To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.
So somatic and material components need a hand free.
You strap a heavy steel shield to your forearm and grip it with your hand. A heavy steel shield is so heavy that you can’t use your shield hand for anything else. Whether wooden or steel, a heavy shield offers the same basic protection and attack benefits, though the two versions respond differently to some spells and effects (such as rusting grasp). A druid can use a heavy wooden shield, but not a heavy steel shield.
A heavy wooden shield is essentially the same as a heavy steel shield, except that it responds differently to some spells and effects (such as rusting grasp). A druid can use a heavy wooden shield, but not a heavy steel shield.
You strap a light steel shield to your forearm and grip it with your hand. A light steel shield’s weight lets you carry other items in that hand, although you cannot use weapons with it. Whether wooden or steel, a light shield offers the same basic protection and attack benefits, though the two varieties respond differently to some spells and effects (such as rusting grasp). A druid can use a light wooden shield, but not a light steel shield.
A light wooden shield is essentially the same as a light steel shield, except it responds differently to some spells and effects (such as rusting grasp). A druid can use a light wooden shield, but not a light steel shield.
Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type.
An item made from mithral weighs half as much as the same item made from other metals.
So a Heavy SteelMithral shield weighs 7.5# and a Heavy WoodDarkwood shield weighs 5#.
I can see a debate about where the boundry between 6# and 10# is, leaving 7.5# in unclear territory, but 5# for the Heavy Darkwood shield is clearly less than 6#, and thus not too heavy to use for casting.
Is anywone aware of an actual rule stating heavy shields cannot be used for casting?
You can cast a spell with somatic components using your shield arm, but you lose the buckler’s AC bonus until your next turn.
It is clear that casting using the shield hand has a penalty. Casting with your other hand, however does not.
Weapon & Hands FAQ:
Weapon & Hands FAQ Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
Clerics frequently are in combat with weapon and shield, yet often cast in combat. Clearly they are temporarily placing the weapon in the other hand (with free actions) so that they can cast, right?
This thread is dedicated to ways to gain this resource. Below is a list I generated. I do not include ways to increase the size of your pool. Can anyone add more ways?
Archetypes [level class archtype]
1 Monk (Unchained) Serpent-Fire Adept*
1 Monk Ouat*
1 Monk Serpent-Fire Adept*
2 Vigilante Teisatsu
3 Kineticist Psammokinetic
4 Paladin Iroran Paladin
7 Oracle Shigenjo
7 Warpriest Sacred Fist
15 Medium Medium of the Master
* may not count as a class feature
Prestige Classes [level class]
1 Student of Perfection
2 Champion of Irori
Rogue Talents
Ki Pool (Ex)
Equipment
Bronze gong -- convert a channel into ki
Meditation crystal -- convert a channel into ki
Wyroot -- get ki from a crit
Feats
Chakra Initiate -- gain a pool
Deep Drinker -- get 2 ki not 1 ki when gaiing drunken ki
Ki Channel -- convert a channel into ki
Perfect Style -- gain a pool
Magic Items
Amulet Of Hidden Strength -- gain ki
Ki Mat -- regain ki
Husk Dart -- get ki from a crit
The Master's Name -- regain ki
Spells
3 Ki Leech -- crit or kill to gain ki
4 Replenish Ki -- regain ki
I have looked at a number of statted NPCs, but they only show spells prepared. How many do they actually know?
For example, most arcane casters learn 3+CastingMod 1st level spells at 1st level, and 2 additional spells each additional level. For a 7th level full caster, that becomes 3+CastingMod+2 1st level spells, 4 2nd level spells, 4 3rd level spells, and 2 4th level spells. However, as they advanced, surely they gain additional spells via purchases and treasure (such as a found scroll). So how many spells should a long term NPC have in their spellbook? Which spells I can figure out. But how many choices should they get?
Last night I was making an NPC that did Harrow readings. I wanted to see how likely it was to provide a benefit vs. a penalty. So I made a spreadsheet. Find it here.
I want a hag for a cohort, but there is not one until cohort level 16 (Blood Hag). So what are the other hags?
