Thanks for the info! I'll tweak it to be Quickened. Or some kind of custom Quickened Mass version. It's not necessarily something that will break the campaign if the players get it, since the setting is zombie apocalypse, most of the enemies are undead, and currency isn't really important. I didn't go with this option previously because one of my players is a rules-reading fiend and I'd probably have to stop everything before or mid-fight and explain it.
Hey guys, I'm setting up an optional boss fight for my players and I gave my secret boss a ring of at-will Unwitting Ally. The fight hasn't taken place yet, so I figured I'd see if what I was planning would actually work. See, at the start of the fight, I'd like my boss to cast Unwitting Ally via the ring then move up and brutally attack one of the players. The question is, if the ring is At-Will, can she cast Unwitting Ally on everyone one after the other on the same turn without spending an action? For those curious, my boss is a tristalt (rather than the gestalt of my players) Unchained Rogue 8/Unchained Monk 8/Red Mantis Assassin 4 with Trickster Path 1.
Hey guys, new question. The current campaign I'm part of has us running gestalt characters, and mine, Joyeuse, is a Fighter/Sorcerer hybrid. I decided I wanted to pick up a few critical feats because I want to make Joyeuse into a beast. Accursed Critical caught my eye since I can cast Bestow Curse and have a 15-20 crit range. My question is, do I even NEED Critical Mastery to tag-team this with another critical feat? Unlike Blighted Critical or Censoring Critical, Accursed Critical does not say you can only apply the effects of one critical feat to a critical hit if you don't have Critical Mastery. So if I scored a critical and used Blighted Critical, can I also curse them with Bestow Curse? There are other critical feats like Impaling Critical that also don't list that restriction, so could I Blighted Critical into Accursed Critical into Impaling Critical without Critical Mastery?
Blonde cousin who spends way too much time hunting for min-max gestalt combos and pestering me with text questions and combos constantly, look away now to avoid spoilers for our upcoming campaign. Starting a new campaign soon, where all 4 players will die and be turned into undead a few minutes after starting. Ideally, I'd like for them all to be different kinds of basic-tier undead, but so far I've only got zombies and skeletons. Any help would be much appreciated.
Sorry, wasn't sure how to phrase this. I'm the forever GM of my group, and I had this hypothetical pop into my head. Got a player who likes playing the Firebrand Gunslinger, so he uses dragonsbreath rounds to blast enemies with cones of flame. NBD. But then I got to thinking: what if an enemy was directly in front of him when he fired, the first square of the cone. Would the guys behind this enemy get cover or something? Would they avoid damage?
So as the title says, I'm wanting to play a Necromancer in the next campaign I'm playing in. It's a gestalt campaign, so I was thinking Undead Master Wizard and Undead Lord Cleric. Third party is only allowed by GM approval, which I got for the spell Animate Skeleton. Beyond that, not sure how to build a good Necromancer. I'm not dead-set on my class choices.
Is it possible to use Craft: Alchemy to turn iron or lead into gold? I know you can do it with a Philosopher's Stone, but is it possible to transform a smaller volume with just a Craft: Alchemy check? I'm asking by RAW, for an upcoming political intrigue campaign I'm taking part in, since I thought it would be good to be able to create gold to grease palms.
Dave Justus wrote:
Thanks for the response, and I'll have to look at the at-will costs.
Had an idea for a combo, but had a question. If I use the Control Summoned Creature spell, modified by Coaxing Spell, to take control of my conjured Black Pudding (which is normally outside my control), what happens if it splits? Do I retain control of all the puddings, or only one, or does the effect end?
With regards to the 'no mass quantities' bit, I expected as much and wouldn't want to break the game that badly (one could conceivably generate infinite gold using this tool but I intend only for personal use). As for the cost, it is much more reasonable than I expected. Once the campaign gets a bit further, I can craft my magic knife, then carry around holy water on a badolier and can easily refill my holy hand grenades using my knife and Create Water. Thanks a lot.
I'm playing a cleric in my most recent campaign and was idly wondering if I could enchant a dagger (or starknife since it's my god's favored weapon) with the spell Bless Water so I can dip the blade into a pint of water and instantly turn it into Holy Water. Is this possible? If so, what would that look like? Why kind of numbers would I be dealing with?
According to the description, after I pick my two favored classes, when I level up and take a level in one, I gain 1 hp or 1 sp. It does not say that this is a favored class bonus, simply that by taking a level in one of my favored classes, I automatically gain 1 hp or 1 sp. As such, should I not be able to also pick up my racial favored class bonus (like the +1 to bardic performance rounds), or an additional 1 hp/sp? I feel that I should, but would like consensus. RAW: Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
So my halfling hunter is coming along nicely, and I've come up with a fun idea that I'd like a ruling on. If I'm mounted on my roc animal companion, can I then make a mounted charge while flying? I was thinking of going full Sky Knight with a lance and everything, just need to know if I can make that mounted charge.
Gauss wrote:
Thanks for clearing that up.
Weirdo wrote:
I figured since the bonuses, while nice, aren't massive, it might apply.
The entry states that it is used by spinning it or essentially hurling it at an enemy, but it is also listed as a Two-Handed Melee Weapon. So my questions: Can I reel it in and use it just as a close-range two-hander? And if I spin it (creating essentially a zone of death), do I only spin it for my turn or can I continue twirling it until I stop or become fatigued?
Is this a thing? Context: I'm building an alchemist, and was thinking about picking up the Eternal Potion discovery at some point. So:
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