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Hmmm that makes me think of a 'Doombot,' or one of Superman's double robots he used in the old days.
God I miss the wacky, glorious Silver Age.
Why would a duplicate of the Lich Queen know anything that the Lich Queen knows? Seems to me a simulacrum is just an empty copy, with skills and abilities but without any shared memories.
Thing is you might be right. But reading that spell description.. do you feel confident in that being anything other than a table rule?
It doesn't help you at all. If I was being sarcastic, it wasn't exactly on purpose, and not aimed at you.
Obviously you have read the spell and have questions about it.
There have been a number of threads on these boards about this spell.
No one has the slightest idea of the limitations of it, and what you can and can't do with it.
For example no one can tell you what abilities a Simulacrum Tarrasque has.
Whether you can make Simulacrums of things you've heard of but never seen (Lich Queen for example).
Things that could potentially exist (Aaasimar Cleric of Lamashtu with the Abyssal Eldritch Heritage feats).
Heck can you make a Simulacrum of yourself, and just give it different feats? Call it Bob, kind of a path not travelled.
Things that don't exist in your world (Elminster of Shadowdale).
And as I asked, can you make a simulacrum of your enemy and ask it questions? If you can, what exactly does it know?
So as CWheezy said:
"No one knows how simulacrum works and paizo will never clarify. You have to make it up on your own"
Yeah. And I want to know what happens if the players for example made a simulacrum of the Lich Queen and asked her questions like:
"What do you have planned?"
"What kind of security arrangements do you have in your palace?"
"What is your favorite color? We do have the time after all."
Even the BBEG wizard at high levels is subject to counterspells, and other tactics by the PCs that can render them far less effective, and if the PCs use them?
Counterspelling is almost never done.
"How Counterspells Work
To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action.
If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results."
You have to ready an action to do exactly that. You have to identify the spell, and have the proper spell to counter it prepared or on your list.
That is a lot of conditions. You can use Dispel Magic, but then you run into the fact that you have about a 50% or so chance to dispel it. Generally BBEG's are higher level than you, so your odds are worse.
There are some feats floating around to make Counterspelling better, but in my experience most players don't bother and use their action to do something different, like directly SOS the caster they could have counterspelled.
I guess it doesn't help with what you are looking for, but I have found Stone Shape at spell level 3 to be very useful.
Also if you are going to be a summoner type, the Summon Monster spells aren't totally useless because they take a standard action right now.
Plus I think you had to take Augment Summoning to get Sacred Summons? Or you will probably take it if you go that route anyway.
Also don't forget Shield Other as a level 2 spell.
You are definitely right about not having the buffs not being that useful yet. But you are coming close to where they will be.
And you are right about not having much you can cast on enemies. In the long run your low level spells are going to be used for buffs and utility (water breathing, locate object, etc).
You might try Pilfering Hand and Divine Trident though, they look interesting but I haven't used them. Divine Trident is interesting at low levels because it turns your melee attacks into touch attacks. You don't get strength to damage, but you should have an easier time hitting.
Well I'm not going to have nightmares, but...
You know I'm not throwing my hat in the ring, but regarding the abortive fight a page or two earlier in the thread...
Maybe you should rerun it or come up with another one. Only this time don't use dazing spell.
That feat is far more ridiculously broken than Crane Wing ever was.
People should just ignore it and pretend it doesn't exist. It is just that bad. Should never have been written, and if it was it should have been errata'd long ago.
Make no mistake, Spell Sunder is awesome and pretty much every barbarian takes it.
But at level 6.. it's coming soon but I think that the Beast Totem powers might be better to take first.
In your shoes my first three rage powers would be Lesser Beast Totem (not crazy about claws but you need it for..), Beast Totem (for the natural armor), and Superstitious.
As far as feats go Power Attack is a basic need. Can never argue against Improved Initiative.
But I would take Toughness over Improved Sunder at your level.
Actually I might never take Improved Sunder. I'd prioritize Strength Surge over that.
You really need a way to Rage Cycle too. There is a belt or something that you see in a lot of builds (if you don't dip Oracle and the Lame curse).
So if I were making your character I'd take the following Rage Powers at the indicated level:
2) Lesser Beast Totem
1) Improved Initiative
I say maybe because you might want to go down the Come And Get Me road.
