partyrico's page

195 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 195 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Your familiar knows some spells. At 1st level it knows all 0th level spells and some 1st level ones. These are your choices for your spell slots. So say your familiar knows as 1st level spells:
-----
Enlarge Person
Mount
Obscuring Mist
Ear piercing scream
-----
If you have 3 slots, each slot can be one use of any of these spells. You can even prepare the same spell multiple times. The next day your slots refresh, and you can change those three. You can teach your familiar new spells at each level, and by feeding it scrolls (from the witch's familiar description).

Extra tip: You can leave slots empty, and fill them up with 10 minutes of preparing later in the day too


I'm sorry, yes its -4 to each shot, that's what I get for not quoting the material. Link under Musket, double-barreled


I believe Corlindale is referring to the teleportation subschool of the conjuration school for specialization wizards. Link


When making a firearm attack with a double barreled weapon, you can instead take -2 to hit with two attacks instead of the one. You can do this both during a standard or full-attack.


Perhaps in the classic style of gaming, items are often upgraded linearly (+1s to weapons, cloak of resistance, ect). While these items are good mechanically, it is very fun to find goodies that have neat special abilities. Since magic items sell for half, it means that you can really draw out a story of a cool magical item with a story and unique abilities, so that it sticks with the player. Consider having certain items, as well as giving out consumables. I personally have consumables sell for much less (25%) as to encourage use and saving of these items, and I also enjoy having neat weapons or abilities, even if they're not as powerful. Gold bagging used to be more popular to bypass DR and for backups, but is less needed now (+3 weapons count as all materials except adamantine for DR), but some characters will hold on to special weapons they spent a lot of effort getting.

The main point of what I'm trying to say is, getting cool, unique items that they can use is almost always going to be more fun for the player than getting some liquidatable items.

One idea I have seen used to great effects is having items upgraded, either through a quest/ritual that is drawn out and not easy (like going to the eldest dragon of _ and forging the blade again in its fire; but the dragon wants something in return).


Yes

Controlled Rage:
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.


It is much easier to have the clause of using a feat multiple times, as most feats can only be taken once. If people assume feats can be taken multiple times, then overpowered things can happen; multiple improved initiatives, power attacks, weapon finesses, and spell perfections can get ridiculous quickly.


Feats that do not say that can be taken again cannot be taken again. Signature deed is a pretty powerful feat, but it does not have the 'take again' clause. While I have seen many feats that say they can be taken again (ie toughness), I have not seen a feat that says it cannot be taken again.


See if you are able to purchase more durable vials, such as ones made out of steel. They shouldn't be much more expensive. If you have a caster in the party, also consider the mending spell.


I was thinking about it, and I think it would be too powerful for allowing extra spells onto classes (like alter self or glitterdust through aasimar) but I think it would work. Unlike metamagic feats, preferred spell doesn't alter the spell in any way; it's more a prequesite and grants an ability to cast that spell (not the SLA) spontaneously.


So now that SLAs qualify as casting the spell for prestige classes and feats, do they qualify for the feat preferred spell?
Regardless of the above answer, do you think this is too powerful?


Planar ally, Restoration, all symbols, animate dead, the resurrection spells, stoneskin from the inquisitor list, desecration maybe, fabricate from the artifice domain. Simulacrum isn't on any divine spell list. I think that animate dead is the biggest contender, especially since it can be done from range as a standard action now. Resurrection+restoration is pretty big too; free revival if the caster survives.


Gravity elementals are a much higher power level than the other familiars anyway. At will telekinesis or reverse gravity and immunity to small ranged weapons (arrows?) is much more powerful than the other familiars' abilities.


But then if the base creature is much more powerful than the companion, the creature could grow in size, becoming very ridiculous quickly. IE, if I'm a lvl 1 druid with a tyrannosaurus companion, it shouldn't grow 3 sizes and increase in ~8 steps in CR when I die.


My first inclination would be to say no, but contingency can be combined with spells that are normally illegal when cast (such as raise dead on self) so you could definitely combine mythic contingency with a personal spell. Depending on how the DM reads it though, the personal spell may fizzle when the contingency casts it, since its not a legal target (so you'd be able to cast the mythic contingency with a personal spell on someone else, but when it triggered the spell would target an illegal target and fizzle)


There is a sorcerer archetype called razmirian priest (it is listed as false priest on the OGC) and it has a bunch of abilities that replace some of the bloodline powers. Most of them are not worth investing for, but the 9th level ability is interesting:
"False Channel:
At 9th level, the false priest can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a sorcerer spell slot that is at least 1 level higher than the level of the spell he’s trying to activate, then makes a Use Magic Device check. If he succeeds, the item’s spell occurs and the item or charge is not expended. If he fails, nothing happens. Whether he succeeds or fail, his spell slot is expended."

