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This spell, along with Beast Shape, has caused numerous discussions over the years among players as to whether the target of the spell actually changes into a "beast" or into a "fey creature" or just gets things like swim speed, climb speed, etc. So, the question: As a druid, if I were to cast Fey Form II on myself, would I be able to look through the various large-sized fey creatures and then turn into one for X minutes, or not? A "Yes" or "No" is helpful, but if there is any explanation you can give, a rule quote, something, that would be SUPER helpful! Thank you in advance for helping to settle this. ![]()
Diego Rossi wrote:
So you would penalize the player because of . . . what? You not liking 3rd party spells? Okay, I can see that this was a waste of time. I thought I might get some intelligent input. Don't bother with you non-witty I'm-anonymous-so-I-can-say-what-I-want ridiculousness as I won't be coming back here further. ![]()
Sorry, it is from 1001 spells. I'm accessing it via docs.google.com. Here's what it says: Mishap
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So, I'm asking this for myself and my DM. I'm selecting Mishap, a cantrip. I read it for the DM, and he said "So you're telling me that if you go into a room that has, for example, some type of 3rd level warding spell or something that lasts for a while, you can cast Mishap and if it works, as in you hit the required DC, it works, but if it doesn't work, you can stand there and cast it 10x in one minute, until you actually do hit the DC?" I nodded. He got a disgruntled look about him like he was going to make a special ruling against using cantrips over and over in a broken manner. Help? Am I wrong? I mean, the DC is 15 + the spell level and I have a caster level of 2, so it's going to take a really high roll to succeed, hence my reasoning on having to cast it again and again. Am I abusing the cantrip ability? Any insight and/or rulings would be appreciated. Thank you. EDITED: The DM is specifically concerned that if I can just go into a dungeon and essentially disable all traps simply by casting Mishap over and over, it would ruin the purpose of having any traps, and I can agree with him that would ruin the dungeon. So a question is, would the trap have to go off in order for me to Mishap or if it is just sitting there waiting, I'm guessing we'd have to discern that there's a trap there in the first place? Again, insight is appreciated. ![]()
I use Hero Lab for building, and I've created a Human Sorcerer, Draconic build. Under Feats I'm able to choose Possess Creature and Possess Object. It says they are from Council of Thieves so it isn't third party. 1. How come I cannot find this anywhere at d20pfsrd? There are no feats, even monster feats, by these names. There are some spells related, but, they are vastly different than what's in Hero Lab. 2. They talk about Possession Points, that as 10th Level, I'd get 10 points to use each day on the possessed creature. I have not be able to find one word about Possession Points. I even downloaded the Council of Thieves PDF (freebie) and nothing in those 13 pages. If anyone can help or point me in the right direction, I'd appreciate it. If I can't find something I'm sure my DM is gonna' have to rule it 3rd party and unplayable. :( Thanks in advance! ![]()
Okay, I follow that. What happens re: battle? I have X HP, I go to -3 HP let's say. 1. Do I go unconscious as a dinosaur and stay that way until I am healed or my wild shape time runs out? Or 2. Do I revert back to my normal human shape, and if so, at what HP? My DM says that I would have an unfair advantage because I would go back to human with full HP. I'm thinking that would not happen. Who is correct? Thank you! ![]()
I'm building a Dinosaur Druid, Level 10. So, via Wild Shape, I can turn into a Huge dinosaur. With that, I get hit points. I assume I get the HP of the dinosaur, but I'm not certain of that. I myself have 110. Either way, let's say I battle and get hit and drop to -4 HP. Do I revert to my Druid form with 110-4hp = 106? Or am I unconscious at -4hp in my Druid normal form? Or something else? It seems that if I can go Wild Shape, fight, revert, go Wild Shape again, fight, revert, etc. that I can end up taking hundreds of HP worth of damage, which seems kinda' OP. Not to mention my dinosaur Animal Companion, and, Summon Nature's Ally spells. Any help clearing this up would be appreciated! ![]()
