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Drahliana Moonrunner wrote:
They can still use the quarterstaff as a double weapon on turns when they aren't using spell combat.
OK I just need to check this because I'm playing a witch in a mythic game and I finally have some spells worth making mythic.
Are the Mythic Spell Lore feat and the Mythic Spellcasting Universal Path Ability functionally identical except that Mythic Spellcasting has a limitation of being able to be taken only three times? Or did I misread something?
I think you could make an argument that Disintegrate and Disjunction (and most of the things you need for prismatic wall/sphere) are fairly useful too. It is a useful all-around spell, but EXCEPT for those things that make it a ninth-level spell (passing walls of force etc.), it's no better than its 5th-level equivalent or Disintegrate, which is level 6/7. You have a point about Prismatic Wall or Prismatic Sphere, I suppose, since the other ninth-level spell that can get rid of them easily (wish) has an expensive material component. Would having a material or focus component (Probably an expensive key or model door or drill made of an exotic material) balance it better? Or excepting prismatic wall/sphere unless an additional condition is met, such as having to be cast at the point where you normally cast passwall?
I was considering a Greater Passwall spell, that functions basically the same as Passwall, but works on metal and harder materials, and additionally allows passing through wall spells safely, from wall of fire to wall of force all the way to prismatic wall. Does that seem reasonable for a ninth-level spell? Also, should the range or duration be changed (shorter duration for spells)? I have a few other ideas for changing it in various ways, but I don't know if that would increase or alter the power too much or make it too complicated.
I think immunity to lycanthropy is fair if you think it's appropriate. Superior Intellect could also affect class skills if you wanted, I think a couple races have that. And there's also Lesser/Limited Telepathy if you wanted to cover the mental waves thing. Those might raise your racial power level more than you want though.
Overall this looks pretty good, and like it includes most of the neater traits of the oracle and cleric. That said, with how long the package of Devotions is, it's pretty clear why this wouldn't work well as a published/official class. I do think that 4 Skill points/level wouldn't hurt though, and I feel the same way for the Cleric.
Then again, there's that Harrowed Medium that is floating around in publication limbo, so...
GM Thing wrote:
There is at least one kineticist archetype that makes them work for undead by changing the key ability score. I know Overwhelming Soul and Blood Kineticist stack specifically for bloodbending vampires, I don't know if the other ability-changing archetypes work with it.
I believe both are correct depending on noun case/declension, or if nothing else both "Fenrir" and "Fenrisulfr" are both correct in probably the nominative case (Fenrisulfr specifies him as a wolf).
Alternately, all of the Norse pantheon could be statted as demigods since they're a bit more mortal than a lot of other pantheons, and then the beasts of Ragnarök would be either stronger demigods or somehow actual gods. Not saying that's the way it SHOULD be done, but it would be an interesting option.
Brandon Hodge wrote:
Intensified Spell could get another round out of it, but only one:20 > 10 > 5 > 2 > 1
19 > 9 > 4 > 2 > 1
18 > 9 > 4 > 2 > 1
17 > 8 > 4 > 2 > 1
16 > 8 > 4 > 2 > 1
I believe the short form is "you can't quick-draw alchemist's fire or acid or anything other than a strictly-defined weapon."
Also, I'm pretty sure if the uncharismatic party member has to make a charisma check for social reasons, the correct response is for the other party members to intercede and either make the check or at least aid him on it. One or more +2s can help smooth over bad impressions.
So I am running a cartomancer witch, and I know I can add spells to my deck from scrolls if I find or buy them, but I just wanted to check if anyone knew any other methods for adding spells to the deck. Can I still get them from another witch's familiar? How does adding spells in downtime work, do you use the spell research rules for that to determine price?
I'm just asking because getting to higher levels (and in a game where like 90% of loot is rolled randomly, so I have no guarantee of finding scrolls in loot) it gets more expensive to try to find scrolls to add spells I might need to my deck. We just reached level 7, so I'm looking at 4th-level spells and there are a lot that I like.
I'm also using my Favored Class Bonus from being a Changeling to add a spell of one level lower than my highest level to my deck every level already.
You know, if Source Severance is that big of a deal, you can always have Karzoug burn a wish on Source Severance (Divine), possibly in combination with magic jar to put it on one of the giants instead of himself...
Also he can Time Stop as a readied action when the party shows up to prevent them from winning initiative before he gets to do anything.
Green Dragons are Air subtype, normally. Does that not apply to the Drake?
I kind of agree with what I've heard the devs talk about; rather than just one unchained cleric, alternate classes or unchained variations based on deity or possibly some sets of deities would probably feel more appropriate in the world. There's little reason why clerics of Erastil and Iomedae should be so similar, even with the same alignment.
Also, I think considering the flavor aspects of race is really important, especially since +Dex +Cha like you seem to want is like, the most common bonus array. Do you want to have blood from another plane? Do you want to be exotic and eyecatching when you walk around town? Do you want people to think you're creepy and have a hard time being out during the day? Do you want to be small? Do you want to be human, or do you especially want to be not human?
Your race giving charisma can help, but if you want that kind of social skills, you probably want a class that gives you a reason to have high charisma and a good amount of skill points. Oracle might be a good match for that (or possibly the charisma-based archetype of Kineticist, though that archetype is a bit on the weak side). Vigilante and Swashbuckler are also pretty good at charisma stuff, but not as good at ranged AOE.
