Your initial thought is correct. The ability only changes what happens to the item when used. Namely that the item or charge is not expended and you lose your spell slot (or nothing happens). "If he succeeds, the item’s spell occurs and the item or charge is not expended." To be clear though, the Caster Level is the caster level of the item which can be higher than the minimum level for the spell.
Kamea wrote: For those that are interested. His Rules I have so many questions. It's not the most pressing question, but I do have to ask: Balkoth wrote: Dual-wielders can attack once with each weapon as a standard action/AoO/Haste extra attack. Balkoth wrote: Haste: Now grants +2 AB, +2 dodge AC, +2 reflex, and 10 feet of movement. No longer gives an extra attack. How does that work? No seriously, how?
Asmodeus' Advocate wrote:
My personal advice to improve the situation would be for Balkoth to you know.... play Pathfinder. Crazy suggestion, I know, but I felt someone had to make it.
Time for me to shill for the Razmiran Priest Sorcerer. It starts by giving a handful of useful upgrades, like False Focus, bonus to UMD and some off list spells. The real golden ticket though is the 9th level ability Razmiran Channel which basically lets you add any Divine spell you want (8th level or lower) to your spells known. The breadth of access this grants alone would be amazing, however is also allows you to reuse scrolls with expensive material components over and over. Not to mention you can use lower leveled versions of spells to get "early access" to powerful spells before any other class, like casting Greater Angelic Aspect at 10th level, five levels before anyone else can cast it. Not to mention the flavor of the archetype is really really cool.
Look, according to RAW, casting Animate Dead (and other undead raising necromancy) is an Evil act. But... that just means you need to cast some [Good] spells so you can be good. This actually works out in the favor of a good guy necromancer as it lets you be whatever alignment you want by playing alignment hopscotch via spells. So RAW, yes a Necromancer who raises an undead horde can be a paragon of Good just by casting some [Good] spells. Problem solved! Of course if you want to create Undead horde without it being evil you can take the Wretched Curator feat and complete it's goal. Doing so lets you straight up remove the [Evil] descriptor from spells. /thread.
Slim Jim wrote: If you want to design a game-world whose pantheon of gods are unconcerned with their followers' behavior, nothing in the game prevents you. --In your game, every deity could be like Crom, who famously (in the rants of ReH's Conan) neither listens nor cares. Why do you believe alignment is necessary to reflect a game-world where the gods are concerned with their followers behavior? I'm curious because it (as everyone should know) isn't.
Korafireheart wrote: My brother and i like to spend time researching rules and builds and what not. He says he found a way to make a near godlike build by combinding rogue and barbarian classes together and that its the most broken build out there. Hes a try hard who likes to break everything so i can see him being right about it being broken but is it the MOST broken build out there? It's not a full caster so it's not even in the consideration for "powerful" let alone most powerful. Furthermore, Rogue is a contender for worst class in the game. Honestly, outside a few corner cases, multiclassing or prestige classing in PF is a surefire way to lose power. It sounds like he does not really understand Pathfinder optimization. I would direct him to these forums and have him review some of the discussions on this board regarding the most powerful classes.
MerlinCross wrote:
Certainly, but I was specifically addressing "They also pass up experience points." section of the post.
Gorbie wrote:
You should look at dates before posting. 2014 was a different time, specifically a time where they were 100% correct.
What you are looking for is pre-errata Juju Oracle which is... literally exactly what you want. They used to be able to create neutral mindless undead and intelligent undead that matched their alignment. Undead that matched their alignment (ie. non-evil undead) by channeling Wendo spirits into them using the Spirit Vessels discovery. Removed language: "Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment."
Lord of the Rings trilogy as an E6 adventure path going from level 1 to 6. Mostly because it would be really cool to have the trilogy as a campaign. But also so that people understand that Lord of the Rings is a low level story and stop treating Aragorn like he looks anything like a high level character.
