Avatar-1 wrote: While it doesn't exist, it would be cool for a still spell rod that could be brought to the wielder's hand as per a metamagiced mage hand still spell (that would affect only the rod, despite it being a magic item). There is a spell that put's your wand in your weapon. Level 1. So it wouldn't be much of a bother if you have the time.
Well, I just wanted to make sure that I knew all options for early prestige class requirement satisfaction.
Level 3 spell like abilities:
This is the link http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow Did I miss anything? Make any mistakes? Thanks
I was thinking about an Eldritch Knight that only casts spells to power/buff himself. He wouldn't need that many uses a day and would have the money when the time comes. Use rod, drop and pull out weapon. So far, metamagic traits are an option for level 1-2 spells. When level 3 spells come into play and magical knack is one of your traits, arcane armor training and mastery would replace the need for the feat, and mithral full plate would only have 1/20 chance to stop spellcasting. It's doable, I guess, but the rod would make it so much easier...
I believe I once found an item that can give a +1 enhancement bonus to a thrown weapon (like a bomb) once per round (something like Bodywrap of Mighty Strikes). Bodywrap of mighty strikes:
This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.
Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability. Does this exist or did I just make it up?
Masterwork Transformation:
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option). OK, so I can convert 50 arrows into masterwork arrows for 300GP. Does the MTW arrows' +1 bonus to attack stack with the MTW +1 bonus of the bow (if MTW)? I never thought I would ever pay 300GP for a masterwork arrow : )
The Sacred Servant gives Paladins the ability to chose a domain from the cleric domains.
Spells:
At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot. Can the paladin chose a subdomain as well, or are there restrictions? Thanks.
Castarr4 wrote:
Yes after you get the Heal spell, things change. 110 health is serious. So I guess I would play it for the end game. Thanks.
voska66 wrote:
IDK. My lvl 5 wizard does 9d4 with burning hands and 9d6 with fireball (the usual caster level buff feats). I was trying to build something that can call itself a healer, but the best I came up with is a level of Battle Shaman to maximize healing. It heals maybe as good as possible, but I can do it 4-5 times a day max. At level 4 we are looking at 21 heath with a level 2 spell. Maybe I haven't gone in the field with it, and it might be good. IDK. But healing is good because it ultimately negates the actions of the enemy. If only I could get my party to boost their AC for the same reason. Anyway, I just feel that bringing a damage dealer increases the likelihood of success more than a healer. Oh, and defense is the best offence, whatever that means : )
Brotato wrote: Or you could just enforce the actual rarity of a spell that has only ever been written in one spellbook ever and isn't intended for anyone lower than 12th level at minimum if you're willing to use an artifact that will make you insane eventually, or 18th if you're not. So you are saying that the spell shouldn't be allowed (and in PFS) because it was in only one book ever?
Example 1: 2d8+3 (level 2 cleric cure spell) vs. 4d6 (wizard scorching ray). Averages 10 vs. 14.
I know you can miss, or have fail chance, but the math is not even close. Also, it is much easier to add damage with bloodline arcana than it is to increase healing. A simple 1d4 health per caster level seems like the answer to me, but what do you think?
They CAN heal with infernal healing, which I have had unwanted by some players, cause it's evil, bla. But asking for a cure spellcaster to use more charges on their wand is right by them. Whatever. The real reason is, why stop there. I believe a Wish spell can be used to show that they can, but what's the trade off. If wizards had every spell ever written, the other classes would feel gypped. And in the books, movies, or other media where wizards can, there usually aren't any clerics, druids, and the like that say, hey what gives. Or they just call them different power wizards, better and worse. I personally don't see why Druids don't have complete power over the elements, given that they give up Raise Dead and such. But it would still be a power issue that has to do with the power of the animal companion they can have.
The original idea was to cast Blood Money and then Raise Dead. I also wanted to do it faster than a Witch can at level 11. If I go for a level of arcane caster, I might as well go Mystic Theurge, which seem to be the best option right now. Also, a Witch cannot cast Restoration, which would complete the whole idea. I have looked into wands and scrolls, but they are a standard action minimum, and I believe the 1 min casting time of Raise Dead would allow for nothing more than a swift action for that same turn, which Blood Money is. Even a move action would be out of the question. Ancient Lorekeeper Elf Oracle can do it at level 10 as well and is another option, but maybe not as good as the Theugre at level 10. Any ideas and the like? Thanks.
andreww wrote: Mystic Theurge can be entered at character level 4 in various ways. The Oracle wood revelation bend the grain counts as a level 2 divine SLA as does the Trickery domain copycat power and I think there is an Inquisition ability as well. You do have to be an aasimar. It is decent but far from game breaking. Thanks, I think I will be mostly Cleric by one level over Wizard.
andreww wrote: As I recall the rule on the nature of the SLA changed so where it comes from a class feature it is of the same source as the class. So Cleric SLA's are all divine etc. Can you think of anything that does the same thing for the arcane side? I would like to avoid being a Thiefling/Aasimar if I can and be mostly Cleric.
andreww wrote: Mystic Theurge can be entered at character level 4 in various ways. The Oracle wood revelation bend the grain counts as a level 2 divine SLA as does the Trickery domain copycat power and I think there is an Inquisition ability as well. You do have to be an aasimar. It is decent but far from game breaking. Isn't Mirror Image an arcane spell? And it doesn't say that it is either of those are spell like abilities. IDK, just asking...
