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pathfinder srd wrote:

Sylvan

Your ties to nature have more to do with creatures than with capriciousness.

Associated Bloodline: Fey.
Bloodline Arcana

See bloodline powers.
Bloodline Powers

Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

This bloodline power counts as your bloodline arcana and also replaces laughing touch.

Fey Wings (Su): At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

This bloodline power replaces fey magic.

So for this wildblooded variant your animal companion counts as both your bloodline arcana and as a bloodline power.

pathfinder srd wrote:

Robes of Arcane Heritage

Aura moderate necromancy; CL 9th

Slot body; Price 16,000 gp; Weight 1 lb.
Description

These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Construction Requirements

Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp

So the robes increase your sorcerer level by 4 for the purposes of determining what bloodline powers you can use.

Nowhere do the robes say that they increase your bloodline arcana by 4 levels. This definitely is one of those weird corner cases. I am inclined to think that they do not stack to allow a character to have an AC at their level +4.


madclaw wrote:
Not sure if this is on here yet, but Mirror Image, Greater from the Spell Compendium in 3.5 was an immediate action. And you got an image back every round.

lol, my wizard player pulled that spell out on me last session we played. told him its a standard action to cast, or we could just bump it up from a 4th level spell to a 6th level spell and keep it as it appears in the book. he went with keeping it as a 4th level spell.


I couldn't find any saves for lava effects either. I'm going to run it with no save. I can't really picture this spell with no save allowed breaking the game. My players and I can always adjust it in the future if it does prove problematic. But just from reading it, I can't see how it would be broken with no save. Lots of things have fire resistance/immunity. I guess actual gameplay experience will let us know.


quicklings. lots and lots of quicklings. with spring attack and poisoned short swords (wyvern poison or something)


tough one. i can say from experience that running boss after boss encounter at APL +3 got boring even for me. it lasted about only 3 sessions. my players got tired of seeing monsters always make their save, and honestly it got old even for me after the first couple of encounters ran this way. just try to stress to your gm that smaller encounters are fun too. smaller encounters that fit in with the adventure do alot to enhance the story of the game.

plus running encounter after encounter like that takes away the feel of a boss fight. my players started referring to the boss battles as random encounters lol


ice golems or some other baddie that explodes when they die


leo1925 said: That is a legal tactic, but be aware that you roll once per round that you use the greased weapon. That means that i full attack for 5 attacks and i make my save i don't have to save again for that round.

true. heightened persistent grease? i know there are better uses for a higher level spell slot, but the idea of a greased weapon flying out of your hand at a critical moment is just kinda funny.


caster casts grease on his weapon. reflex save everytime he uses the weapon or it goes flying out of his hand


oozes that deal damage to the weapon. see how long he wants to keep swinging


Velcro Zipper said: For the striking damage, I wouldn't allow the save. It's a 5ft-thick wall of solid lava generating enough heat to char anyone standing within 10ft of it within a minute.

True. If Wall of Fire is 1 - 10ft 2d4 fire damage and 11 - 20ft 1d4 fire damage no save, then this effect should be no save.

Jeraa said: But in general, a spell that requires an attack roll does not require a saving throw. The opposite is also true - spells that allow saves generally don't have attack rolls.

I was thinking that too. Spells like scorching ray are attack roll no save.

Maybe the save is for the ongoing damage that occurs for 1d3 rounds? Something like Reflex for half or something. Or better yet, maybe its like Firestorm. Reflex save to get the lava off of yourself sooner than the 1d3 rounds. With an option for Stop, Drop, and Roll to gain a bonus to the save. Full-round action for the Reflex save?


Interesting, so really know mention of a saving throw then? Hmm. My cleric player just increased his Wisdom score through some wishes, so he asked me to help him find some more spells due to the bonus ones from the Wisdom bump. He wanted something blasty to help support the party’s mage. He really liked the Wall of Lava spell after I pointed it out to him.

I think for the near future, at least until Wall of Lava’s saving throw dilemma gets resolved at least, I will still let him use it (he was really excited about it).

I plan on running it as striking the wall (2d6 damage) will be Reflex save to negate. Being shot with the plume (10d6) will be Reflex save for half damage. And anyone just rushing through the wall (20d6) gets no save (environmental rules for lava is also 20d6 no save.)

Anybody got any thoughts on game balance with those saves? Thanks everyone for replying to my question btw.


9 people marked this as FAQ candidate.

So when reading this spell, I see that it says for the saving throw "see text." After reading the spell I could not find any part talking about a saving throw. I read the part about the strength check, but I am not sure if this would be the saving throw that it mentions. I also checked Wall of Fire, which does not allow a save.

So my question is, what is the saving throw for?

Wall of Lava

School conjuration (creation) [earth, fire]; Level druid 8, sorcerer/wizard 8
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a chunk of dried lava)
EFFECT

Range medium (100 ft. + 10 ft./level)
Targets lava wall whose area is up to one 5-ft. square/level (S)
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance no

DESCRIPTION

This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A wall of lava's maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a wall of lava can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall's overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).

A creature can move through a wall of lava as a full-round action by making a DC 25 Strength check-failure indicates that the creature is pushed back out of the wall to the point he just attempted to leave. A creature with a burrow speed can move through the wall using its burrow speed. An attempt to move through a wall of lava inflicts 20d6 fire damage. A wall of lava also radiates heat as if it were a wall of fire, although the heat from a wall of lava radiates from both sides.

