The sword cuts as normal but as the blade passes, the wound heals as quickly, leaving not a scar, but the process of accelerating days of healing in mere seconds leaves the target with a fatiguing effect, hence the Non leathal damage. Stealing the visual from Wound Healer from the Book of Swords there.
I've been looking at action economy for sorcerer and several of my friends have tried to give examples of what a sorcerer can do to support a party. One example is Twinned Haste, but thinking about it, the Sorcerer is giving up their action so two other PC's can each get an extra action from my understanding, but at the level a sorcerer can twin Haste, wouldn't a Fighter already get another action? Wouldn't a third Fighter be better than a Sorcerer Twinning Haste on two Fighters?
Anyone else have an opinion of Casters vs Melee Balance?
*edit* while not in Pathfinder, you may consider Tiamat as a back ground visual as she is listed as making her home in the 1st plane of Hell and that devils steer clear of her when she wanders about. As an example, the party has a tough fight and manages to defeat a high CR Devil, only to see in the distance Tiamat wipe the floor with a half dozen of same Devils with out breaking a sweat, She really is that tough! She could rule the 1st plane but doesn't want to...
While the point of slower spell progression has been made, looking at it from just playing an Oracle 5/Sorcerer 5 you would have 2nd lvl spell access with both class, while an Oracle 3/Sorcerer 3/Mystic Theurge 4 would have access to 3rd lvl spells for both classes.
Another Down Side though, Mystic Theurge only adds to caster lvls for spell progression, Sorcerer bloodline abilities remain as 3rd lvl as do any Oracle abilities dependent on Class Level.
So we have slower spell progression with a lower ceiling on spell lvls, but we have significantly more spell casting in quantity and flexibility in what spells to cast when, again adding in Quicken Spell, for a quick heal or surprise damage cast or buff.
Kiba Kurokage wrote:
Found it, Blood of the Beast/Pg. 12/Superior Shapeshifter(Racial Trait), if your DM is charging you a trait pick for it, they are cheating you out of a trait because it's a Racial Trait that already trades out Kitsune Magic Racial Trait. It is Not a Race Trait. You should either drop the Drawback Trait or pick a third trait. You can check forums for more explanation, but Racial Traits and Race Traits are Not related, You can not use your two starting traits for picks on Racial traits as these are self contained adjustments to the character that include a balancing change. Also Racial traits are perhaps better explained in the Advanced Races Guide.
Sorcerer(2) dip for True Strike(V,F), then Paladin(3) for armor, smite, and Lay on Hands(swift action self heal), then Dragon Disciple. Grab Fey Foundling at 1st lvl for the +2hp/die on any healing done to you. Can also Cross-Blood Draconic with another if you want to pick up some thing extra, Karmic(Wildblooded) would add a nice defense, or Celestial for a light ranged heal.
I Just had an Evil Idea inspired by this spell I'd never heard of until now! So the head master of the local academy of magic, who acquired the position by forging a copy of his late brother's will, the former head master, and has been "cooking the books" to embezzle from school and students. He has begun having portraits painted of him and students of noted aptitude (parents are wealthy), arcane marked, and labeled "Noted Graduate of Year XXXX", and given to the parents. He keeps tabs on the wealthy, and some of the poor "working" students get used as scape goats in odd events surrounding the school.
the BBEG swaps places with a bodyguard and plays dead early into the fight with a high perform skill, party moves on and fights his highly skilled double and barely wins, then notice a beard and wig, and in dramatic reveal, stands in the door way, trips a lever and seals them into their doom, should the depleted party manage to get out they still catch him and beat him down, only for him to laugh and shed all wounds off for the big reveal that they had their chance to run, turning into an ancient dragon/demon hybrid that can only be truly harmed by +5 or good weapons, with clerical magic focus and a few heal spells for self...
One advantage to Divination specialty is the initiative bonus 1/2 your caster lvl and always able to act in a surprise round. I'd recommend going with Warrior of Old(Elf Race trait) and improved initiative, then focus on buffs/defense spells to nudge party into less of a disadvantage those times they get surprised. Magic Missile with Toppling Spell more screams for the Evoker specialist tbh. Caster Lvl 7 spell(4th lvl) to recall would be Globe of lessor invulnerability, Stone skin, Resilient Sphere, or Greater invisibility, as a suggestion for those surprise round situations, though Haste(3rd lvl) can also be a good call. As to abilities for the ring to imbue it with, several options from existing rings come to mind, Ring of Wizardy III or IV would be good for spells per day, Ring of Spell Storing, Ring of Sustenance, Ring of Force Shield, Ring of Feather Fall, and Ring of Evasion are also good choices for effects to imbue a ring with, or if allowed, mix two or more effects into one ring.
