to help out a bit, it increases the spell level (not caster level) by 4.
The earliest a Wizard could use the feat Quicken Spell (not counting strange interactions with traits or other feats) would be 7th level. He would be able to prepare 1 0-level spell (like Acid Splash) in a 4th level spell slot (instead of a 4th level spell like Dimension Door). Obviously, trading out your highest level spell slot for something so pitifully weak isn't a very good idea.
From what I understand, the best use of Quicken Spell is to prepare some of your better 1st-3rd level spells as quickened versions, when you have access to things like 6-9th level spells. That way, you can crank out multiple spells in 1 round when you really need the extra power.
1. The Two-Weapon Warrior Fighter archetype has this:
2. Vital strike can be used with either weapon in your main or off hand, but not both. Vital strike requires the use of the "attack action", which is a specific type of standard action. Doublestrike is a different standard action and they cannot be used together.
3. No, see 2.
I still ask what spells I'm receiving out of curiosity about how much more awesome I'll be as well as notifying my friendly caster about potential overlaps with my gear so he doesn't waste spells.
I would probably ask for a bluff/sense motive check since I would assume the paladin would wish to know what the spell was and the wizard would have to lie about it. If sense motive beats bluff you'd be into opposed charisma check territory to convince the paladin that it really is a good idea.
Improved Overrun prevents the enemy from avoiding it.
Remember, a level 2 wand's minimum caster level is 3, so a wand of invisibility lasts 3 minutes, not 2.
Also, Mirror Image is an excellent wand.
1. It advances according to the chart and is not able to be enchanted through the use of money.
2. Yes, you can use your arcane pool to add further enhancements and abilities to it. For example, a +2 blackblade sword at level 5 could be enhanced to a +4, or a +3 keen, or a +2 flaming shocking sword.
Also remember that although it is good, there's nothing stopping you from buying other weapons, like a +1 spell storing weapon, or other back ups.
Do you still get access to the higher tier's chronicle gear and boons?
How would this effect boons that are dependent on tier?
Fortress of the Nail
I like the risk/reward style for playing up. I've had some incredibly close calls while playing up that made it exciting
Also, as someone mentioned earlier, playing up generally requires more consumable use to make it through, which helps even out the gold anyways. If playing up didn't also increase the gold you'd get a reverse effect where playing up actually nets you higher risk and lower usable wealth.
There's at least one scenario that leaves you with no magic for part of it. Playing a primary spellcaster in that scenario was... less than fun.
N N 959 wrote:
No reason to need a bluff for that, just actually use it. Having the Eschew Materials feat doesn't require you to use it. You are still able to use normal physical spell components.
Use Drow poison, use it on secondary weapons (in Spring-loaded Wrist sheathes, or just in regular sheathes) and use them on creatures and people with low Fort saves.
Pretty interesting when the big bad spell caster falls asleep in the first round of combat.
Stay away from poisons that do ability damage (unless you find them from the campaign). While it can be nice and seem good, as other people said it generally does little in the duration of normal fights, and costs too much otherwise.
The Form line of wordspells can do this already. You boost the spell and add 1 spell level to make it selected (1 Target). You can boost the selected target word to make it multiple targets at an even higher spell level.
This isn't a skill but it's another outside the box solution.
Happens in Skull and Shackles, not much of a spoiler but does describe our solution to a problem:
We knew we were heading to recover information from a shipwreck, so we bought a scroll of Salvage (a 9th level cleric spell) in advance. When we got there we found the ship in 2 pieces, part of it down a trench but within range. Rather than diving down and fighting anything lurking within, we just cast salvage (making the DC 18 caster level check) and brought the ship to us. And then we sailed it back to port and got our money back for that scroll.
I don't know the answer to the first part, but in general outsiders have no souls. If you look at the outsider subtype description in the bestiary it states that unlike natives to the material plane, outsider's "soul" is part of his body. While death on other planes sends them to their home plane, while death on their home plane results in permanent death. The lack of a separate soul means raise dead can't work because the soul is dead too.
Ah, I thought that perhaps there were more general rules that were not PFS specific for divine casters that change deities. I often see people posting in the PFS forum only to have their posts redirected here.
Does no one know the answer to this or is the answer so simple that it is obvious? Or perhaps more likely, this thread fell to the second page without being seen...
Regardless, if there's no responses this time I guess I'll just let it drop.
Obligatory disclaimer: This is for a PFS character, but it seems like a general rules question so I am asking here. If anyone knows of differences for PFS that help would he appreciated. The character is currently level 3 so a first level retraining is no longer an option.
I have an Inquisitor of Shelyn who grew up in a temple of Shelyn as a simple scribe. He never had much artistic or musical talent but was happy to transcribe the works of various other poets. Recently, he began adventuring with the Society though and found the life of exploration much more to his liking. He met several followers of Desna and found her tenets to actually fit him much better. He's actually good at exploration and finding new things; certainly better than sitting in a musty old room copying other artist's work.
The question is, is it possible for him to part ways with Shelyn and become a follower of Desna? If so, what are the consequences?
1. I assume this would require an atonement spell. Most likely a full 3000+ gold or 8pp version to restore spells, though since he didn't purposefully violate a tenet of Shelyn and the two gods are amicable towards each other there could be an argument for the cheaper variety. I'm fine with either of course, just want to get it right.