Once per round as a move action, you can direct the wall of lava to erupt. This causes a plume of lava to fire at any target within 60 feet of either side of the wall, but reduces the wall's overall size by 1d4 5-foot square sections. You must make a ranged touch attack to hit the target, which takes 10d6 points of fire damage on a hit. Holes created in a wall of lava from this effect instantly reseal, reducing the overall size of the wall.

All damage inflicted by physical contact with a wall of lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half that dealt during actual contact (that is, 1d6 or 5d6 or 10d6 points per round).

Wall of Fire

School evocation [fire]; Level druid 5, magus 4, sorcerer/wizard 4, summoner 3
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a piece of phosphor)
EFFECT

Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high
Duration concentration + 1 round/level
Saving Throw none; Spell Resistance yes

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.


I could not find the spell Lightning Rod. I see it under the list for Sorcerer/Wizard spells, but I could not find a description for it in the book. I would figure it would be right after Lightning Arc, but it is not. Maybe I missed it somehow?


nice

my wizard player just used it for the first time yesterday. he was stoked about it. mage's disjunction prevented the boss from getting away.


I was figuring that is the way it worked. That part in about ending it as a dispel magic spell does was making me second-guess myself lol. I figured I would get a second set of eyes to look at it. Thanks for your reply!


I was just a bit unsure about how this spell should work.

The PostMonster General wrote:

Mage's Disjunction

School abjuration; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Duration 1 minute/level

Saving Throw Will negates (object); Spell Resistance no

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

The part in bold is the one I am unsure about. Does it mean automatically unraveled (as in no caster level check required) or does the caster have to make a CL check for each spell and spell-like effect that is involved?


I am going to be having my players going through a story arc beginning on our next game session where they have to go to a different planet. I just made for the story a minor artifact (one of a few) that will take them there. Kinda like a stargate idea. Been converting over some aberrations and establishing it as an abberation homeworld.


Update

So yesterday me and my players met up for our weekly session of Pathfinder. I went over the rules regarding our situation that everybody here brought up to my attention (thanks again for all the responses). We all had a good laugh to find out that we were all playing those rules wrong. So anyway, we just went through our normal gaming day applying the rules as you guys have pointed out. The whole session ran beautifully. I'm stoked that the dilemna turned out to be nothing more than missing the word one in the description for the Spell Perfection feat and the Metamagic Mastery ability.

Thanks again everyone


Thanks everyone for the feedback. The problem began in my game a couple of weeks ago when I missed the part about Spell Perfection that says only one metamagic feat can be applied at a time. I re-read Metamagic Mastery and it says the same thing too about only one at a time. I will bring this up with players the next time we meet to game. I will get their input too, I do include my PC's on the creation of house rules.

And yes, my 16th level wizard player could do better than fireball lol. He just loves the spell though. To quote him "its the new magic missile." Ahh, good times in this campaign.


Didn't mean to come off as antagonistic.

Standard Action - recall fireball
Move Action - move
Swift Action - quickened fireball

This can be maintained for 15 rounds with 15 pearls of power. 16 rounds counting the initial casting. I am just trying to gauge if this is balanced for items representing about 15% of character wealth.


So your saying that quickened fireball for 16 rounds in a row is balanced?


I do see your point about game balance, but I still can not find any rules allowing the pearl to recall a spell with even ONE metamagic feat applied to it spontaneously. A 3rd level pearl of power just seems to cheap in price for this.

Assume I go with a player can recall it, but only one metamagic feat may be applied using Spell Perfection at a time. Now we introduce quickened fireball (7th level spell). What is to stop a player from crafting 15 3rd level pearls of power (at 4,500gp each)? The player would only need to prepare fireball once a day and be able to cast it 16 times per day quickened. My players are currently 16th level, so the price for 15 3rd level pearls of power represents only 15% of one players wealth.

I am not trying to nerf my players feats/abilities and pearls of power. I am just trying to meet him halfway on the point and create a ruling in my game that is consistent and balanced. Requiring higher level pearls of power to pull off such stunts simply means that they just wont be able to do it 16 times in one day.


I missed the part where it says only one metamagic feat may be applied. He just got the feat, so we are still getting used to it. I think I may still house rule that you can apply more than one metamagic feat though, a bumped-up fireball is not that hard to deal with. It was just the Pearl of Power that was making it problematic. I'm just going to say that for a Pearl of Power, we use the spell level that the feats would make it. Just to prevent too much spamming in the game for a low-cost item


So recently one of my players had gotten the Spell Perfection feat for Fireball. He was thinking that he would be able to use a 3rd level Pearl of Power to recall his Fireball spell after he had spontaneously applied the Intensified, Selective, and Empowered metamagic feats for it. I told him he would need an 8th level Pearl of Power to do this, as Spell Perfection is an ability he has and the Pearl of Power does not. My player was quite upset with this. I know that a Pearl of Power can not recall a spell that has been cast spontaneously, but I could not find any rules for Pearls of Power and how they interact with a spell that has had metamagic feats applied to it spontaneously. Any feedback would be much appreciated, as me and my player are butting heads with one another about this.