Light, Daylight, Continual Flame can all be Heightened with the metamagic feat, their lvl is equal to the spell slot lvl assigned to the castings, a 10th lvl sorcerer using up a 5th lvl spell slot can cast any of those as a 5th lvl spell, and unless Deeper Darkness is Heightened as well, should over come it.
Mysterious Stranger wrote:
And as a bonus, swift action self heal with Lay on Hands, if you had Fey Foundling(inner sea guide), you would get an added +2hp/die in healing on self.
Doesn't good characters suffer negative effects while in a desecrated area? Wouldn't part of the adventure if not all of it at this point be in a technical Desecrated area? Ok Desecrate helps Evil creatures, but add in circle of protection from good, a few targeted dispel good effects, and a few unholy blights, all in an obvious Unhallowed area, that should off set quite a few bonus effects
Cross-blooded Draconic and Elemental has some good options as well, for a more utility cross-blooded mix, Sylvan and Arcane makes an interesting mix, get a familiar and an animal companion, but as a single line, really need to look at what spell mix you want and what theme fits the best, Red or Gold Dragon blood line for fire, Arcane if you want a familiar or bonded weapon, Abyssal or Infernal would fit a Tiefling, Celestial for an Aasamir. If your running with Rangers/Druids, Fey or Sylvan(mutated fey) might be a good theme fit for an elf or gnome.
Modules that start at level 3 and end at level 5 and aren't part of a larger adventure set (3.X / TPP included)?
The original Dragonlance campaign modules should work converted over from 1st/2nd edition, save for draconians, it would be a mostly straight conversion Pathfinder, though there may have been a 3rd ed conversion. Starting range for that series was lvl 3-5 iirc, party of 4 to 6 could do DL 1-3 easy enough, starting out at lvl 3 and ending at lvl 5.
Me personally as a GM, having my players(four plus out of eight) want most of my rolls visible on the "Boss" or "Weird" encounters, but don't seem to mind my behind the screen rolls when it's common mob encounters they expect to take out like the trash.
Just suggesting that it's not always heavy handedness if the players, through their actions, have backed a GM into a corner.
At this time, not enough information to support a conclusion either way though.
Really a good gm will move away from the dice when needed. I don't think there is any rule about detect magic blinding the person. Also "renouncing" will not effect your alignment. Sorry but I think the GM is playing everything loose except keeping your character around
Some times you'll get players that want to see most of the GM rolls rather than just hear them behind the screen, in those cases it's hard to fudge rolls in the parties favor, just guessing this may be a similar case. Still it's an interesting case, and from the sounds of it, it may have been the party that decided to venture there despite nudging against it and other DM warnings.
This caught me by surprise as well when the party druid summoned Positive Elementals to deal with an Anti-Paladin Death Knight, which turned an epic battle into an epic fizzle, it wasn't until the next day I found out they were 3rd party, I try to keep to books I own, but with everyone using smart-phones to look up stuff, game would crash to an end if I questioned every thing my players, Eight of them at the time, were doing in the fight.
So What Elementals can a Druid summon? Does a DM have to set limitation before a campaign begin? That is a lot of material to cover...
have the assassins hire on as ship's crew, make sure all the auxiliary boats are unusable/will sink on use, poison the ships stores, if they survive poisoning, set the boat on fire, break the rigging, and otherwise make sure the assassins delay the PC's attempts to escape the sinking ship, the "You may be stronger than us, but we're taking you with us to a watery grave! HA!"
It may be an intelligent but evil item that serves the Villain because they have the same goals or the Villain is actually under the items influence/control. The item in question may be the true Villain, a cursed intelligent item or enchanted to Magic Jar the spirit of a powerful Villain back into it's self when the host dies, waiting for it's next victim/host. PC's may decide not to use it if it detects as Evil, but if they are reckless and decide to use it regardless, it may slowly attempt to take over the possessor and turn them on the rest of the party. Just a note, Even Useable by Evil might not be enough with enough Use Magical Device skill available.