The Leadership Feat lists a number of cohorts. Monster Cohorts lists some more. The Monstrous Companion Feat lists some as well, but these are duplicates of the previous lists.
What monsters have you made into a cohort, at what level, and can you tell me why that level was chosen?
Existing cohorts by level and name:
Monster|Cohort Level|HD|CR|Role
Haniver gremlin|3|1|0.5|--
Homunculus|3|2|1|No Role
Pseudodragon|3|2|1|Combat Role
Angel, cassisian|4|2|2|Special Role
Archon, harbinger|4|3|2|--
Blink dog|4|3|2|Combat Role
Kami, shikigami|4|3|2|--
Leshy, gourd|4|1|1|--
Pipefox|4|3|2|--
Rakshasa, raktavarna|4|3|2|--
Azer|5|2|2|Any Role
Darkfolk, dark dancer|5|2|1|--
Faun|5|3|1|--
Flumph|5|2|1|--
Ghoul|5|2|1|Combat Role
Hippocampus|5|2|1|Combat Role
Leshy, fungus|5|2|2|--
Worg|5|4|2|Combat Role
Demon, dretch|6|2|2|Combat Role
Festrog|6|2|1|--
Giant eagle|6|4|3|No Role
Hippogriff|6|3|2|No Role
Kech|6|4|3|--
Pegasus|6|4|3|Combat Role
Sasquatch|6|3|2|--
Shadow drake|6|3|2|--
Skeletal champion|6|3|2|--
Contemplative|7|4|2|--
Giant vulture|7|5|4|--
Hell hound|7|4|3|Combat Role
Hound archon|7|6|4|Combat Role
Howler|7|5|3|Combat Role
Jack-o’-lantern|7|2|1|--
Phantom armor, guardian|7|3|2|--
Satyr|7|8|4|Combat Role
Shae|7|4|4|--
Shriezyx|7|7|4|--
Shulsaga|7|4|3|--
Snallygaster|7|4|3|--
Triton|7|3|2|Combat Role
Aranea|8|5|4|Spell Role
Assassin vine|8|4|3|No Role
Draugr|8|3|2|Combat Role
Fossegrim|8|9|4|--
Giant owl|8|6|5|--
Griffon|8|5|4|No Role
Huecuva|8|3|2|--
Pixie|8|4|4|Skill Role
Sea cat|8|6|4|--
Shadow mastiff|8|6|5|--
Shobhad|8|5|4|--
Soulbound doll|8|3|2|Special Role
Tanuki|8|5|4|--
Unicorn|8|4|3|Combat Role
Darkfolk, dark stalker|9|6|4|Combat Role, Skill Role
Ghul|9|6|5|--
Huldra|9|7|4|--
Leucrotta|9|6|5|Special Role
Manticore|9|6|5|Combat Role
Mimic|9|7|4|Combat Role
Phantom armor, giant|9|5|4|--
Sabosan|9|7|5|--
Saguaroi|9|7|5|--
Shredskin|9|4|2|--
Unicorn|9|4|3|Combat Role
Worg, winter wolf|9|6|5|Combat Role
Daemon, vulnadaemon|10|6|4|--
Derhii|10|7|5|--
Divine servitor (Karumzek)|10|5|4|--
Divine servitor (Fantionette)|10|5|4|--
Dragonne|10|9|7|--
Girallon|10|7|6|No Role
Mercane|10|6|5|Combat Role
Oni, kuwa|10|5|4|--
Redcap|10|8|6|Combat Role
Swan Maiden|10|10|6|--
Wyvern|10|7|6|Combat Role
Ahuizotl|11|8|6|--
Babau (demon)|11|9|8|Combat Role, Skill Role
Bralani (azata)|11|7|6|Combat Role
Cloaker|11|6|5|Special Role
Drider|11|9|7|Combat Role, Spell Role
Maftet|11|8|6|--
Nightmare|11|6|5|Combat Role
Owb|11|8|6|--
Soulbound mannequin|11|10|7|--
Sphinx, hieracosphinx|11|8|5|Combat Role
Agathion, vulpinal|12|7|6|Skill Role
Svartalfar|12|13|8|--
Devil, bearded|13|6|5|Combat Role
Hellcat|13|9|7|Combat Role
Kirin|13|9|7|--
Nependis|13|12|9|--
Nephilim|13|11|8|--
Sphinx, criophinx|13|9|6|Combat Role
Vanth (psychopomp)|13|9|7|--
Adlet|14|15|10|--
Axiomite|14|10|8|Combat Role
Daemon, ceustodaemon|14|8|6|Combat Role
Demon, incubus|14|8|6|--
Genie, janni|14|6|4|Combat Role
Giant, wood|14|9|6|Combat Role
Sphinx, gynosphinx|14|12|8|Combat Role
Treant|14|12|8|Combat Role