As the above poster said, Falchion is probably a better weapon. If you took that, Improved Critical might be better to take at 9th level. A lot of people say you could just take Keen on the weapon, but depends on Ye Olde Magic Shoppe I guess.
Minor Magic just lets you use the cantrip two or three times.
I prefer to have my index finder always loaded.
Of course I don't think the opportunity comes up more than twice a day or so. Maybe if you use a scroll of Improved Invisibility.
But a one level dip lets you use trigger items for arcane spells without having to make a UMD roll. Plus you can memorize some first level utility spells, and make scrolls of them on your own.
Not a bad dip.
Heck it wouldn't be a bad idea to dip one level in Oracle too.
Oracle of Flame or Waves let you see through smoke and fog, respectively.
With a smokestick or the first level Obscuring Mist spell (might want to make wisdom 11, unless you get it off from Wiz level), you can get concealment and hit things further than 5' as a sneak attack.
You know maybe you could go medium sized. There is no law saying your companion has to be a part of every encounter. It is possible to leave him behind in some situations.
And as others have brought up, you can use transformation magic, and other things to get by some obstacles.
It all depends I guess. If you know you are going to be in a bunch of caves for a while, I'd leave the mount behind. If you need to get the mount up a cliff or through a tight spot that is doable.
Very handy outside. And in cities it could be stabled or outside town or something and available in a pinch.
But if you do go small sized, you can always have the mount available.
I looked up that narrow framed feat.
" Narrow Frame
Your excellent coordination allows you to maneuver better in close quarters.
Prerequisites: Escape Artist 1 rank, animal or magical beast.
Benefit: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.
Normal: You take a –4 penalty on attack rolls and a –4 penalty to AC while squeezing."
Helps you fight in some situations, but I'd be concerned more about the mount physically fitting into a lot of places.
I've dipped wizard for a level to get Acid Splash on a Rogue.
BAB is horrible anyway, so losing a point isn't that bad.
Gets you some 1st level utility spells and gives you a Touch attack you can use at range for sneak attacks, whenever the rare opportunity to do a ranged sneak attack comes up.
You can easily house rule or ad hoc things when they come up.
Let's say a PC has 10 ranks in Profession:Sailor.
I'd have no qualms about letting him make Use Rope checks using that particular skill.
Guy has 10 ranks in Profession:Shepherd? He can use that for Survival checks.
But more and more I have no qualms about going off the reservation. I care less and less about RAW, and more about RAI. Or what I think should be intended.
Geez all these world domination posts.
Back on the WOTC boards, before 4e, there was a thread about how a LeShay (a "super" elf, suitable for epic encounters) could take over our world.
If memory serves it was disgusting easy. The best technique was to hang around a day or two, to give your Knowledge:Local some plausible deniability.
Then use Greater Teleport and visit whichever head of state and corporate head you desire (or all of them, really doesn't matter). Make a diplomacy check to make who you visit your fanatical follower. Or you could charm him, but if your skill is that high it's better anyway.
Or go on tv and make a diplomacy check to millions.
There were tons of other things it was suggested he do. But most of them boiled down to Greater Teleport and his diplomacy skill. LeShay had lots of other spell like abilities, but that was all he needed.
Mounted Combat is not a bad feat at all for this concept.
But you are going to run into the same problem that mounted characters medium size and above run into. How is the mount going to fit into a lot of cramped places the PC may go?
They always seem to be overlooked but I have gotten a lot, and I mean a lot of mileage our of Locate Object/Creature, and the spells like Clairaudience/Clairvoyance and Arcane Eye (Particularly Arcane Eye).
Only downside is the long cast times on Clairvoyance and Arcane Eye.
The Locate spells are incredibly useful if you think about how to use them.
Strangely I have never used the Prying Eye spells.
But knowing what is around the next corner...
Well as a great American once said "Knowing is half the battle!"
Yeah, what you said. I think Valkyrie and Nighthawk are the core members to be honest as well. Followed by Hellcat, then Dr. Strange.
I don't think the Silver Surfer did anything but make some cameo appearances after issue four or something. Namor didn't spend much time hanging around either.
After Valkyrie, Nighthawk, Hellcat, and the good Doctor, Hulk showed up the most.
I also liked the way Moon Knight popped up fairly regularly (if my memory isn't off). The Scorpio storyline in Defenders had my all time favorite Moon Knight moment. Scorpio trapped Moon Knight in a classic deathtrap (a pit with a cover, that was to be filled with water). He threw Moon Knight a beer, then activated the trap.