Have you considered just playing the most versatile spellcaster in the game, namely a half-elf Razmiran Priest Sorcerer? Since you will be starting at 10th level, you will have access to Razmiran Channel, which allows you to cast divine spells froum a scroll without expending it by using a spell slot 1 level higher. Combine whatever divine spells you want to buy scrolls for, with the additional spells known granted by the Human Favored Class bonus, with the ability to cast paragon surge and select Expanded Arcana and gain access to any spell off the Sorcerer/Wizard list (or two lower leveled ones). And of course you can combine Mnemonic Vestments with scrolls for another spell. Your spell list is essentially the entire Sorcerer/Wizard list, along with all 8th level or lower divine spells that you care to use. Should be versatile enough for your needs. And that's without all the really fun uses for Razmiran Channel, like using the lower level versions of divine spells or getting free uses of scrolls with expensive material components.
UnArcaneElection wrote:
Awaken is the 10th Level Nature mystery bonus spell.
BenS wrote:
Nature Oracles get the Nature's Whisper Revelation that allows them to add CHA to AC and CMD instead of DEX. Your increases to your HD from Awaken will also increase your saves with a progression of good Fortitude and Reflex and poor Will. To further hammer home the insane saves you can add your incredibly high CHA to your saves cast Bestow Grace/Bestow Grace of the Champion on yourself.
BenS wrote:
The Nature Mystery capstone can make you into an animal and thus a valid target for the Awaken spell. Normally, Awaken making the target a magical beast prevents it from being used on the same creature again, however the Nature Mystery capstone can turn you back into an animal, and thus a valid target for Awaken again. Repeat until your stats are: Initiative - Goes First
I think you have a severe misunderstanding of how summoning works. If you cast Summon Monster twice, you can have both or all of your summons. If you have a standard action Summon Monster, a quickened action Summon Master, and your familiar casts Summon Monster, then you would have at minimum three summoned creatures. The above is true if you cast Summon Monster in a house.
Cavall wrote:
If you roll a 1 all that does is delay you, the power you can obtain is still infinite. And that assumes you did not take my advice and use rerolls which drastically cuts the chance you waste a day of effort. That being said getting to level 20 is not especially hard. You simply have to put one foot in front of the other and one corpse behind the next.
Shiroi wrote:
While you will fail occasionally to Awaken yourself, it will only be a 5% chance (in the event you roll 1), because a simple casting of Bestow Grace or Bestow Grace of the Champion will get you +CHA to Will saves. Follow the math below: Base Oracle CHA: 18 + 2(Race) + 5 (Level-up) + 5(Inherent) + 6 (Enhancement) + 6 (Profane*) + 3 (Venerable**) = 45 CHA or + 17 CHA bonus.*** Base Oracle Will Save = +12 Using Bestow Grace or Bestow Grace of the Champion, you can add you CHA to Will Saves. So, base you have +29 to Will Saves The Will save you have to succeed for Awaken is 10+20(HD) at the start for a starting Will save of 30. You only fail this on a one. Cast the Contingency Awaken using Sacred Geometry (Maximize) and a Metamagic Rod, Empower. This gets you 2 HD and 3 + 1 (50%) CHA for +4 CHA and +2 CHA Bonus. Because the HD and CHA bonus scale at the same rate of +2, you continue to only fail the will save on a 1. You can mitigate the risk of failing on a 1 by taking advantage of abilities that allow you reroll. *From the Profane Ascension ability of a Simulacrum of Nocticula.
Soulgear wrote:
Sorry, the forum gotten eaten so I just saw this now. The actual way to easily cast Awaken once you hit 2 INT is to make it a Contingency. Now, I suspect the follow up question is "How does a Nature Oracle cast Contingency?" There's a lot of ways to cast it, but the easiest at Oracle level 20 is to just duplicate Contingency with Miracle.