So in other words, I can use a scroll (or wand/staff) of murderous command, for example, and instead of using a charge or scroll, I could use a second level slot. Scrolls/wands/staffs require payment of the material component and foci in the creation of the item, so using this ability on something such as restoration or raise dead for example, allows you to bypass the material component after the first use. Is this intentional?


I would use the same rule for using other touch attacks, such as a touch attack from a spell. I don't find it any more ridiculous than someone with +10 from dex being flatfooted in a duel because the enemy rolled slightly higher on initiative.


RAW it'll still control you. There's nothing in the ability that says if the target changes forms the ability wouldn't continue to control you; you can think of the image as a representation of you to the witch. Similarly, a friend was alter-selfed into a copy of you, the wax image wouldn't now also work on them.


My interpretation was that the type of poison is a toggle, that can be changed mid-battle or outside of battle, and so shouldn't usually interfere with battle.


Guided hand is really nice, but its really the only reason to take channel smite. Channel smite is a swift action, that activates for one attack, against one enemy, is wasted on a miss, and doesn't deal extra on a critical. Furthermore, there's a will save for half. I think that channel smite is almost a waste of a feat, it can be sometimes used if the caster is channeling negative energy. However using a burst heal or damage is nicer, especially without the attack roll. I would say that it is usually not worth two feats for the boost to hit, but guided hand is really big bonus to hit for some builds.
Its a much better option for a character, such as a monk, that dips into cleric for a level, maybe goes the crusader archetype for the bonus feat, and that lets them qualify for channel smite and grants a domain or inquisition.


I would follow the rules for players as lycanthropes:
When a PC becomes a lycanthrope, you as the GM have a choice to make. In most cases, you should take control of the PC's actions whenever he is in hybrid or animal form—lycanthropy shouldn't be a method to increase a PC's power, after all, and what an afflicted lycanthrope does while in animal or hybrid form is often at odds with what the character would actually want. If a player wants to play a lycanthrope, he should play a natural lycanthrope and follow the guidelines for playing a character of a powerful race.
Basically, at first glance in the average campaign, it will give the player a lot of powerful abilities, but if the GM is ok with that then play on. I think natural lycanthropy is quite powerful, but it might fit well into a more sandbox campaign, or a monster one.


I think most people would say that elementals are vaguely humanoid, and can use any items. I don't think there has been any direct clarification on it, though without it the elemental body line of spells would become much less powerful.


1 person marked this as a favorite.

I think that it might make a good tie in, but it doesn't say so in the description. So while its mechanically legal, there should be a good RP reason for it. Like every time you go to a new plane, you look for new specimens to study; or you lived on a farm with giant oozes as a child. Either way, while its RAW legal, I would run it by the DM and see if they're good with it. I think its a cool idea, though.


Yep, I would even go so far as to say that the incutilis has access to any of the host's abilities. The hellwasp swarm has a similar ability with similar but better wording that you could use as a reference point (of course without the con damage every hour).


It just looks and acts "zombie-like". Remember, it is "not treated as undead".


But its ghosts and such messing with the oracle that prevent it from retrieving an item as a standard action. If you were to scan for undead while taking an item out, the item would still take a standard action. The oracle is still "retrieving a stored item from [his] gear". If the oracle uses unseen servant or a golem to give them stuff that is fine, but I think that's an awfully cheap way to get around the main drawback of a curse, especially since everyone is going to want to pick up one eventually anyway.


It either activates or it doesn't. If you apply a metamagic, it decreases the "final adjusted level". So it would be a 5th-level slot. That's better anyway because you could have weird stuff like applying a 0th level metamagic to lower the spell back down a slot, or sticking a ton of 1st level metamagics and making a really specialized character.


How about throwing, or better yet, transformative! Fists that turn into weapons


I would like to know this also


Thanks that makes sense.


At each odd level, does a character get their level in the class first or their feat first? Can they choose?
For example, if I want to take my first level in shadow dancer at level 7, and I meet all of the prequesites at level 6 other than the mobility feat, can I get that feat at level 7 before I take a level in the class?
For the other order, if I take my first level in monk (granting me the improved unarmed strike feat) can I take deflect arrows or grapple, improved with my first level feat?


That is correct. Although you can do that without grab. Here are options:

Round 1: Standard Action - Grapple attempt. Success. If the grappler has grab, this changes a bit. If the grappler hits with an attack with grab, even as part of a full-attack, he can attempt a grapple attempt in addition to the normal attack if he hits with it.

The enemy's turn: The enemy has a few options. The grapplee can try to break out, this is a CMB or escape artist check (enemy's choice) against the grappler's CMD (not CMB). The grapplee can also attempt to become the grappler with his standard action. If the grapplee has a natural, light or one handed weapon, he can also attack or full attack with that instead. This receives a -2 to hit.

Round 2: Standard Action - Maintain grapple (You get an effective +7 on the grapple: a +5 for already maintaining the grapple and the enemy gets -4 to dex for being grappled). On success you can move both you can the creature 1/2 speed. Assuming that you rule carrying an enemy up is a hazardous location, the enemy gets a check immediately to break the grapple (this is VS CMD not CMB) with a +4 on the check. It isn't clear whether this happens before or after the movement, so its possible that the creature drags up the other and then it gets out in mid air.

