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![]() Aelryinth wrote:
Nay, 'like' bonuses do not stack. But, for example, a 'sacred' bonus to AC will stack with an 'enhancement' bonus to AC. Mage Armour provides a +4 'armor' bonus to AC. Magic Vestment provides an 'enhancement' bonus to AC. Ergo, they stack. You are correct that you can't target the force effect created by the Mage Armour spell, but you can target your t-shirt to gain the 'enhancement' bonus. ![]()
![]() James Risner wrote:
Did you even read what I wrote mate? Given that you've just repeated me, I'm going to assume you misread my post. ![]()
![]() Claxon wrote:
When all the adventurers looks at me with "that face" with the big eyes and the pouty lips, I just fail my damn sense motive check every time. However, when I'm a Player in someone else's campaign I avoid using 3.5 or older character options. I'll still use the source material for guidance though. For example, I still faithfully carry around my The Complete Paladin's Handbook so that when a paladin I'm playing strikes some moral dilemma I can consider: 'What would Sir Geffen do?' ![]()
![]() Going off original topic a bit, but regarding Greenbound Summoning: The author of the feat [Ed Bonny] has stated that it should be a meta-magic feat that modifies the spell level by 2. While that would go some distance toward rebalancing it, it's the greenbound template that needs the most work. Because you effectively gain access to a level 5 spell with a level 1 spell slot. Level 3 slot if you apply the +2 spell level adjustment. I'm in the process of discussing with the other players how to modify it, but we're thinking along the lines of applying the template in a similar fashion to the way the celestial/fiendish templates are applied to other summoned creatures with abilities based on HD. EDIT: Once again, thanks all for the suggestions. I'm going to have a few of the other players take control of the extra critters and make sure everything he wants to summon is represented by a mini and with a card showing its stat block. ![]()
![]() This post seems off-topic. But I'll bite: CBDunkerson wrote:
1: The point Gulthor is raising here is that the Barkskin spell adds a bonus to your base natural armour. In this case, an enhancement bonus to natural armour. Example A: Human (base natural armour of 0) receives a +3 enhancement bonus to natural armour from Barkskin. New total natural armour of +3 on his character sheet. Example B: Human (base natural armour of 0) is wearing an amulet of natural armour +1 (provides a +1 enhancement bonus to natural armour) total natural armour of +1 on his character sheet. He later receives a +3 enhancement bonus to natural armour from Barkskin. New total Natural armour of +3 on his character sheet as both Barkskin and the Amulet of Natural Armour provide enhancement bonuses to natural armour and as such they do not stack. Example C: Lizardfolk (base natural armour of 5) receives a +3 enhancement bonus to natural armour from Barkskin. New total natural armour of +8 on his character sheet. 2: Regarding Magic Vestment + Mage Armour, they will also stack. Mage armour grants an armour bonus (ie raises your base Armour Bonus to AC from 0 to 4). Magic Vestment adds an enhancement bonus to your Armour Bonus. This can be cast on a normal set of clothing as mentioned in the spell description: An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. ![]()
![]() Ascalaphus wrote:
Who cares about what the dictionary thinks. Here's how RAW describes extracts: "Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not." i.e. They work exactly like potions except without the 3rd level spells cap that potions normally have. ![]()
![]() Thanks for the tips guys, I'm sure the summoner won't be thrilled at doing the extra work outside the game session but I think he'll do it in the interest of speeding up the evening. Regarding Sissyl and Delenot's comment: - the D4+1 is actually the most ridiculous part of the druid summoner thanks to a certain feat called "Greenbound Summoning" which the player was able to produce out of a Faerun sourcebook. Damn backwards compatible! *shakes fist* While I thought the feat was ridiculously OP early on (early access to wall of thorns), it'll slowly fade over the rest of the campaign. ![]()
![]() Hi all, Back story:
Typically each person in the party takes 1-2 min of real-life time to handle their turn in sequence as there is a fair bit of messing about and chit chat as well as the dice rolling. I don't have an issue with someone wanting to summon armies of critters, but it is beginning to bog down play. For example: Play:
Round 1 everyone save the druid takes 1 min who takes 2 min because he's also handling his animal companion.
Round 2 everyone save the druid takes 1 min. The druid now takes 6 min because he debates as to where to place the D4+1 critters, act with the critters, act with his companion and then act with himself (he summons again) Round 3 everyone takes 2min (stuff is getting real!) save the druid who takes ~20min as he places D4+1 new critters acts with his now 10 critters and then takes his own action. This trend continues... Unlike undead which have a HD limit of amount that can be controlled, summoned creatures do not. So there is not really any upward limit on how many can be summoned. Can anyone suggest a few ways that can allow him to still have fun with summoned critters but without monopolising the evening's game time? ![]()
![]() Authors are only human, could be they made a mistake? Personally I suspect they meant "Arrow Catching" instead of "Arrow Deflection" since this appears to be more in theme with the other on use ability. That would make it a +2 equivalent cost shield with an extra ability placed at around 4k. ![]()
![]() I agree with OP. Limits are what make the grind painful because you have no flexibility. In an early 'vanilla' installment of a certain game there was no daily and no limit of 25 of them.
In later installments of said game I felt press-ganged into playing every day or I'd fall behind. Even if I only needed to log in for 1-3hours per day, I still needed to log in for 1-3 hours (per character) each day or fall a little farther behind the cutting edge of content. I like Decius' idea about being able to trade rep "I vouch for X" sort of fashion, that was something I really wanted in said other game. ![]()
![]() Remember that in order for the Bishop (a Cleric)'s powers to function, he must remain within one alignment step of his Patron Deity. In this case he must be LG/NG/LN. If he becomes evil (such as preaching / inciting / actively participating in acts of genocide) he will lose all his powers, as will clerics / paladins who follow those instructions. However, if he's just taken a bump to the noggin or otherwise truly misguided or deceived (alternatively replaced by doppleganger or other illusion/shapeshifting), it is possible that he may misinterpret the cause of the loss of his powers. eg "We're being tested by Iomedae, we must eradicate all of these beasts of evil to regain our Lady's blessings!" He's still lost the powers, but he might ramp up the genocide rhetoric. There may be some insanity/madness related traits & feats that allow you to fake an alignment or otherwise gain cleric powers without the proper alignment. Haven't got my source books on hand ;) But another trope from literature is that if the deceit is coming from a suitably powerful evil outsider or Deity, they may grant the powers to the cleric/bishop once Iomedae ceases (often without the cleric's immediate knowledge). ![]()
![]() I can think of a 3.5 trait from the Shackled City adventure: - Dream Haunted. Note that this trait was designed along the lines described in Unearthed Arcana and has not yet been updated to the Pathfinder system. Talk to your GM. The Dream Haunted trait may be found on page 402 (Appendix V, Character Options) of the Shackled City adventure... By James Jacobs... (I wonder if mentioning his name in vain really does summon him?) Dream Haunted: Your Dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, YOU are the deformed monster!
Benefit: You are used to fatigue and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued. Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effects. If you are normally immune to sleep effects, you lose that immunity. Roleplaying Ideas: You are always tired, though not to the point of fatigue. You tend to nod off when bored, and sometimes find it difficult to remember minor, relatively unimportant bits of information.
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![]() which merchant with the resource pool to trade for your 9 cubic feet of platinum is going to do so without using that zeroth level spell, detect magic? Merchant: Oh nice, platinum. Party: Want to trade some nice things for it? Merchant: Let me look at it through these goggles first. Oh, it's a temporary pool of platinum. Not interested and I'm calling the city watch. Party: Crap. |