Last we see Moon Knight he is leaning against a wall popping a cold one.
He lived of course. Scorpio uncovered his deathtrap the next morning. The only thing in the trap was an empty beer can.
I'm going to throw something out there, that may not help with your trying to find an adventure path.
But in 3.x there was a splatbook called "Races of Faerun," set in the Forgotten Realms.
There was a Prestige Class called a Great Rift Skyguard or something like that.
Basically you rode Griffins or Hippogryphs or something.
What made it special was it was designed for maniacs.
One of the capstone abilities was to be able to leap from the saddle and drop onto a target, dealing falling damage to it.
You are supposed to shout "Axes from the Sky!" when doing this.
There was some other stuff, like being able to use Glider Cloaks and whatnot.
If you play outside I heartily recommend it.
This is something the fighter does well, so why not let him shine?
I have definite opinions about the melee/caster disparity, but let's not go there.
If I were in your group I'd think nothing of giving up some loot personally to get him the best defensive gear your group can afford.
I understand why the players in your group might feel a little piqued.
But this isn't my first rodeo, so I'd go with the way this one is going.
To me the big issue would be the damage that he is soaking up. That is why I said I'd try to get the group to make his defenses a group priority.
Also if I were the sorcerer I'd definitely take Greater Displacement or Improved Invisibility (heck why not both?) and putting one or the other on him every fight. You know the drill, haste then defense.
As a cleric I'd put up Shield Other regularly as well.
There are a lot of ways to play thing. Obviously your group could use other tactics if they wished. Assuming your group are all friends, why not let the fighter hulk out in this campaign?
I like stabbing people through walls if you have a Brilliant Energy Weapon, and can see through the wall.
I had a fighter once who had tremorsense (either feats or a short prestige class in 3.5), and a brilliant energy weapon.
I think you might be able to do it with a ghost touch weapon too, but I'm not sure that one would work honestly.
You find a difference of opinion on this. For most of the way leveling up I think Master Summoner is the best in Pathfinder.
I know the arguments against them, but if you study the lists of creatures you can summon, including their spell like abilities there is an awful lot they can do. They also get most of the good utility spell on the wizard list. Couple that with Use Magic Device and you have a winner in my book.
In 3.5 the Wizard is usually considered the king. You can make a real argument for Artificers though. Just a step behind are Clerics and Druids.
Yeah, those hexes are good.
My favorite is the one that lets you animate a hut or other object, giving it chicken legs.
Occasionally useful, but not a grand cosmic power thing.
But you can sit on the front porch of your hut, drinking wine, and strumming a banjo, with your dog/familiar asleep at your feet.
While your hut runs across the countryside at 60' feet a round or whatever it is.
Yeah, maybe. I had that Mickey Rourke movie Angel Heart figured out about 10 minutes in, including who Robert Duval was.
Then again Equus had me on the edge of my seat the whole way.
I dunno. Some things are good, and some are not so clever. If the dance is good enough, you don't mind if you know where it is going. Just don't get that from some of these movies and books.
I think I would be a Sorcerer, or maybe an Oracle if I can find one with certain spells.
Things I would have to be able to do:
1) Cast Fly or Overland Flight
I might not need all the Teleport spells if for example I can use Interplanetary Teleport for Intra-planet travel.
I would travel first class everywhere. I would not bother to adventure. I don't need money because basically I can do everything for myself anyway.
I would not return to earth. You made this mess, you fix it.
I have no need to be immortal. I will see what I can, it will be enough, and I will die happy.
Okay, this is a statement that means only what it says. It's not my intention to troll or whatever you want to call it.
But this book. What does everyone see in it? I read this when it was originally a short story in Analog back in the 70's (or early 80's?).
I had it pegged two pages in.
Okay, people like things I don't, I get that.
But this story has an amazing amount of hullabaloo. I've seen it mentioned countless times. I think I have even read something where it was taught at a War College or something.
My question is why? What am I missing? Orson Scott Card doesn't write beautiful prose, not like Gene Wolfe, Jack Vance, or Lloyd Alexander.
I found the plot simplistic. The characters not believable. This wasn't like Iain Banks where you go Wow!, maybe.
I've read a lot of science fiction and fantasy. My opinion is that this story is a one trick gimmick like "The Cold Equations," though that is not necessarily bad.
