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Xavier319's page
Goblin Squad Member. Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber. Pathfinder Society Member. 735 posts. No reviews. No lists. No wishlists.
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5 people marked this as FAQ candidate. Staff response: no reply required.
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This new item from ultimate equipment has me thinking..
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.
Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage
Couldnt as sorc just carry around a bunch of utility scrolls, such as invisibility, web, levitate and the like, and when he needs them, pull them out, put the spell in the ring, and cast as needed? It doesnt use up the scroll, so you'd only need a single one of each spell you wanted. and it doesnt take a long time to put it in. Just means that a sorc can literally have any spell of first through fourth level on their spell list. I'm right in how i'm seeing this, yes? My kobold sorc in our age of worms game will be making liberal use of this to become extremely useful to the party.
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Balance wise, it seems strange to me that a simple five five resistance stops a 3 level spell simply because of a descriptor. Either way, RAW, it doesn't stop it. And when people say "apply common sense to magic" I always have a chuckle. The spell seems to cause the non-lethal damage not from the actual heat, but from the stress and physical trauma of having your internal temperature raised several degrees. that's just my take. So it's not actually fire damage.
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we're talking RAW here.
A wavering red ray projects from your finger. You must succeed on a ranged touch attack with the ray to hit your target. The ray inflicts 1d4 points of nonlethal damage, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as ray of exhaustion. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
thoughts?

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14 people marked this as FAQ candidate.
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Alright, it's not that great of a summoner archetype, however, i noticed this.
Summon Nature’s Ally (Sp)
Starting at 1st level, a first worlder can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a first worlder gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell).
This ability otherwise replaces the summon monster ability of a normal summoner.
It doesnt say you cant have out the eidolon and the SNA at the same time, can you? it also doesnt say it lasts 1 min per level. so what's the verdict on this?
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7 people marked this as FAQ candidate.
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it says if put on an object, you may make a ref save to avoid the effect. is the 'effect' the spell, or the 'effect' the dropping it that time?
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also, a wand of anticipate peril, made at fifth caster level would work well. five mins of one use +5 init for not that much money. use it when you think you'll find trouble, and you should get 40-50 battles of +5 init out of it.
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If you were going to take spell specialization, greater spell specialization and spell perfection on an evoker that uses evocation spells to do BC with lingering spell and dazing spell. he's a wizard. it's for a player of mine. what spells are good candidates? he's thinking of taking lingering spell, intensify spell, dazing and quicken spell over his 'lifetime' and the game is going all the way to 20. any opinions or insights?

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this is for one of my players, he asked for my help with his spell selection. he's a melee summoner, and planning on having a biped weapon-wielding eidolon. these are his spells by level, if you see any glaring issues, let me know and i'll pass them on. he's never played a summoner before, and it looks alright to me, but i've never played on either. he's also the only arcane caster in the party, there's a full caster cleric as well.
Spells Known:
1: 0- Read Magic, Detect Magic, Message, Guidance
1- Grease, Mage Armor
2: 0- Mending
1- Protection from Evil
3: 0- Mage Hand
1- Enlarge Person
4: 2- Haste, Lesser Evolution Surge
5: 2- Glitterdust
6: 2- Barkskin
7: 1- Unseen Servant
3- Black Tentacles, Dimension Door
8: 3- Spiked Pit
9: 3- Heroism
10: 2- Resist Energy, Lesser Evolution Surge to Slow
4- Wall of Stone, Greater Evolution Surge
11: 1- Reduce Person
4- Overland Flight
12: 4- Teleport
13: 3- Fire Shield
5- Greater Heroism, Tar Pool
14: 2- Invisibility
5- Ethereal Jaunt
15: 4- Teleport to Baleful Polymorph
5- Greater Teleport
16: 4- Magic Jar
6- Greater Planar Binding, Maze
17: 3- Dimensional Anchor
6- Walk Through Space
18: 6- Dominate Monster
19: 5- Greater Dispel Magic
20: 4- Major Creation
6- Create Demiplane
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3 people marked this as FAQ candidate.
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Alright, little bit of confusion here. It says under trapfinding that you have to have it to DISARM magic traps, it says nothing about finding them. Yet in several other places, it infers you need to have trapfinding in order to FIND the traps, such as in the 'note' under the spice growth spell...
"Note: Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill."
So, I'm a little confused. Can someone with Disable Device but no trapfinding find magic traps?
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For 3.5 Factotum, they get sorc/wiz spells as Spell-likes, i got that. Now, they have to have material components, i got that. Do their spells require somatic and verbal components? It doesnt out-right say they do. also, do they need a spellbook, or can they just pic spells? It's not really that clear either. Just curious, thanks.
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