Elfteiroh wrote:
Nice nostalgia, but I invite you to sit down and a read an AD&D module. Or two. Or all of them. Guess what? Progressively stronger magic items (by the cartload) are baked right into the game. Like it was intended. And keep in mind because D&D has always revolved around the "killing economy" any magic items high level enemies have will very soon become the PCs. This is important, because it deeply strains verisimilitude for important enemies living in a world with magic to have no magic items. In fact, any magic item system besides Magical Christmas Tree is going to strain credibility of a given setting. Between two equally skilled people, the one who is better equipped should have better chance of winning *any* contest. Better equipment can and *should* even be able to close the gap between a less skilled competitor and more skilled one. If this was not the case, then what would be the point of making equipment in the first place? Stories (books, movies, etc.) tend to want to us to believe the opposite because people tend to want to be the punchy underdog with worn-out equipment, relying on old methods and hard work to win. But the opposite is true in reality. A better equipped and better funded competitor using cutting edge techniques is going to have a significant advantage assuming they work equally hard. That's literally the whole point of progress! In line with the above, it's important to remember that you aren't reading a novel or watching a film. You sat down to play a *game*. A game that has it's characters grow stronger and stronger at set intervals (ie. levels). A game that gives players new more powerful options as they increase in level. And part of that growth is your magical items. Getting new and better equipment is exact same kind of fun as gaining levels. It's the drive to increase your character's power and ability that makes RPGs (whether tabletop, MMO, J, or A) fun. Taking out the "christmas tree" effect is missing out on a huge part of the RPG fun.
kyrt-ryder wrote:
100% true. All the Barbarian is contributing is damage. If the Barbarian had been a partial or full caster, the party would undoubtedly be significantly more effective.
kyrt-ryder wrote: Anzyr, when is the last time you witnessed a martial actually 'win' any fight over level 12? Not the finishing blow, not the majority of damage, but to actually determine the results of the battle? More than you would probably think, but with several caveats. Take our current campaign where we are currently level 15 (I'm actually playing this time!). We have two martials, a Barbarian and a Lore Warden (The OG one) Fighter, and two casters, a Telepath Psion (ME!) and a Herald Caller Cleric. The Barbarian does occasionally carry a fight, but these tend to be all "easy" fights where the enemies are fairly straight forward. We just got done raiding a Frost Giant stronghold for example and some of the encounters were solved by the Barbarian just beating them down. Now some caveats here. 1. The enemies in the fights where the Barbarian won the fights were simple martially inclined enemies. 2. The Cleric and myself could have ended these encounters quicker (barring lucky saves) if we were willing to eat the resource cost. 3. The Fighter has struggled significantly ever since level 10. I would put the number of fights they have won since level 10 at zero. I should note that myself and the Cleric are also carrying the skills of the group. The Cleric is also carrying healing for the group, though thanks to Vigor + Share Pain, my drain on healing resources has been minimal since level 7.
nicholas storm wrote: You are talking about corner cases that a lot of players don't use in their games. Also, of which will probably not exist in pf2e 1. You were not talking about PF2E. If you were then I will happily retract my statement. Also please post details of your advance copy, inquiring minds want to read it. 2. You brought up a less likely corner case and the point of permanent minions was to counter that. Without taking into account corner cases, the simple fact is that casters will always defeat enemies faster than martials. Failing to acknowledge this is a significant weakness in your position.
nicholas storm wrote:
True Seeing is pretty irrelevant to the discussion. Spell resistance is at best a joke and at worse something that requires the use of a conjuration spell. And at the end of the day, over 300 HD of undead* will deal more damage than any Martial. There is no scenario where the martial comes out ahead short of GM fiat. *Or whichever long duration minion you prefer. If you go with Animated Objects make sure you use a solar to make the Permanency free.
nicholas storm wrote:
It is impossible* for Martials to kill faster than Casters. At best, a martial character can defeat a one enemy as a standard action**. A caster can defeat all of the enemies with a Swift Action***. *Impossible here assumes that the caster possess middling amount of system mastery. Knowledge of metamagic and AoE spells is not a high bar to clear. **Some exceptions apply, but these are corner cases at best that require extremely specific scenarios and even in those scenarios the caster could do the same thing but faster (see below). ***Quicken Rods are a hell of a drug. Also, while it may not always be literally all the enemies, the mere fact that it *CAN* be all the enemies without reaching for corner cases is enough to convey the point adequately.