If you give me time I'm certain I could find a short story or even book that had been published prior with the same premise (and I am not trying to accuse Card of plagiarism, it is just a fairly standard kind of thing in this genre).
So why did this story take off? Why is it popular? I just don't get it.
I think this one is:
A driver makes her living driving vehicles in the service of those who can pay for her considerable talents. She may be a wagon-driver practiced at smuggling contraband, an accomplished musher blazing arctic trails, or a seemingly refined coach driver placing her roguish talents in the service of a wealthy patron.
(This archetype works best with the vehicle combat rules.)
When driving a vehicle that uses a group of animals or magical beasts as muscle propulsion, the DCs of all driving checks are reduced by 2, the maximum speed of the vehicle increases by 10 feet, and the acceleration increases by 5 feet.
This ability takes the place of trapfinding.
At 3rd level, the driver learns to keep driving and maintain control of her vehicle, even when mortally wounded. If the driver drops below 0 hit points but is not dead, she can attempt a DC 15 Fortitude save each round to remain conscious and in control of her vehicle, though she may take no other actions.
This ability replaces trap sense.
Rogue Talents: The following rogue talents complement the driver archetype: firearm training and getaway artist.
Advanced Talents: The following advanced rogue talents complement the driver archetype: feat and getaway master."
Kind of the Siege Mage of Rogue Archetypes.
Unless you have a really, really atypical campaign. For the life of me I have no idea what they were going for with this one.
Other people have touched on it. But you don't absolutely have to have all the trapppings of a monastery and whatnot like the tv show Kung Fu.
I've seen at least one legend that says Martial Arts originated when a buddhist monk traveled over the mountains from India to China, and observed animals along the way.
Lots of stories like that. You could do it that way.
You could have a martial theorist that deduced the principles on his own, and is constantly working to see where his work can take him.
You could have a unarmed mystical fighting tradition tradition that originated in a Western flavored religious environment.
Heck, the character himself might not know how he knows to do what he does. It is enough that he can.
Just saying you don't have to automatically say "Monk," got to have samurais, ninjas, weird martial arts weapons, robes, straw hats, etc.
It's not exactly a maverick opinion, but it is one that a few people hold here.
When it comes to spells known, how much is enough?
Obviously you can't put an exact figure on that, but my experience and theory craft says if you play a human sorcerer (for the spells known bonus per level) sorcerers draw even with wizards. At least.
Look Sorcerers get more spells known in Pathfinder with the bloodlines. Add the per level spell known bonus with human (think one or two more races get this as well) and it officially becomes a truckload.
You may also have a way to get Paragon Surge in some manner, and that can more than do the same thing (if your dm allows it).
Add in Staffs that can be recharged, wands, various other items including scrolls that let you use a particular spell you don't know, items that give you knowledge of a spell...
I might add that part of the advantage of being a wizard is that you can learn spells you might cast once in a blue moon. If you take Limited Wish, and Wish later, you can pretty much cast any spell anyway, if you have the cash. Not an everyday thing, but it's not like you can't get around not knowing a particular spell. And Limited Wish gets much more affordable as you level, though never trivial.
Just saying that if you pick the right race, or can use Paragon Surge it is a much different ballgame than 3.5, which is where most of these assumptions came from (and they were definitely right in that version, and in this if you take a race with poor benefits for the class).
This has been argued before (like a lot of other things) and it never gets settled.
And just for kicks:
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision."
I think you can make a case that a creature with darkvision doesn't see shadows within it's visual range.
So what does that mean? No idea. But how can you hide in a shadow, when something you are hiding from doesn't see a shadow?
It may seem like overkill to you, but while I like Grishnackh's list I personally would drop Summon Monster IV and take Emergency Force Sphere.
" Emergency Force Sphere
School evocation [force]; Level sorcerer/wizard 4
Casting Time 1 immediate action
Range 5 ft.
As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.
Normally this spell is used to buy time for dealing with avalanches, floods, and rock-slides, though it is also handy in dealing with ambushes."
It might seem like overkill, but this is a spell you can get off as an immediate action. Personally I would still take and use Resilient Sphere, even for a defensive purpose. But the main man not dying is kind of the most important thing ever, so you can't have too much security.
I also think that Limited Wish and Mindblank should be on that list somehow. Some argue against Limited Wish, but I just find it psychologically comforting that I can always have the right spell if I have enough money.