Archon, legion|15|8|7|--
Avoral|15|9|9|Combat Role
Demon, shadow|15|7|7|Skill Role
Dullahan|15|10|7|Combat Role
Ettin|15|10|6|Combat Role
Invisible stalker|15|7|7|Combat Role, Skill Role
Blood hag|16|12|8|--
Dragon horse|16|10|9|Combat Role
Erinyes (devil)|16|9|8|Combat Role
Garuda|16|11|9|--
Lammasu|16|9|8|--
Naga, guardian|16|12|10|Spell Role
Oni, ogre mage|16|8|8|Combat Role
Sleipnir|16|14|11|--
Sleipnir|16|14|11|--
Angel, movanic deva|17|12|10|Combat Role, Spell Role
Archon, shield|17|9|10|Combat Role
Asura, upasunda|17|12|9|--
Couatl|17|12|10|--
Daemon, piscodaemon|17|11|10|--
Einherji|17|13|10|--
Leonal|17|14|12|Combat Role
Shedu|17|11|9|--
Valkyrie|17|16|12|--
Viper vine|17|20|13|No Role
Xanthos|17|17|14|--
Stone giant|18|12|8|Combat Role
Looking these up by their Monsters by Role, I get the following averages:
Cohorts by monstrous role:
Monster Role|CL-HD|CL/HD|CL/CR
--|2.90|1.65|2.43
Combat Role|3.89|1.66|2.29
No Role|1.86|1.55|2.23
Skill Role|5.00|1.79|1.99
Special Role|3.75|2.00|2.50
Spell Role|4.00|1.45|1.77
Assigning roles where needed, and based off these numbers I get:
Hag Cohorts wrote:
Annis Hag|12|7|6|Combat Role*
Green Hag|13|9|5|Combat Role
Mute hag|19|14|11|Spell Role*
Night Hag|13|8|9|Combat Role
Sea Hag|8|4|4|Combat Role
Storm Hag|16|10|7|Combat Role*
Winter Hag|17|10|7|Special Role*
* = best guess
I have recently read some neat descriptions of some cursed items. Lets make a list of good ones.
Starting with some I found already:
1. Andostre gave us [paraphrased]: when you go to sleep, this ioun stone hide socks, place Legos on the ground, rearrange drawers, and other acts of minor mischief.
2. blahpers gave us: Picture a flubbed bag of devouring that just noisily tastes whoever reaches into it (making it a standard action to retrieve an item from it), briefly glomping their arm with a toothless "mouth", making "mmm-MMM!" sounds and leaving the arm covered in extradimensional slobber.
3. blahpers gave us: A robe of vermin that is supposed to cause concentration-affecting bites but instead causes the wearer to attract any nearby mindless vermin to simply hang about as if fascinated, with the expected social ramifications.
The other day, I finally made use of my modified Rune Guardian. The mod was bumping it from Summon Monster I to Summon Monster II.
The main point is that it can bring 1 (or 1d3) creatures to the table each round and they stay awhile. I could potentially have 15 out, but will likely only have at most either 5 (2nd level summons) or 10 (1st level summons). I am aware that playing summons takes time, so I will likely try not to have too many out at once. Especially as summoning means the rune guardian only moves 5' at a time.
That said, I want to play them fast. This means being able to read their stat block quickly, and to keep track of which one goes when. I made a post with all my SM1 and SM2 critters here. I don't plan to deviate from this, in order to limit my choices and to make things go quickly.