Before I get into the list, I will say upfront that my preference for archetypes are ones that significantly alter a base class and that tend to fill in concept or design space gaps between classes. 1. Razmiran Priest (Sorcerer) - Being a counterfeit divine caster is a really really cool theme. It is also one of the few archetypes of this type that really touches on a neat arcane/divine caster middle ground that even prestige classes like Mystic Theurge fail to cover. I would prefer if the archetype was not tied to Razmir in PF2, to allow for a more diverse background space for the concept of "faking" holy power. A++ Archetype, easily my favorite (check my post history for more details!) of all Pathfinder archetypes. 2. Vivisectionist (Alchemist) - This archetype was a life saver for people like me who conceptually like the idea of Alchemist, but hate the importance the class puts on bombs. This archetype neaty fills a design gap by giving us both a non-bomb using alchemist and a non-rogue sneak attacker. It's such a different approach for Alchemists that Vivisectionist is essentially a mini new class. 3. Archaeologist (Bard) - Oh hey another archetype that allows for a radical departure from the play style of it's base class. By playing into the "skill master" role of the Bard, Archeologist gives up Bards most iconic ability, for some Rogue abilities, magical trap disarming and self buffing power. Much like the Vivisectionist above this archetype is almost a Bard/Rogue hybrid class. 4. Herald Caller (Cleric) - I love the idea of a cleric that can really display their celestial (or infernal , I don't judge) allies. Mind you part of my enjoyment for this archetype is that it addressed two important weakness of Clerics in Pathfinder; low skill points and weak domains. I hope that Domains (or their equivalent) give Clerics some actual abilities to work with in PF2 (don't forget a capstone this time, assuming those are still a thing). While it sounds like the skill system will be more class dependent this time around, hopefully the new system permits a broader skill set for the Cleric. Especially having different skill sets for different faiths would be much appreciated. 5. Qinggong Monk (Monk) - OK, so this is really more a "incorporate this archetype into your base Monk class" mention than an actual request that the Qinggong Monk archetype appear in PF2. Seriously, this archetype gives Monks a massive quality of life improvement to the extent it should just be part of the class. There, five archetypes. I have intentionally excluded archetypes that take class features from non-core PF2 classes.
All you need to be overpowered with a caster is the CRB and if you want to get technical the Bestiary I guess. All the really broken stuff is Core. Permanent minions are available in Core with Animate Dead/Animate Object+Permanency. The minion calling spells are also Core with the Planar Binding and Gate being the gold standard. The best buffs and debuffs are again Core. Stuff like Haste, Contingency, Time Stop, Mage's Disjunction. Spells that replace or obsolete skills are also Core. Easy methods to avoid dying when killed starting with Magic Jar (Potentially replaceable by the Possession line), Clone and Astral Projection. Simulacrum is of course (you guessed it) Core. So... somewhere between free to $50 for a brand new hardcover and you will have 90% of the best stuff a caster can have. Anything after Core is baby steps up in power. sure Blood Money is probably worth dropping the cash on Rise of the Runelords Anniversary Edition even though it's going to rack up another $42-60. And Aroden's Spellbane which will add on another $12-20, but is well worth it. After that Ultimate Magic for the Demiplane line would be good, but that's really pure luxury at $10-50. The biggest expense for casters is going to be Rise of the Runelords Anniversary Edition, but Blood Money is really strong enough to justify being worth it. But, just CRB + Bestiary + Inner Sea Magic + Ultimate Magic is comfortably under $50 if you use the PDFs.