Look, the real purpose of these things is to be slaughtered by adventurers or to destroy villages or something.
It's pretty obvious that Beholders and things like that depend on magic just to live.
But things like Giant Scorpions, Spiders, etc do just as much. If you are interested you can look up the scaling laws for natural organisms.
Something that has always helped me is that muscular power depends on the area (cross section of a muscle), whereas volume (and thus weight) go up with the cube.
So you have ants that can carry 10 times their own weight and whatnot, and elephants with legs like trees.
That's a long winded way of saying these giant size things are totally impossible physically.
So it's pointless to even speculate about how much food they need or hunting grounds, or anything like that.
Now if you are doing it for flavor that's something else. My take is that something that size has to be solitary (except for mating season maybe). They can't afford to share game with anything else.
Cold blooded, so they can only exist in certain environments, like deserts. I imagine some gigantic scorpion burrowed into the sand at night, and being very sluggish in the cold night desert.
No Giant Tarantulas or other bugs on the tundra either.
I might add that humanoid Giants as depicted are totally fubar. If they tried to take a step, they would break their legs and fall to the ground.
Until you add magic. That is about the only thing that could make the kinds of things we see in the books possible.
Just saying, don't shine too much science on these things. Good for flavor maybe, but the whole thing really starts to look dumb if you try to assign some sort of logic to it.
Find out your dm's position on a few things.
1) Whether you can cast Magic Vestment on the wood armor
a) Will he make you lose the Wood Armor if you shift into Treant form? This is kind of dumb, because you can immediately resummon it. The only loss is that if you can use Magic Vestment, you would have to cast it again. Although as I understand it, if you cast it WHILE you were a Treant with Wood Armor, you would keep it if you went to human form. So potentially you could wake up, turn into a tree summon your Wood Armor and cast Magic Vestment on it, and you are good to go.
Me personally I would just rule that you keep your armor and weapon if you started out as human, then went to tree form.
b) Most people seem to think Treants (thought this was the best plant form for combat) wouldn't keep your weapon upon changing shape (though things like Giants apparently do). Find out what the DM thinks about Wood Bond affecting a Treant's natural attacks.
I might add you could always summon a Wood Weapon if you take that Revelation if you are in Treant form.
I want to give you a little advice on this.
Arcane Casters defend themselves a number of ways:
1) Not being there by escaping, whether long term or a tactical reposition (Dimension Door, Teleport, Shadow Walk or Plane Shift those latter two aren't used much)
A few miscellaneous things like Contingency that uses one or more of the above to get them out of trouble or put a defense quickly.
Now to get to where I want to go:
1) A way to deal with illusions or invisibility (however you do it, gear, class feature, a couple of feats give you tremorsense or blindsight if you are the right race)
Now to be honest there are a couple class features floating around that give you dr/cold iron or dr/alignment or something similar.
But those are the big ones. If you have the levels, it is a wise thing to get the kind of gear it takes to accomplish these things. Offhand a class like Horizon Walker can get you tremorsense and the ability to fly. I know in 3.5 a couple items gave you that as well. True Seeing items are expensive or cumbersome though (Gem of Seeing). A couple see invis items exist, but you also have to deal with the cliche of the flying caster with mirror images.
The problem is the game is tilted towards offense and rocket tag (cue the blackbird swarm to pounce, intent on pecking eyes out). You have to live long enough to do something, or be able to move enough to do something.
Paladins, Barbarians, and to a lesser extent Monks have the class features to take a fistful of spell to the face and live if they lose initiative. They all do it different ways.
And we aren't talking about hit point damage per se, we are talking about save or die (or suck) spells, or those that turn you against your own party (will saves).
I'm taking a long time to say make sure you play a Barbarian, Paladin, or Monk (Zen Archer or maybe Sohei only, so you can go archery).
Unbreakable Fighter gets honorable mention, but he trades a ton of melee power to get what the Barbarian and Paladin still do better.
Well that's my two cents, and it is only intended as advice for dealing with arcane (or divine) casters.
Raith Shadar wrote:
Cast as often as a lot of other spells? No. But limited wish is used more than you are implying though.
Mainly as a "pull the bacon out of the fire" or to solve some other problem you don't have the spell for at that time.
I have never made a caster who didn't have this spell, whether he had the cash for it or not at the time he picked spells.