The grappler can use move actions for anything requiring a move action that isn't a movement. The most common are drawing or sheathing a weapon, making a perception check (such as to see through an illusion), or directing/redirecting a spell currently in effect. Some classes have other move action options, such as bardic performance. If you are going to be heavily invested in grapple, I would greatly suggest the greater grapple feat as soon as possible. That feat allows you to make grapple checks with move actions also.


Essentially, you can move a grappled enemy. Without greater grapple or rapid grappler (which allows a grapple attempt as a swift action) it would take two rounds yes. But there are ways to get around that. With grab or snatch, as described above, taking the penalty and using spring attack or more likely flyby attack, you could attack, grapple, and move upwards, even dropping the same round as a free action.


If you would like to move a creature that you have grappled, you would have to make a grapple check as a standard action (or less with the right feats), after you have already grappled the enemy. If you succeed in moving the enemy with a grapple check, you would be able to fly up, even ending the grapple as a free action if you would like. If you want to grapple and then move, you need the grab ability. A creature with the grab ability can take a -20 on the grapple check to not be considered grappled, simply having that weapon tied up. So with grab a creature could grab and move a creature in the same round. The snatch feat also helps with this. Having greater grapple would also allow a standard action grapple, move action grapple+movement. Here is some of the relevant text:

Moving during a grapple:
This feat allows you to, as a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Grab ability:
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Snatch feat:
Benefits of this feat: The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
Greater grapple feat:
Benefit of this feat: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.


I find it weird that a ninja can take an ability that doesn't replace any abilities, unless they start taking levels in monk; that just seems off.


The spell isn't doing damage it is enhancing an item. If you were to cast this spell while invisible, the invisibility wouldn't go away (although your glowing area might give you away). Similarly, casting fabricate to make a sword isn't a damage dealing spell, although the sword may deal damage later. Spells are labeled with descriptors based on what they do, regardless if they deal damage. Summoning a fire elemental with a summon monster spell, for example, has the [fire] descriptor.


Sure, I don't see any problem with it, as long as you can qualify the athame as a "concealed weapon"; that sounds like a DM call though.


Sounds good, thanks


1) I assume that since "The ability to take these vows replaces the still mind class feature", the player must decide whether they want to get vows eventually at level 1, even though picking up vows can happen at any level.
2) After reading it, I believe the intent was to allow non-monks to take vows, although the other users would just not be able to ever get the still mind feature, should they later pick up levels of monk
3) While RAW this is true, I don't think it follows the intent of the ability


That makes sense, would you say that in this case then, the creature would be conscious but staggered and losing health until its health reached a negative amount equal to its Constitution score, after which point it would fall unconscious but continue regenerating?


If a creature has ferocity and regeneration (in this case an arbiter familiar with battle trance cast on it) does it stay alive forever until the regeneration is defeated?

Regeneration:
Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Ferocity:
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Battle Trance:
You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature that has attacked you. When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a -5 penalty.


Really like the guide, lots of good information in here
One thing I noticed was that you rated the 'Arcane training' ability of half-elves as red. I agree that it is almost useless for an arcane caster, but a non-caster can now count as having one level in an arcane class for spell completion items. Wizard is always good, and witch can be used to allow for healing items.


Hamatulatsu as a monk bonus feat (level 6) from the inner sea world guide


I think that its perfectly legit. The archetype itself could use the little boost, and other spontaneous converting class abilities, like the cleric's ability to convert to cure/inflict spells, or the druid's ability to convert to Summon Nature's Ally can be used with spell from other class lists.


Thank you, I would also like to know the answers to these questions


I don't think there's a specific ruling, but it requires you to be able to cast a second level spell. I would consider pushing it if you tried to use a higher level spell though. The variant heritage aasimars, as well as tieflings, have SLAs that are 2nd level, so those should work


Words can be added the same way that spells can:

Quote:
They can add new effect or meta words to their spellbooks or familiars for the same time and cost as it would take to add a spell of the same level.
Quote:

Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.


Cure spells do require attacks rolls if used offensively, like against undead or someone that is trying not to be healed. But even then it doesn't really make sense. It might make sense to allow sneak attack on ability damage, but adding the sneak attack damage as the type of damage would be ridiculous. Imagine a rogue with enervation (even a wand)


Yes, if you're willing to spend 225gp a pop for a 5 min feat that you have to qualify for. A half-elf with the spell would have to make it though, and some DMs might not let you just stop at the local magic shop and pick one up.


I agree that I would like to have some clarification on this spell. Does it stay if I cast another spell? And does it stay if go out of the initial range (20 ft)?

1 to 50 of 195 << first < prev | 1 | 2 | 3 | 4 | next > last >>