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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.
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?
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.
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:
If all my party members (total party of 4) take Craft Wondrous Item and Cooperative Crafting, could we all work the same item? The feat says it doubles the amount of gp/day that can be crafted. Would that mean with the other three assisting, we could have a progress of 8000 gp a day, or would it only be 4k?
While looking over the sorcerer spell list, DNoK caught my eye, as we're playing the Mummy's Mask currently. So I wondered, could I find out if a centuries undead creature has living descendants back in town, if I combined DNoK with Threnodic Spell, which let's me use mind affecting spells on undead. This is simply an idle thought, but it would be fun to make my DM's life difficult. She likes twists.
So I'm playing a Sorcerer and I figured I would craft a few wands for support spells, and I was wondering if I could apply Metamagic to the spells going into the wand. My reading suggests yes, since applying Metamagic only increases the spell slot required to cast the spell, not the spell's level, but I wanted to get a group opinion on whether this is the case.
I'm a little unclear on this. Say I'm a draconic sorcerer who has the wings power. Since dispelling the wings is a free action, could I move, attack, and then ready an action to ditch the wings when an enemy targets me for an attack, possibly avoiding an attack by means of falling? Please note, this hasn't come up in a campaign yet but I would like a consensus on whether or not this is possible for the future.
I'm currently playing a Dwarf monk and thought I might pick up the Master of Many Styles archetype. My question is, what constitutes a "Style Feat". I was thinking it would just be stuff like Boar Style, Tiger Style, etc. But the Masterwork Tools I use most list Boar Shred and Boar Ferocity as style feats also. Is this an error or are they considered style feats? If they are style feats, then what about Dragon Roar and Snapping Turtle Shell?
My friends and I are in the planning stages of an animal-based campaign and I decided I wanted my wolf character to be a Hunter (with a wolf companion and using SNA to summon more wolves). During my reading of Hunter spells, I came across Spellstaff. Sounded like fun. Problem: our characters are not anthropomorphic. We're straight up animals, and as such most of us can't use weapons. So I had an idea and I wanted to get a ruling on if this would work RAW. I use Wood Shape to turn a chunk of wood into many Small or smaller quarterstaves, then use Spellstaff to load them with spells. Thoughts?
So I'm planning an alchemist character and I was thinking about using Monstrous Physique to help make up for some of my deficiencies. My question is, by taking a creature's form do I gain their special attacks? And as a separate question that just occurred to me, can alchemists apply metamagic feats to their extracts?
So I read (or think I read) that players can craft custom spells in game. Sounds like fun. Problems:
Question: Is it specifically a thing for wizards? Can a sorcerer do it? What about classes with severely limited spell lists? I specifically ask about the bard. I like my bard but I'd like him more if I could create a custom spell based off one of his other spells. In fact, I was considering a repurposed Chord of Shards, with higher damage in exchange for a single target and perhaps a performance rounds cost. Is this possible?
One of the incarnations of my half-elf summoner is lawful evil with a plan to get rid of humanity. The nonviolent aspect is using the Create Demiplane spell series to create a paradise for humans to move into. The last stage of the plan is to convert the plane to dead magic, preventing magic on the plane, thus making escape impossible (the portal will be sealed away in an extremely elaborate fashion on both ends to prevent escape through that avenue. Now for the questions: 1. Do magic items still function on a dead magic plane?
I was reading the Arcanist spell list and came across Sculpt Corpse. And so my mind immediately threw possibilities at me that I need confirmed or debunked. 1)If I cast this on a dead friend and make his corpse Large size, when I revive him will he still be Large size?
Please note, I'm not trying to make a wacky zombie or troll my friend (the thought did occur, I admit). Just looking to give my party an edge (and possibly make a Colossal human centipede fighter with lots of weapons and Multiweapon Fighting :D)
If I'm a level 15 Summoner and I want to cast Devolution on my own eidolon (say just to remove its huge size so it can fit through a doorway) can I A) Cast it at a low enough level to only remove 1 evolution?
So I'm (still) building a wolf eidolon for my Wildcaller Summoner and I had a question. If I give it the Improved Damage evolution on its Bite, can I then use the Improved Natural Attack feat on its Bite as well? Do they stack or does only one take effect? This will seriously affect how I build the Eidolon from here on.
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