Honestly, you don't seem to be thinking like an illusionist. "I need fireball for basic damage" is the thought process of someone who isn't confident in his shadow evocation's save DC. There are also Shadow Enchantment and Shadow Transmutation now.
I am admittedly somewhat biased in favor of the shadow subschool, but it can give you great versatility and even work on undead somewhat. But Image spells are important too.
Does anyone have suggestions for a witch, actually? A Cartomancer, specifically. I'm playing one and having a tough time finding good spells to take mythic versions of (especially lower-level ones). Deception patron because it works better for story reasons, even though it's not ideal for archetype.
Using tengu as an example, since they probably have the broadest racial weapon proficiencies: Tengu are proficient in the Falcata, Aldori Dueling Sword, Sawtooth Saber, etc. They therefore count as having the exotic weapon proficiency feats for those weapons (and every other exotic swordlike weapon) for the purposes of meeting prerequisites.
That said, a human fighter wielding a bastard sword in two hands as a martial weapon (without the feat) does not count as having exotic weapon proficiency (bastard sword).
Here's an interesting example of a weird stacking interaction:
When a Raging Barbarian is affected by a Bard's Inspire Courage, the bonus on attack rolls stacks, because the bonus from Rage is a Morale bonus, while the bonus from Inspire Courage is a Competence bonus. However, the bonus on will saves versus fear and charm from Inspire Courage doesn't stack with the bonus on will saves from Rage because they're both Morale bonuses.
(Unless I have been reading it wrong and it stacks because the inspire courage bonus is more specific?)
Yeah. If, however, there was a robe that somehow gave you a sacred or luck bonus to charisma, it would stack with the enhancement bonus from the headband, or an amulet that gave you a size bonus to strength would stack with a belt that gave an enhancement bonus to strength. However, non-enhancement bonuses to ability scores directly are extremely rare; you're far more likely to get an insight bonus to bluff and intimidate checks or something rather than straight to an ability score, and then that would stack with things that increase the ability score itself.
(The really weird but surprisingly common things is magic enchantments, spells, or items that give enhancement bonuses to armor, shield, or natural armor bonuses to AC, so that the magical enhancement from your +3 breastplate stacks with the magical enhancement from your +2 light steel shield, and your animal companion's amulet of natural armor +2 stacks with the natural armor it has from being an animal companion.)
The pages stack because they're not providing a numerical bonus or anything.
Rings of spell knowledge work differently than pages of spell knowledge. A page of spell knowledge is created with one spell on it, and always contains only that one spell, granting the bearer the ability to cast that spell. It can be for divine or arcane casters.
Rings of spell knowledge only work for arcane casters (This is probably not great design, but they are a much older item in the history of roleplaying than the page is, and spontaneous divine casters are relatively new), and are a storage space for knowledge of a spell. If you find a scroll of a spell you want to know, you can apply that scroll to the ring with a Spellcraft check and it will replace the spell knowledge currently held in the ring (You can also use it on active instances of the spell, so you can potentially copy a spell someone is using against you, or one that a friend knows). This additional versatility probably covers the difference in price and need for a slot - each time you would change the spell held in the ring is a time you would have had to buy a new page of spell knowledge.
That said, it might not be great design for the pages of spell knowledge to be able to be made even for 9th level spells.
As for the Runestones of Power, they don't provide a bonus either, they have an effect that can be used once per day for each stone. You can have as many as you want and they will each work when you use each one.
EDIT: Actually, it occurs to me that since you can use the ring of spell knowledge to copy a spell that an enemy has cast/is casting, you can potentially learn one of an opponent's favored spells (of level 1-4) explicitly for the purpose of counterspelling it later, even if it's not a spell you could find a page of spell knowledge for ahead of time. That is probably an intended utility that also factors into the price and slot requirement.
EDIT EDIT EDIT: Also, I missed that the Ring allows you to treat the spell as if it is on your class list even if it isn't (though they then require a higher level); The page of spell knowledge only works with spells that are already on the bearer's class list.
Having since checked, in the Divine Comedy there are nine layers, matching up with astronomical figures (one layer is the fixed stars, and the undiscovered-at-the-time planets aren't counted) as well as the nine orders of angels (Angels, Archangels, Principalities, Dominions, Powers, Virtues, Thrones, Cherubim, and Seraphim), though diverging from Dante certainly isn't wrong per se. And the number of celestial figures and types of angels/archons is different anyway, not to mention the two other good-aligned planes!
Planar Ally requires fair payment, Planar Binding does not (though it can help).
Raven Gravehart wrote:
Aside from the extra +2, those stats are reasonable for an Azlant PC, but NPCs unless specially noted use standard ability scores or arrays rather than rolled stats or point buy, partly to make it easier and partly to represent them as average, less-optimized people.
That seems like it might help with the problem with barbarian rage HP - that beyond a certain level, if they get knocked out or brought to 0 HP in battle, they go instantly to being totally dead without any period of bleeding out. I agree that having them pass out half-dead is appropriate and probably intended, I just don't like the risk of going to all dead so fast.