Vinroot the Drunken Treant

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How does the Fabricate spell work as an SLA? Note that there are several ways to get it as a PC, and the Pleroma Aeon can use it up to 7 times each day.

From what I understand, SLAs don't require material components... is the fabricate spell an exception (somehow, maybe due to wording) ?


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The other day I dug into the Arcane Archer Prestige class after reading some of the commentary regarding the recent SLA FAQ.

I noticed something that looks pretty phenomenal when combined with some particular mythic abilities (yeah, surprisingly, something in mythic adventures can be used for something really strong. I know you're all shocked)

For reference:

Seeker Arrow:
Seeker Arrow (Su): At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Phase Arrow:
Phase Arrow (Su): At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.

Limitless Range:
Limitless Range (Ex): Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.

Mythic Far Shot:
As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged attacks until the end of your turn.

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With a Seeker Arrow with a mythic feat and mythic ability, you can hit any known opponent on the same plane of existence as you (with an attack roll), so long as there is a physical path linking the two of you. You don't need to know where they are, so this will apply to Undetectable opponents as well (take that! OP legendary item ability)

With a Phase Arrow, the same is true -- but now only magical barriers interfere.

I opened a thread concerning what "at a target known to him within range" means -- I ask that long discussions concerning that aspect be directed there

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My questions for opening discussion: is there something I've missed?

If not, what are the most synergistic abilities that you think would go well with such a trick? Bear in mind that the required investment for this trick set is pretty lean (Arcane Archer Pre-Reqs, at least one Mythic Tier)

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Oh, if only you could shoot through Gates


For reference:

Seeker Arrow:
Seeker Arrow (Su): At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Question: With what sort of precision must the target be known to the archer in order for this ability to work?

Cases:

1) Archer must know the square where the target is in order to roll the attack with modifiers

2) Archer must be aware of the general location of the target -- and must also be correct with some sort of metric as defined by the GM (i.e. the archer misses the opponent who rounds a corner, becomes invisible, then teleports to a place on the other side of the archer)

3) Archer will roll an attack against the opponent so long as the opponent is within the maximum range increment of his bow without intervening obstacles, using the appropriate modifiers.

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Based on my reading, I am inclined toward the third option, though a quick (~30 min - hour) perusal of old threads on the topic yields mixed opinions.

So, is this the currently accepted wisdom, or have I misinterpreted the ability?


First, the relevant rules text (portion most pertinent here copied for convenience):

Trueforge:
If the crafter accumulates a number of negative levels equal to her own character level or exhausts her mythic power, the labor proves fatal at the end of the day. Normally, this ruins the work in progress, but if this occurs on the final day of work, the crafter finishes the item as she dies. Her soul enters the item, making it an intelligent item with the crafter's personality—and likely some of her abilities, as determined by the GM.

Creatures immune to level drain, whether by innate nature or magical protection, can't use the Trueforge.

I recently gave some thought to the question: which magic item can a player craft that is arguably the best case scenario for the dangerous effect? After little thought, I came up with -- Golem. (If somebody has a better idea, I'd be happy to hear it!)

An early disclaimer: the trueforge is an artifact, so access will be limited to rewards/story/plot driven by GMs. Thus, for the sake of this discussion, I ask a reply to assume that the GM is ok with giving access to this artifact in some capacity.

Second disclaimer: Crafting Golems (and really, any magic item) requires GM approval again. Let us presume, for the purpose of discussion, that a given GM is alright with the idea of a player crafting any construct in the rulebooks -- even statting out modifications from Ultimate Magic.

The rules tell the player that their fate after being absorbed into the crafted item is entirely in the hands of the GM. As a GM, what would be an appropriate response to this?

My first reaction: probably too powerful. The HD, abilities, and innate protections probably outweigh the negatives -- lose CON to HP, gain a particular weakness to a specific magic, regular healing no longer applies, etc -- thus the GM should make the PC an effective NPC, gut the class abilities, and make the player re roll.

My second reaction was: If the crafting had gone smoothly, the PC would have had their own character *and* the golem. Separately, they would have been weaker individually, but they would have double the action economy. This can be worth more in a fight than a character who has better stats/better defenses. Thus, the GM could let the player essentially possess the golem (like magic jar/possess object, only permanent)

Letting the player keep their abilities seems like an extremely niche way for any crafter to emulate being a synthesist summoner... Except the suit will cost a bunch of the player's wealth by level. However, I'm not totally positive on giving a new way for a player to hijack abilities from other classes.

What do you think?