Typically handwavium at my table. With my most recent game being Kingmaker where the players get to decide how many magic shops are in their cities, I've only really had to limit what's available based on the item's market price.
The party's sorcerer is the only player out of six that has recognized the potential this gives them, and even he isn't abusing it like I expected them all to try.
As they are all now high level adventurers and nobility, I expected some of them would invest in magical life insurance (resurrection scrolls, clones, etc.) but it hasn't happened.
So far two PCs have died and only one was brought back with a Reincarnation, from half-orc to elf. He was not happy that the party chose Reincarnate to save gold.
My PC's domain is advancing very quickly, such that they'll soon have a kingdom (80+ hexes) halfway into Blood for Blood. Lady Maray, being the informed opportunist, is not going to try and fight the PCs, especially if she's outnumbered. She'll flatter and lie, probably telling them that she was forced to stay and "entertain" Lord Drelev, with the goal of having the PCs bring her into -their- lands so she can spy from there in better comfort.
I also like the idea of her also being an informant for the Black Sisters.
There is another thread about the Titan Mauler archetype where the creator said his intention was to allow for larger weapon use, but he overlooked the weapon sizing rules (thus the limitation still hampers the titan mauler as much as anyone else). I recommend houserule until an official fix is made.
The Locate Creature spell-like ability is an attempt to gather information through divination magic; as such, it falls under the things that Mind Blank protects against.
For the general rule,
109,000 + (62,500 x 3) = 296,500gp market price
148,250gp cost to create.
I'd say this is the high end of pricing, but the damage reduction is still more powerful than most items and undervalued in this estimate.
This calculation also doesn't figure in the situational aspect of the scaling bonuses, it just provides a static maximum.
Forcecage has a number of things going against it.
1. 500gp material component for every single casting.
2. It allows a Reflex save to negate; the old version from that other game did not allow a save.
3. Its range, duration, and area are ALL small for a high level spell, making it somewhat hard to use tactically. By the time you can cast this spell you are often fighting enemies who are too big to cast it on.
4. There is a range of options for escaping before the duration expires.
"SR is like armor class against magical attacks." That is a simile, meant to put the reader in the frame of mind so as to reference Spell Resistance as a defensive quality of the target.
It did not say "SR is like armor" because SR is not something available through mundane items with encumbrance penalties, training requirements, and so on.
Deeper or more detailed relationships are inferred and not recommended.
This is my first and final post for this thread.
Undead Anatomy is a spell from Ultimate Magic (UM) that lets a caster polymorph into an undead creature. Elsewhere, the Skeleton and Zombie have been made into templates for ease of creating additional and unique undead. These are virtually separate issues.
I would explain that the spell works just as described in UM, and not beyond that. Fiery aura, DR/10 magic and silver, and the other abilities he listed are available... by casting Undead Anatomy 4.
There is a specific set of abilities that can be gained by Undead Anatomy I; the player (intentionally or unintentionally) is asking for more power. The distinction you want to make clear is that undead templates exist, but his PC will not be gaining a template.
At 7th level the magus can choose Undead Anatomy I and Monstrous Physique I. Both require "a piece of the creature whose form you plan to assume" as a material component. That in itself is pretty limiting unless the magus takes the Eschew Materials feat.
For different forms, I would also allow him to use Knowledge checks to 'research' other creatures like you said. His spells have a limited list of the special abilities he can use, no matter what amazing creature he researches might have. That just means if he researches a blazing skeleton, he can still become a skeleton. It is beyond the ability of his spell to mimic anything more.
Now that you point out the wording, I think you are correct. It seems reasonable to me that both feats were intended to allow flexibility to the caster when the spell is cast.
If the feats did not allow flexibility and the caster had to choose energy types or Merciful upon memorization, it would at the least diminish the value of these nontypical choices. There would also be encounters where their choice of unique feats is punished (enemies with some type of immunity).
I wouldn't want my PCs handicapped because they didn't choose another "+1 caster level" feat like all the other wizards.
Javiert primarily exhibits traits of Lawful Neutral. He isn't interested in reforming criminals or helping prostitutes. He insists criminals be punished (even himself, when he believes he made a mistake) and their influence removed from society to preserve order. He values duty, procedure (orderliness), and valor.
IMHO. Interpretations will vary.
The interpretation of Shield Other that my group has always used has been the following.
The caster has made the conscious decision to allow Shield Other to transfer damage to himself and therefore has agreed to forgo all methods of avoiding that damage, including but not limited to:
Spyglass: Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.
It should be important to note that using a spyglass assumes you are using light-based vision, but since it doesn't call it out...
A PC with 60' darkvision trying to see something 60 feet away using a spyglass would have a -3 to the Perception check, instead of -6.
There's nothing RAW to extend the actual range of a character's darkvision using mundane items (unless it's an alchemical item or goggles in a splatbook I don't have; a few other board members are very good at researching that kind of thing).
With Ashiel's definition I'm prepared to alter my interpretation.
A polymorphed PC would retain Fire Resistance, fortification qualities, temporary hit points and similar magical qualities because they are both continuous effects and provide numerical or statistical bonuses.
That still leaves out the Ring of Feather Fall, Ring of Evasion, etc. as things that are non-functioning while polymorphed.
It appears to me that you are reading selectively.
I am not "lumping" static enchantments into a category of bonuses, I am saying they are not bonuses with the exception of a few, i.e. Armor, Sacred, Luck, etc.