Ryan Freire wrote: I mean, can we get a similar writeup of how much it costs to have the hard copies of all the books with all the different spells and magic items and archetypes an optimized caster gets? Spell are a very small expenditure for a highly optimized caster. Mind you this is old and there would be a few additional spells added now, but the cost to add all the really relevant spells since then is not going to be terribly much more. A whopping 21,305 gold gets you a very impressive selection of spells. Adding in the costs of both the Blessed Books (crafted at half price of course) makes that 33,805 gp. Spells Known (Level Up): Starting Spell Book (Up to 6th level) (Also in both Blessed Books) 1st: Anticipate Peril, Snow Ball, Ear-Piercing Scream, Blood Money, Blood Rage, Alarm, Heighten Awareness,
Spellbooks:
3rd—fireball, lightning bolt 2nd—acid arrow, darkness, ghoul touch, gust of wind 1st—burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement,
Tome of the Transmuter (2,635) (Also in both Blessed Books) 4th—beast shape II, calcific touch, confusion, dimension door, stone shape 3rd—arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon, slow 2nd—alter self, flaming sphere, knock, pyrotechnics, resist energy, see invisibility, whispering wind 1st—animate rope, charm person, color spray, erase, floating disk, mage armor, magic missile, protection from chaos,
0—standard plus drench, spark Blessed Book(s): All Above, in addition to: 1st (100 GP): Air Bubble, Identify, Grease, Obscuring Mist, Mount, Summoner Monster I, Comprehend Langauges,
2nd (500 GP): Arcane Lock, Protection from Arrows, Glitterdust, Stone Call, Detect Thoughts, Locate Object,
3rd (1035 GP): Magic Circle Against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Aqueous Orb,
4th (1040 GP): Dimensional Anchor, Stoneskin, Solid Fog, Scrying, Locate Creature, Charm Monster, Terrible Remorse,
5th (2125 GP): Mage's Private Sanctum, Siphon Magic, Cloudkill, Lesser Planar Binding, Contact Other Plane,
6th (1620 GP): Greater Heroism, Symbol of Persuasion, Chain Lightning, Contingency, Symbol of Fear, Flesh to Stone
7th (3610 GP): Spell Turning, Plane Shift, Greater Arcane Sight, Greater Scrying, Vision, Symbol of Stunning,
8th (2880 GP): Mind Blank, Protection from Spells, Trap the Soul, Discern Location, Moment of Prescience,
9th (4860 GP): Symbol of Vulnerability, Summoner Monster IX, Teleportation Circle, Foresight, Winds of Vengeance,
Dastis wrote: This has been bugging me for a while but why do so many forum folks believe that casters need gold less than martial characters? The only big item martial characters need that casters don't is their weapon. So yeah. Why? Well for starters you need a Caster Level to take crafting feats. With Craft Wondrous Item this means majority of the money Casters are going to spend on magic items is essentially doubled. While yes, the Master Craftsman Feat exists, it's a much weaker version of what casters get for the same investment. Even following the Ultimate Campaign rules, with access to two crafting feats (one of which Wizards get for free at 1st level) casters will have at least 25% more Wealth then martials. That's just the start though. Now we have to factor in the fact that well... casters can cast their own spells. If a caster wants to Fly, they can just *cast* a spell to get them flight. A Martial is going to need to spend money to do that. A caster can magically augment their defenses. A martial is going to need to spend money to do that. A caster can cast spells that dramatically enhance or completely obviate skills. A martial has to pay for that. Each of these payments further siphons money from a martial. The fact that a magic weapon is literally the most expensive of the big six to acquire is honestly small potatoes after the above. That being said, a +10 magic weapon is still a huge expenditure, being just under 1/4th of 20th level WBL. So in addition to all the extra gold Martials have to spend due to the above, the fact that they have to buy a magic weapon widens that gap by another ~25%. Add that all up and you have a *massive* (~50% + any of the costs in point 2) difference in wealth at best.