Sometimes you need it. If you cast it once every 5 or even 10 sessions, it still earns it's keep in my book.
Has it ever been ironed out whether they can cast spells? It's pretty obvious you need Natural Spell to cast as a druid wild shaped into a tiger.
But there has been some argument about the elemental (and some other forms).
I guess I don't understand the feat.
My reading is that if you take Eldritch Heritate in a bloodline, then Mythic Eldritch Heritage, you gain ALL the powers for that bloodline from then on "as if your sorcerer level were your character level – 2."
So no need to take Improved and Greater Eldritch heritage (unless you are really concerned about caster level).
Do you guys know what they meant exactly? Because my thinking was it was entirely possible to get all the powers for as many bloodlines as you could devote two feats to.
Well three. Forgot about Skill Focus.
Alexandros Satorum wrote:
Good point. But I have to wonder what we have if we jiggered the Solar's feat selection a little. You know get rid of Cleave, Improved Sunder, Lightning Reflexes, and Mobility and give him some different feats.
Stuff like Dazing Assault, and well... Cornugon Smash.
I've never understood why everyone says this is bad if you combine it with toughness.
Some classes and races get crap favored class racial bonuses, so this is like getting toughness.
As as for taking both?
20 hps is 20 hps. It is the same thing as toughness past 3 hd.
If taking toughness once is a good idea, twice is still good, unless you have a ton of other feats to compete with it.
Heck I wish they had a feat called "Skilled" that gave you another skill point per hd.
I'd take that too. So yeah, I'd take this feat and toughness, unless it was competing with a class benefit that was too good to not take.
And uh, this is just my take.
I really don't think the devs here are making logical propositions and checking them with Boolean Algebra before they publish something. Not a bad idea for a gaming company to hire a guy to do something like this, but I doubt one ever does.
So maybe that argument needs to go in the happy box?
nate lange wrote:
No, there is some new spell out there, that can be broken if you combine it with this, that and the other. Seeing it in build after build, including some on this thread.
Another gloves of dueling type thing if you have high charisma. And much cheaper.
Okay, I finally looked up "Nereid's Grace."
School enchantment (charm) [mind-affecting]; Level druid 1, witch 1
Casting Time 1 standard action
This spell was originally created for Undines. Characters or creatures of other races can learn to cast it with GM permission.
You radiate the unearthly grace of a nereid. If you are not wearing armor (or your armor is not visible, such as when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma bonus."
This spell is utterly stupid. I realize that it provides a new toy to allow a stat to "double-dip" (or triple dip with some of the builds mentioned), but they sure didn't put much thought into the implications or exactly how this spell works.
Okay, let's start off with the spell school descriptions: We have "charm," and "mind-affecting."
Now let's examine this bit of blurb:
"If you are not wearing armor (or your armor is not visible, such as when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma bonus."
So let me get this straight:
1) You get no bonuses against undead or anything immune to mind affecting stuff.
Suddenly you have bonuses to your ac, even though the guy looking at you knows full well you have armor on.
Sorry, this one doesn't allow my "suspension of disbelief" button to operate.
I cant take someone flying, casting fireballs, summoning demons and angels, or teleporting with a word.
But I do not tolerate things that sound utterly ridiculous like this.
This is an utterly crap spell. If you allow it in your games, it's like having a piece of rotting tuna stinking up everything.
It'd make a lot more sense if they took out that blurb about "visible armor" and just had it work the same otherwise.
I guess they felt the need to balance a first level spell that did this somehow, but the fix is stupid.
Bump it up to a 3rd level spell or something and change the duration to a minute per level.
Anything but more of this conditional, stupid sounding crap.
Kydeem de'Morcaine wrote:
You are certainly right about history and different kinds of leaders.
But we are talking about a system where if you pick the right class, you can have a BBEG who can:
1) Teleport anywhere he needs to be.
And he can do all this, without a single person needed to help him. Well other than get him components and scrolls. But the point is the system will give it to him without an empire.
And well he can do all the things the other kinds of leaders you mention do, since he will have the same resources. Only better you understand, because... well EVERYTHING is, and can be done better with magic.
No matter what you do, you are only having a Fighter (any martial) as a BBEG to prove a point, or provide an enemy your party can defeat.
Because no matter what it is, you just have to imagine him as a wizard instead, and you realize he totally sucks compared to what he could be.