I think I may be dreaming here, but, here goes... I'm a 17th level/Mythic 8 mythic vampire cleric, and I'm thinking one or more of my parties members may try and kill me this weekend. It's an evil campaign by the way. Anyway, what I'm trying to come up with is a way to "ready" an action that will take place if I get attacked. What I want to do is cast a spell if attacked by a party member. This could come at the start of this week's session, or, an hour into it...I have no idea. So, my concern is that if I pass my DM a note that says I want to ready an action, blah blah, he's going to rule against me because a readied action only last one round. Is there anything else I can do, other than approach the DM and say "Hey, if I get attacked by a party member, I'd like to let loose a prepared spell, or, at worse case, I'd like to poof into gaseous form." Not that it matters, but the spell I want to prepare is the 9th level energy drain, mythic, and maximized (I have mythic maximize) so it's a ranged touch attack (it'll definitely hit) that does 2d6 negative levels, so that's 12, plus, because it is a ranged attack, Energy Drain (separate ability for vampire melee or ranged attacks) will add another 2 levels, so that'll be 14 negative levels. The person I'm concerned about is a 16th level sorcerer. If this happens (her attacking me), I'm going to pause the game by raising my fist over my head (our signal for OOC interaction) and ask her to please reconsider her actions, that, its' going to end badly for her if she doesn't. I digress. Is there anything that anyone can think of that will definitely allow me to prepare this spell and have it waiting, like a rattlesnake card in Magic: The Gathering...? ![]()
Okay, where to start? We're a group of adventurers at Level 16, Mythic 6. We have a varied group of melee and spellcasters. We're in a medium-sized port city, and I (cleric) have seen a vision of a large ship 3 weeks out, loaded with trouble. There's a Greater Demon Lord, two other powerful melee creatures from our current adventure that died (and obviously went to Hell), plus, 1,000 tieflings. Yes, 1,000. We've been given the leadership feat by the GM, and he's given us each a cohort and I've calculated up the followers. We have 569 total. We have three weeks to prepare. Here are some thoughts, and, I'd like some advice. I figure it's not cheating, because a) the GM could look here himself, b) he's got a buddy GM who may be dispensing him some advice, and c) the town has some high up members, ruling council, all that good stuff, so you folks can be considered them in my book. :) We're allowed to use third-party spells. My thought is on the way in, we have the boat meet up with some elder water elementals and see if they can sink it. Even if they can't only knock some overboard, that's less we have to deal with. We'll conjure up some sharks to eat those who fall overboard. And if it sinks, well, then we'll do what I mention below, just in the water with sharks vs. bears! Assume the boat survives. It comes in and docks at the dock. I say we put lots of bottles (small, of course, can't imagine they'd even be noticeable) filled with sovereign glue lining the wall of the dock, so that when the ship presses up against it, it breaks the bottles, and hopefully enough, so that we can glue the boat to the dock and keep it in place. Iffy, but a thought. Before the boat gets to the dock, starting right at the surface of the water, I propose that we can multiple spells called Burn Out (1,001 spells). Essentially, it creates a permanent dead zone for magic. We made the zone big enough (through multiple castings...takes a day, lasts forever) to encompass the whole ship. That way we don't have to deal with dispelling from the ship, etc. When the boat is docked, secured with the glue, in the dead magic zone, right on the dock next to the boat I cast Wall of White Water. It's a wall that's 5' thick, 160' long, and 80' high. It would last for 16 rounds. No creature may pass through it unless they pass 3 consecutive swim checks, DC 33. So, that stops the tieflings from getting off the boat unless they want to jump into the shark infested waters, because they are not going to be able to pass DC 33 swim checks, and the spell won't be able to be dispelled due to their magical users being in a dead