2. He would lose his fervor inquisition and would have to select an inquisition or domain from Desna's list.
3. He would lose proficiency with the glaive and gain proficiency with a starknife.
4. He would be subject to Desna's alignment restrictions, though I believe he already satisfies this one.
I think that would be it. As a personal matter he would probably bring gifts of various art pieces that he finds during his travels to the temple of Shelyn where he grew up, but in general would pursue his own goals.
TLDR: Is it legal (including PFS) to change deities as an inquisitor and what does it take to do it?
One thing to note: you can't play more than one tier above your level. So in a 1-7 with subtiers 1-2, 3-4, 6-7, a level 1 could play in 1-2 or 3-4 but not the 6-7. A level 3 could play in any subtier and a level 7 could only play in the upper 2 subtiers.
In general bonuses of the same type do not stack (you get the better one if there are more than one that apply).
Regular (physical) armor does not stack with Mage Armor because both grant an "armor" bonus.
Regular (physical) shields do not stack with the Shield spell, nor do either of those stack with the shield arcana, all of them provide a "shield" bonus.
Amulet of Natural Armor provides an enhancement bonus to Natural Armor, and thus stacks with both an armor bonus and a shield bonus.
A notable exception to this is that dodge bonuses generally do stack.
You don't get a big benefit for starting either way. If you want to start with magic and a weapon, go magus. If you want more defensive start with monk. Keep in mind what feats you want to take because your monk bonus feats may satisfy prerequisites that would allow you to take a particular feat for your level 1 feat (like requiring improved unarmed strike).
If I use Summon Monster II to summon an ice elemental does it gain the cold descriptor and become a valid spell for Rime Spell?
If so, does the ice elemental inflict 2 rounds of entangle each time it hits a target and does cold damage?
Actually if you use mending you can get rid of the scroll's damage. Two scrolls with a 9th level spell on them should get you through most fights then just mend them using the cantrip. and if you shield bash with them they do still lose the 1 hp.
Actually, the ability says explicitly that the damage can't be repaired.
I have plans for a very similar build myself. Was originally going to be a negative energy channeler so I could do my channel force thing more often, but I decided to make that a secondary thing instead.
I'm taking the feather and growth domains so I get an animal companion (tiger) and enlarge person and fly as domain spells. At level 10 I'll be dipping 1 level of mammoth rider and casting enlarge person on my tiger because a size gargantuan tiger companion sounds hilarious. I'll also be picking up the celestial companion aasimar feat to give my giant super tiger DR, resistances and smite evil. And then you know, cleric spells and stuff.
Since you already have UMD, a few scrolls of Mirror Image or Blur (UMD DC23) might not be a bad idea. Use the scroll before you kick in the door and you're good for 3 minutes.
Buying a Scroll of Breath of Life and a Scroll of Break Enchantment might not be a bad idea either, so your friendly neighborhood divine spellcaster can save your neck if things get nasty. If your cleric gets messed up you could even try to save the day with a DC29 UMD check to cast one of those scrolls yourself...
I would probably rule it as a move-equivalent action (about as difficult to strike the match as it is to draw a weapon, or pull a scroll from a scroll case).
Therefore, they could load their special bundle into a Spring-Loaded Wrist Sheathe and spend a Swift action to retrieve it, a Move action to light it (with a free action to drop it) and still have their Standard action available for use.
Edit: Oh, hm. I just reread your post and noticed he has it set up on his belt with sand paper on the belt. I suppose that would be fine as you described it then. I'd also rule it that it is a full-round action if he ever wants to draw one of those contraptions without immediately lighting it.
The group I'm GMing for ran into other problems there.
Actual RotRL spoilers:
My group ran into a nasty set of brambles, failed their saves and got a hefty amount of ability damage going in. Then, they alerted the druid in the brambles who proceeded to step in and out of the walls while shanking them with his flaming sword. He easily alerted the other goblins to their presence and nearly killed 2 members.
After this, the party decided to make a hasty retreat back to town to rest up, stock up on consumable supplies (at my suggestion, they're fairly new players) and come back more prepared. I maneuvered some of the goblins around into more cohesive units so there were fewer, but more substantial fights when they returned. Fortunately, with the addition of a Wand of Mage Armor, a Wand of Shield, and a few scrolls of Mirror Image, they made short work of most of the rest of Thistletop.
They lucked out and cleared the 2nd floor of all enemies before entering the chapel because when they entered there the Yeth hounds feared everyone except for the party ninja/sorcerer... who managed to stand her ground and survive until her allies returned thanks to one of those scrolls of Mirror Image and Shield.
We called it a night after clearing out the second floor completely, and they'll be heading downstairs for the showdown with Nualia next time we meet.
An extra note, if you plan on using nets, be sure to carry a size Large net with you and a potion of Enlarge Person. You'll take the penalty to attack with an incorrectly sized weapon, and you'll have to use 2 hands with it, but with those two combined you can net a creature up to size Gargantuan up to 20 ft. away.
That said, good luck succeeding with the strength check to actually hold on to the rope against a creature that big.
Might want to consider going half-orc with this racial trait:
Some half-orcs have a spiritual kinship with fantastical beasts,capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.
And start with 1 level of fighter. It will give you proficiency with whips and nets, darkvision, an extra feat at level 1 and slightly more hit points.
The down side is it would delay lingering performance until level 3.