Ok this may seem a dumb question and probably it is. But I'm trying to make a changelling PC just because I think will be funny to play a shapechanger. I had the "crazy" idea? That a changeling can change his appeareance at-will to resemble another medium creature female or male. But I checked in Advanced Race (184) and Bestiary and by raw I dont see much about this topic. Adv Race says this is a humanoid with changeling subtype. I don't see a changeling subtype in the bestiary so I asume it refers to shapechanger subtype. Is this correct? If it is correct, can she impersonate any medium creature? what kind of action is that standard, move? does it take more time 1 minute? Do she has to make a disguise o a bluff check if someone is suspicious? Do she has any kind of bonus to this check? You see I am full of questions, Its just that I am going to be player this time and I'll like to get this clear so my DM don't need to spend time on this. thanks in advance!
So, let's say my Eidolon got twice the claw evolution, thats 4 claws, (two claws per evolution). 1. Now I want to add reach to every claw. Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet. That seems to take 2 evolution points not just one ¿am i correct? 2. Now I want to add improved damage to every claw. Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. ¿Do i need to spend one evolution point or two? I usually get confused by terms like attack, attack action, attack form, etc. ¿Is there a place where they clarify all this stuff? Thanks in advance.
So, another question about magic jar (one of my players loves the spell). Let's asume the spell works and he has already possesed a creature: either a living one or a sentient undead. His body is as a dead body (so I assume helpless). So what happens when i cast an area spell and it affects his body. For example: prismatic spray, what happends with his saving throws reflex vs fire/acid/electrical damage (if helpless then -5 Dex modifier)
thanks anyway.
Just my 2 cents. Pre-made modules (maps, tokens, maybe stats of monsters...) will be key. You can sell them and if price is right, people will sure buy it. Module/Session preparation is problably a pain (never did it). If you can get it pre-made, that is gold. I think that is a better way to make money than suscription fees. bye.
Hi, Just curious about how it works... I was DM and a wizard used a Magic Jar to possess a devil. The devil was binded to protect an area he cannot left, and the wizard was outside this area. So how it works this: ¿Can the wizard possess the devil? Because the soul of the devil will go to the gem outside his binded area. If this is ok, ¿can the wizard inside the possessed creature go outside the binded area that the devil cannot leave?
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Correct magic missile no save, i just tried to list some spells that work well with dazzing metamagic. Probably didn't express myself good enought. magic missile + dazzing spell is only a lvl 4 spell and by then you can leave 4 monsters dazzed if they fail a will save (if spell has no save dazzing metamagic uses will save. If it has it uses the spell save). flaming sphere lets you try it round after round unless you fail SR check. fireball big area multiple creatures to daze at once chain lightning lots of targets and higher save. Key things to remember: you must deal damage to make the dazzing effect work. And you can have different ones prepared save vs ref/will and choose the one you like after you know your enemy wizard/cleric > ref, rogue/assasin > will, or knowledge check (is it faster than strong willed...). Beware of protection from energy/resist energy/inmunities + energy resistances of some monsters, remember no damage no daze.
Do you wanna go craft items or metamagic? if you want to craft items you've got a trait (Hedge Magician Adv Player) that gives you 5% discount. Wondrous Items, Craft Arms & Armor are good options if you want metamagic, I like dazzing spell. +3 CL, but you can end a combat with this one alone. Use it with Ref save spells: magic missile, flaming sphere, fireball, chain lightning... Ref uses to be the bad save. Anyway you get lots of other fort/will save or suck spells. At level 9+ you can remove an oposition school with opposition reasearch, you can even take it in as a metamagic feat.
Ok, I'm a DM and I'm going to have a "situation". So i went to the rules to preventibly know the answer... and still not sure. Situation: got a bad sorcerer with greater invisibility who is going to be casting fireballs to a bunch of good adventurers... what if they want to counterspell. Sounds reasonable way to go for me. COUNTERSPELLING(pag 207): http://paizo.com/pathfinderRPG/prd/magic.html Spellcraft check (DC 15 + the spell's level) + cast the apropiate spell (fireball in this case) = automatic counterspell. Or you may try dispell magic without spellcraft check (or maybe try this way if you fail to id the spell beeing cast). QUESTIONS: 1. If bad sorcerer is invisible they just hear arcane words, so that must be a harder Spellcraft check ¿How much?
OTHER THINGS I DONT UNDERSTAND AND DONT KNOW IF THERE IS AN ERRATA, DIDNT FIND IT ANYWAY: Spell-like abilities cannot be used to counterspell, NOT CAN they be counterspelled. (pag 221) Appendix 1 (pag 554) ... Spell-like abilities CAN BE dispelled and counterspelled as normal 4. ¿Any errata for this i haven't seen? ¿Or does this mean they can be countered with dispell magic but not with the same (or opposite) spell. Ej fireball vs fireball or haste vs slow? 5. It's the same for item creation: 5+CL (Magic Item Creation: pag 548) or 10+CL (Item Creation Feats : pag 112). ¿Which one is correct? --------------- Spellike Abilities (pag 221) Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted. PDT: I'm spanish and this is a big post, I hope i made myself understand and I didn't kick the dictionary too many times with my poor english, any help with this is also welcome ;-)
A player asked me if he can write a spell in his blessed spellbook and then rip off the page to use it as a scroll. So he gets a blessed spellbook with 999 pages and a level 1 scroll (for example). ¿Is this ok? I tend to think that like "the book of infitine spells" you cant strip it, getting scrolls from its pages... but not really sure. Some help will be apreciated ;-) BLESSED SPELLBOOK: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it. |