zone. Next...on the docks, we'll have a lot of crates covered by tarps. Well, they won't be crates, they will be a bunch of our followers! Our druid will cast Animal Shapes. She can turn 16 of them, ever 6 seconds, into Huge animals. We will choose the Giant Advanced Dire Bear. Aside from having over 200hp, and multiple attacks, it also gets +25 to its swim check, so, it will have no problem succeeding on the swim checks. So, in one minute's time, she can create 160 of these Dire Bears, who will swarm the ship and hopefully kill the Tieflings. NOTE: If the boat sinks due to the elder elementals creating a whirlpool, I propose that our druid instead turn the 160 volunteers into killer whales! Okay... If the druid turns someone into a Dire Bear, can they then pass into this dead magic zone? Are they a magical beast? I'm thinking they are a real dire bear, and thus would NOT be dispelled by the no magic zone. Am looking for other ideas and suggestions...thanks in advance! ![]()
So what happens if a vampire goes to gaseous form, then enters the mouth/nostril/ear of a monster, and then reverts back to normal size? Does he get shunted to the next available square? Is he not able to revert back to normal size under that situation? Or, does he revert and potentially blow apart the monster's skull in some sort of attack? Thoughts? ![]()
Bit of a bombastic subject but I figured during the holiday season I might need to do something to get a few responses. :) Would it be possible for a Druid to wild shape into something Tiny, fly into the mouth of a creature, and then wild shape into something Huge, and possible explode its head? I know you can't enlarge person into too small of a shape. But I looked under Wild Shape and Beast Form, and I can't see anything that says this couldn't be done. Someone suggested that you can't transform into something that won't survive typically, like, a dolphin in the desert, but I thought that was a) more of a suggestion vs. a hard and fast rule, and b) the inside of one's body may not be the most hospitable, but it certainly shouldn't prevent it either. Rules? If none, thoughts? Thank you, Merry Christmas & Happy New Year. ![]()
Hello. I'm not new to D&D, but I've never had to calculate this type of potential damage, and I'm simply confused and overwhelmed by all of the options. Let me explain. We have a DM visiting from out of town. He's a good friend who is going to host a one-night session over the Christmas holidays. Our characters are to be Level 20, Mythic Tier 10. He basically said "go ahead, break things wide open" and gave us $3 million gold and really no restrictions. I selected a Glabrezu Demon Barbarian as my character. 12 levels for the Glabrezu, and 8 in Barbarian. I loaded up with the Belt of Physical Perfection, the various Tomes, Amulets, Capes and whatever else I could find. My HP, while raging is, 620, my stats are 68 STR, 21 DEX, 51 CON, 27 INT, 33 WIS, and 31 CHA. My weapon is a +1 glamered impervious keen speed transformative vorpal legendary adamantine nodachi. It's Huge (like me) but will go Gargantuan when I rage (Abyssal Blood). For the legendary part, the only thing that comes into play for damage is Foe-Biting. Well, Unstoppable Strike, but that's just against the DR, blah blah. I have Vital Strike, Vital Strike (Mythic), Power Attack, Improved Vital Strike, Greater Vital Strike, Cleave, Great Cleave (don't think I'll be using the Cleaves, though), Devastating Strike, and Critical Master (selected twice, so it affects mythic creatures). I also have Elemental Fury, causing 3d6 of energy damage when I crit. Right now, I'm at +46 to hit, causing 16d8 + 308 damage. I use Hero Lab so I'm not sure how it calculates all the damage. The above is when I have Vital Strike checked, for the single hit. What I'd like to know is if I were to Crit (15-20), since I automatically confirm, how I calculate the damage. Some things say "this doesn't multiply on a crit" yet other things, like Devastating Strike, do say multiply on a crit. Then there's stuff in Mythic Power Attack that says bonus damage is doubled before getting multiplied on a crit. Foe-Biting says that weapon special abilities and precision-based damage is also doubled. Do you see my confusion? If you need more information from me, please ask. I thought that for someone who is really good at this kinda' stuff, it might be fun to calculate it all up. I find that