master_marshmallow wrote:
Look we already had this contest. Schrodinger's Fighter never showed up. So you are right there is no debate. In practice and theory, Wizards have this. The fact that you believe grappling, stuns and blinds would even affect a caster shows a severe lack of understanding of a caster's power. For consideration: Immune: Magic Sleep, Fear, ability damage, acid, blindness, critcal hits, charm and compulsion effects, deafness, death effects, disease, drowning, electricity, fire, acid, cold, petrification, poison, stunning, all spells or attacks that affect your physiology or respiration; Resist cold 30, electricity 30; SR 32
Is pretty basic. (And yes that's both Immune to and Resist 30 cold and electricity. Not a typo.) Factor in the obvious Freedom of Movement and literally everything you suggested would be completely useless.
Grandlounge wrote:
A simulacrum of Lorthact is an excellent way to solve the INT issue. Using Contingency (off Dreamed Secrets) + Awaken is also more reliable for the casting of Awaken.
ryric wrote:
Or better yet, use a Simulacrum of Nocticula to get a +6 Profane bonus. That will bring you to 42. Be venerable for another +3 to get you to 45. Finally, cast Genius Avaricious and sacrifice 3,000 GP for another +5 to Charisma to end up with an all day Charisma score of 50.
Ayanzo wrote:
Correct there is no consequence so long as you do not expend your last point, which given that you can get as many as you want is unlikely. Also forget friendly spellcasting allies or summons, you can just attack yourself for free arcane reservoir points as you are a creature capable of casting spells. On the plus side, at least this finally gives a use to the FCB that adds to your arcane reservoir cap by giving you more uses of your abilities between recharge sessions.
The Pale King wrote: Razmiran/False Priest is definitely the best purely from a power/versatility upgrade stand point. I have yet to meet a GM who would let me play one despite how cool it can be lore-wise. You could try a PFS GM. Snowblind already beat me to it, but in terms of power/versatility Razmiran Priest takes the title of best archetype easily. It's also really flavorful and well-written with abilities leaving no ambiguity as to how incredibly overpowered they are.
Atalius wrote: Is there any way a Cleric can get access to different type of spells besides selecting domains and dipping into other classes? I ask this because there spell list is not as spectacular as some other classes. The Church of the Great Old Ones and Outer Gods has you covered. Dreamed Secrets will get you access to any two spells off the Wizard list per day with a limitation of your highest spell level -1. But that is access to the entire Wizard spell list (2 spells at a time) all for the low low price of your sanity (look Will is your best save on a Cleric).
Senko wrote:
Good thing a simple Spell Components Pouch has an infinite number of Sewer Troll Pieces then huh?
MerlinCross wrote:
Wandering Hex wrote: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. For reference.
MerlinCross wrote:
This is correct, though I should note that this trick requires that you do not actually take the Arcane Enlightenment as a normal hex. You instead take it with your Wandering Hex (which can be from your main spirit). Since Arcane Enlightenment is your wandering hex, you can pick a new Arcane Enlightenment as your wandering hex each day. Each time you pick it, you follow the directions provided and pick a set number of spells to add to your list. Therefore you can pick different spells each time you take a new instance of Arcane Enlightenment ie. every day. That being said I highly recommend you take the Fetish Hex and craft your own Headband of Mental Superiority as soon as possible since it makes using Arcane Enlightenment much easier.
Mathmuse wrote:
Actually you should be getting experience for overcoming challenges regardless of whether or not you fight those challenges. If diplomacy allows you avoid multiple CR X encounters, you should be getting the experience for all of those encounters. If you can defeat the bad guys without killing them you still get the same experience points as you would for killing them. Assuming your DM is correctly applying experience for overcoming challenges and using medium progression, you should be leveling up fairly swiftly.
Bill Dunn wrote:
Understandable motives does not an innocent make. If they attack random groups that seem nice, they are monsters and putting them down gets you an A+ on your Paladin exam. |