Dasrak wrote: It's possible to qualify for Eldritch Knight as early as the 2nd level with a Tiefling Diviner using the scryer subschool. The Tiefling race gives you proficiency with all martial weapons (outsider traits), and the scryer subschool gives you clairvoyance as a SLA. I searched d20 for a Thiefling Diviner and found nothing. I have never heard of a race trait/ability/feat that gives you all the martial weapons. Please elaborate. Arcane Trickster: If somebody asked me if I wanted to be at level 9, I would say level 1 wizard, level 1 Rogue, level 1 Sleepless Detective, level 6 Arcane Trickster. (If not possible then at level 10 I would be same but level 3 Ninja instead of 1 Rogue and 1 Sleepless Detective). After casting Greater Invisibility I would have 5d6 Sneak Attack + 12d6 Scorching Ray [Spell Focus (evocation) Spell Specialization (Scorching Ray) Mage Tatto (evocation) and Bloodmage Initiate (evocation)] 17d6. Just about every skill would be a class skill as well. Overpowered? Maybe not. Crossblooded Draconic/Orc Sorcerer is only one level extra and gives 2 points of extra damage per die rolled. But the +3 to most every skill is cool as well as the extra skill points. Mystic Theurge: I think this one is really great for a cleric. One level behind on spell casting, no advancement in domains or channel energy, and less hit points, but you get so much more than that.
Eldritch Knight: I would need to see this Thiefling you mentioned, but a Aasimar sorcerer/sohei for example, with daylight as a spell-like ability (if that qualifies), going EK at level 3 and being full BAB, 2/3 extra feats eventually and being extra cool at level 12, I think that is Pretty good. One level of spells less but the BAB with touch attacks means no miss chance, extra feats and so on. But OK, I will not rip my clothes off. I wouldn't want to have them ripped either. I just think that any of these would be a hard sell to the people I play with, but I will ask them. Even if I know what they are going to say.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow
Let me give you some theoretical scenarios and you tell me if this is overpowered. For simplification let's say that we are talking about a race with the ability to cast Alter Self, a clearly arcane spell caster level 2. Angel Blooded Aasimars and Oni-Spawn Thieflings can cast it at level 1. To meet the requirements of Mystic Theurge, all one would need, other than the skill rank requirements which one can meet at level 3, would be 3 levels of cleric, druid, or shaman and one level of any arcane caster class. So at level 5 I can start taking levels of Mystic Theurge rather than level 7. This is not overpowered in theory, or nobody brought this up before? The other example is an Arcane Trickster with the same ability to cast Alter self as before, but this time instead of 3 levels of cleric, druid, or shaman we have 3 levels of Ninja or Rogue. The skill requirements are met at level 4 and we proceed with Arcane Trickster at level 5. Is this not overpowered as well? If this is OK in your eyes and would like to hear actual complains from people, I would gladly tell people to complain to you when they are unhappy with my character. What say you? Thank you. P.S. I would rather have this issue addressed and this ruling reversed, but if not, then it is perfectly reasonable to suggest this to others.
LazarX wrote:
So a base class into a prestige class is still out? Even if you would still qualify for the prestige class? Example a level 9 Cleric takes a level of wizard a level 10 and says, "Wouldn't it be awesome if I could give up another two cleric caster levels for 6 more wizard caster levels?" If you retrain 6 levels you could have a level 3 Wiz, level 3 Cleric and 4 levels in Mystic Theurge. Is that out still by that ruling?
http://paizo.com/threads/rzs2lczh?Animal-Companions-and-Boon-Companion#35
Animal Ally:
Animal Ally
Your respect for nature is so great that you can form a deep and lasting friendship with an animal. Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion. Benefit: You gain an animal companion as if you were a druid of your character level -3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources. Nature Soul:
Nature Soul
You are innately in tune with nature and venerate the power and mystery of the natural world. Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This feat allows anybody to have the available animals and gives the class feature of a druid your character level -3. Animal companion is a class feature all the time, there is no such thing as having an animal companion without the class feature of a druid. That is why druid is always mentioned when any class gives you the druid class feature (which is called nature bond). The arcane bond from the Arcane bloodline is the same thing. That FAQ about not mentioning Wizard in the description of Boon Animal made me think of this. So with this feat you get the class feature of a druid, with restrictions.
|