kinda' stuff fun, but, I'm just a little bit lost here, so, if you could walk me through it, that would be a wonderful Christmas present. :) And I realize that it might seem ridiculous to some...doing this kinda' damage, but it's an exercise. The DM will surely find some way to negate it, etc., or his "critter" will have 10,000 hp or something. It doesn't matter. Just looking for what I'd theoretically be able to do. And then there is Amazing Initiative. I realize that I probably have to give up my Sudden Attack (mythic Champion's Strike), but I think I might be able to do all of the above, twice, with Amazing Initiative, since it gives an additional standard action. :-) Thanks in advance for anyone who wishes to participate in this. ![]()
I let him switch a -2 to another stat and take +2 to STR. I figure that there are strong goblins, or charismatic orcs, or wise tieflings...maybe not many, but if someone wants to play an exception, that's okay. He put all of his buy in into STR and DEX and CON, and has 8/8/7 in INT, WIS and CHA. So what you're saying is that he shouldn't be getting near that much of a bonus to hit. ![]()
Hello...I'm going to be GMing tomorrow, and one of my advanced players is playing a Goblin Barbarian. He wants to use a torch as a weapon. He selected "gauntlet" in Hero Lab, and gave it the "Improvised" weapon special ability. As a first level character, he's getting +9 to hit with it (+1 base attack bonus, +5 STR mod, +1 (small size), and +2 trait bonus. The trait he picked was surprise weapon. Now, I'm trying to figure out if this is all "legal" or if he's getting over on me. Seems like he should be taking a -4 for an improvised weapon...and if he's not (he may say it's not really improvised since he's a Goblin and may be trained in it), then he shouldn't get that trait bonus. Sorta' seems like double dipping. The weapon is set to do 1d2 + 5 lethal damage. Now, a gauntlet is metal, but a torch seems to me that it would be wooden and wouldn't do lethal. Some input from more experienced people would be greatly appreciated. I don't mind someone being innovative and maybe even stretching a wee bit, but +9 seems awfully good for Level 1. Please advise. Thanks. ![]()
I've been reading quite a bit about the various requirements for Craft Wondrous Items and I understand the parts about taking 10, about adding +5 to the DC of the Spellcraft check, etc. What I haven't seen with regards to requirements is the issue of spells. I'll use an easy example. Let's say I want to craft a Cloak of Resistance +1. Requirements: Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus. Okay, I have the feat. My level is 3x the bonus. Now, as a cleric, I can cast resistance, but, if I didn't pray for it that day, does that mean I either need to wait until the next day, pray for it, and then craft the cloak, or just add +5 to the DC? Next, how would this working for items that are more costly and require many days...do I need to keep praying for the spells required each and every day? I'm guessing that this gives clerics a major advantage over, say, sorcerers, in this regard who must pick spells and stick with them? Thanks in advance for any clarity you can shed. ![]()
So for a 120 foot line attack, it starts with me, so then can I go up 30', then to the right for 10', then up 10', then to right for 30' more, then up 20'...you see my point? Can I pretty much direct the line this way and that way, so long as I don't pass through the same square twice (I don't think I'm allowed to hit the same target twice) and I don't exceed 120' of total movement? ![]()
Okay, thanks. I'm just looking for ways to pump my Cleric because the DM is telling us the campaigns are gonna' get much more difficult...yikes. He's pretty good now, but I figured if there was a way to buy lower level tomes (I have a +5 one now), I'd get the +4, +3, and so on to push the limits. Guess I'll have to look around and see what's available. Thanks for the quick replies! ![]()
Hello. If I were to purchase the Tome of Understanding +1, and then a week later if I had enough gold I purchased the Tome of Understanding +2, would they stack, so that I would have +3 to Wisdom? I know certain things can stack, and others can't, so I figured that since these required action (reading 48 hours over 6 days for each one) that their effects would stack. If someone could let me know, I'd appreciate it. Thanks. |