That hardly matters, because in my interpretation the melded items that usually provide those effects are not considered 'worn' and are thus not providing the possessor anything. Polymorph then goes on to say that you still retain bonuses from melded items except for two types of bonuses, Armor and Shield.
I support the idea of puting on Bracers of Armor after being polymorphed. They would not be 'melded' inside the PC and would function normally.
From what I could find, the Disguise skill usually refers to physical disguises. There are definite examples like the Vocal Alteration spell where other senses apply.
The disguise kit description was not kept from 3.5; it used to say that it contained wigs, false noses, makeup, clothing, and perfumes, if I recall correctly.
RAW does state that you retain the advantage of your mundane disguise even if your opponent can see through your magical disguise. You use your (lower) Disguise check.
The art of decieving others by voice is typically handled through Bluff.
I think the intention behind the lack of Practiced Spellcaster or equivalent is that Paizo prefers primary spellcasting classes retain their advantages over characters of other classes or multiclass builds.
PFS is tasked with keeping the game as balanced as possible, and Practiced Spellcaster frankly takes that in the wrong direction. Yes, it could be available to everyone, but it favors the rules-savvy and complex PCs. Paizo has done a great job making straight base classes relevant again, and I imagine they are reluctant to change that.
It is entirely intentional that class choice is a tradeoff; no single build is meant to be great at everything. That's why adventurers go out in mixed parties.
This is typically becomes a hot topic with strong opinions on flexibility of character choice, viability, and so forth. I would like to see a feat like Practiced Spellcaster made available if there were some way to keep powergamers from abusing it.
I agree with you about how this should be ruled, but the text you quote is causing confusion for good reason. Following proper grammatical format, this:
means that armor and shield bonuses cease to function, and doesn't specify the items themselves.
An annoying nitpick, but that's the nature of the beast.
Melissa, I'm pretty sure your post has a contradiction: you said that armor bonuses include magical qualities like light fortification, but then disallows the other magical qualities.
By RAW they can use a tower shield without arcane failure chance, but that's obviously not the intention.
The very nexy line clarifies that, even if the bard later becomes proficient in armor with more encumbrance he will not be able to spellcast freely with it equipped.
That's a strong implication that tower shields would have the same restrictive effect.
Improvised weapons are explicitly things that are not normally weapons.
If the MotEH wants to use an enchanted weapon (or even a normal weapon, which the archetype allows) as an improvised weapon, he does not use that weapon's normal rules.
The weapon is treated as an object of similar size and given different damage criteria. Specifically, it will usually do the same damage as a club and large objects can be used as a double weapon like a quarterstaff can be wielded.
Because it does not use the weapon's damage, you do not get any enhancement bonuses or special qualities or effects of that weapon.
Some or most of the best villians have some way they justify their actions to themselves, and often the most memorable ones have histories and/or values that are easy to sympathize with. The point regularly comes down to: what means justify the ends? I like to start with someone else's villian and then change details to make a new BBEG.
Some examples of colorful/memorable villains:
-the end of The Watchmen
-Magneto's dream of mutant destiny/supremacy
-The Burning Crusade from World of Warcraft (the universe is flawed, it must be destroyed so a new one can be made perfect)
-Lord Soth from Dragonlance
-Nualia from Sandpoint /"Burnt Offerings"
I think of the eidolon as a sort of proto-matter creature that the Summoner shapes to his will. Perhaps it had a life before it was summoned, but imo that life was a very simple existence 'adrift'.
The summoner's power ends up forming the eidolon's mentality nearly as much as its body, which is part of the reason the bond between them grows so strong. FWIW.
Paleo, you've pointed out an interesting loophole, although intentionally exploiting it to point it out doesn't put your best foot forward with your GM.
I hope they do add some errata to show that taking the form of an aquatic creature restricts you to that creature's ability to breathe; it just makes sense.
The statement Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization means that you count both his samurai levels and fighter levels, if any. I'm not sure that it requires a FAQ, but I could be in the minority.
As to the second issue, Paizo doesn't favor multiclassing but they still allow and support it. The 'gish' build of the Eldritch Knight was one of the most-liked bits of the multiclassing legacy we have inherited.
When he said any ideas, I think the OP was referring to the issue of Disguise.
There are a couple mundane options and some magical ones will be available as your level increases.
- A deep hood hides direct eye contact in most casual situations like walking down the street but may not be enough if you need to stop and interact with shopkeepers, gossips, and the like.
- A full face veil can effectively hide the eyes except under close scrutiny, but may draw attention on its own in some cultures. This works best in Arabian Nights-style and highly metropolitan settings.
- The minor magic Rogue Trick lets you use Prestidigitation, which your DM may allow you use to temporarily change your PC's eye color from vibrant to a dull color and shade. Consult before investing in this one.
-There should be some traits available that make it easier to appear plainly human. In this case your PC isn't disguised, his celestial heritage just isn't as visible as most aasimars.
The way that metamagic affects domain spells isn't much different from normal spells, but will change a little depending on whether that PC is a prepared spellcaster, a spontaneous caster, or using a metamagic rod or other item. Some feats may reduce or remove the cost of metamagic feats as well.
Most clerics are prepared casters and must apply the metamagic feat when preparing/recieving their spells. In this case, a higher-level domain slot will probably be needed.
I think they have the option of leaving the higher-level domain slot 'open' and unmemorized so that when the situation arrises, they can apply a metamagic feat to a lower-level memorized spell using the higher slot and a full round action.