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A Changeling commoner could add +1 to your CL with the Coven Caster feat, though she'd need a Charisma or Intelligence of 28 to do so reliably.
A Changeling with the Adopted trait can take the Azlanti Inheritor trait, and grant +2 CL. I guess ma Sea Hag bagged herself a Gillman.
(+3 with a Ring of Tactical Precision.)
It would make sense for such a ship to have a literal "Skeleton Crew", after the ship ate away their soft organic tissue for its own nourishment.
It could be some sort of long-distance "sleeper ship", which picks random passengers to feast on while the others wake up at their eventual destination - unless the ship goes rogue and just keeps eating them all, one at the time.
(Just a few ideas you may want to consider.)
"Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level."
Ah, but the trick here is: they're not different classes. It's the same class.The intent of the rules is clearly not to allow "super Familiars", but the RAW does permit it in my opinion.
1. Give low level spell slots. Take away high level spell slots.
well spotted sir, seems like you want to fail that first save then.
That was my guess. In fact, you can safely fail the second one too: a single point of nonlethal damage is guaranteed to be undone by the healing done once you do make your safe.
Still, it would be nice if the DC could be lowered - poisons are more easily applied/shared/created than CLW potions, and 6gp per hitpoint healed isn't all that bad.
This mildly toxic liniment numbs flesh and can soothe injuries. Though the tincture is actually poisonous, an imbiber who avoids becoming poisoned recovers from minor injuries.
Type poison (contact); Save Fortitude DC 12
Onset 1 round; Frequency 1/minute for 5 minutes
Effect On a failed save, snake oil deals 1 point of nonlethal damage. However, on a successful save, the toxin heals 1d6 points of nonlethal damage; Cure 1 save
It's an interesting thing, this poison. Having a beneficial effect on a successful save is, afaik, unique. But on which save does it do that? On the initial one, as you then "avoid becoming poisoned"? Or on the next save, as that's when a poison would start to have an effect?
And while on the subject: is there any way to decrease a poison's DC? Or increase it's potency without increasing the DC?
Yes, that bubble. The bubble itself is 100% air, even though its size - and indeed its very existence - is defined by the surrounding material.