To that end, what do you do to make your summons go quickly? Special cue cards? Numbered pogs? Let me know.
Reading a post, I got the idea of carrying around a resetting magical trap.
This trap would trigger on Detect Evil, and I want an effect that either only harms evil critters, or buffs me and/or my allies.
I want this to also fly below "cheese" so that my GM would approve it. [Wishful thinking, perhaps.] So nothing too abusive.
Bonus points if the effect is not noticeable when in a crowd.
So the question are:
1) What do I place the trap on?
2) What effect do I want?
Table: Cost Modifiers for Magic Device Traps wrote:
Feature .. Cost Modifier
Alarm spell used in trigger .. —
One-Shot Trap
Each spell used .. +50 gp × caster level × spell level
Material components .. +Material component costs
Automatic Reset Trap
Each spell used .. +500 gp × caster level × spell level
Material components .. +Material component costs × 100
Also, elsewhere on the page is:
Trigger wrote:
Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.
The proximity trigger used most often for magic device traps is the alarm spell. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that’s no larger than the area the trap is meant to protect.
Some magic device traps have special proximity triggers that activate only when certain kinds of creatures approach. For example, a detect good spell can serve as a proximity trigger on an evil altar, springing the attached trap only when someone of good alignment gets close enough to it.
So I have to add the cost for Detect Evil. :-(
Still, it is cheap enough (=500 gp), and it gets me a better activation strategy.
Then there is this:
Effect wrote:
Magic Device Traps: These traps produce the effects of any spells included in their construction, as described in the appropriate entries. If the spell in a magic device trap allows a saving throw, its save DC is (10 + spell level) × 1.5. Some spells make attack rolls instead.
You can weave bardic music effects into your spellcasting in such a way that your spellcasting and bardic performance become indistinguishable.
Prerequisites: Bardic music ability.
Benefit: Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.
So if I am reading this right, you can maintain a performance and cast a cantrip instead of spending a performance round.
Thoughts?
Both Daze and Unwitting Ally look like good candidates. A failed will save causes a creature to either lose their actions this turn, or become a flanking buddy for your party, respectively.
This ability functions like regeneration, except the waxwork creature has it without a Constitution score. A waxwork creature reduced to 0 hit points is staggered instead of destroyed while its waxen regeneration is active; it ignores all damage dealt to it that would reduce its hit points below 0. Fire damage causes the waxwork creature’s regeneration to stop functioning on the round following the attack.
What I see is a construct that even when fully damaged, it can still act, and it can regenerate. Yea, fire stops it, but still, unkillable. This is a major plus for a construct.
Now comes the question: What critter should I make as a waxwork?
I expect a beatstick would be useful, but what else might be used? Are there any utility critters suitable for making?
As a prepared caster, I try to leave open slots to allow for customizing my spell load throughout the day. At the end of the day, I would like to fill them with useful spells I can cast today that will aid me tomorrow.
What spell list do you use, and what would you top off the night with?
Example:
My current character is a Cleric, 9th level. I looked ahead thru 6th level spells and came up with:
1st: Ant Haul, Dream Feast, Endure Elements, Kreighton's Perusal, Lucky Number
2nd: Lay Of The Land, Make Whole, Restful Cloak, Sacred Space
3rd: Create Food and Water, Martyr's Last Blessing
4th: Bountiful Banquet, Greater Make Whole, Revenant Armor
5th: Hunter's Blessing, Life Bubble
6th: Eaglesoul, Hammer Of Mending, Heroes' Feast, Oasis
Not all are long lasting, but they can prove useful at the end of the day.
Spells with a duration of Concentration mean you loose your standard action to maintain the spell. Higher level spells often add extra rounds after you stop concentrating, making them better.
I want to make a magic item that lets me extend concentration of spells. I want your help to define, price, and come up with a reasonable crafting requirements.
To start this discussion, I present the Phantasmal Gem from the ARG.
DESCRIPTION
This small cut crystal appears to be filled with hazy, indistinct images that constantly shift and vary. If a spellcaster holding the phantasmal gem casts an illusion spell with a duration of concentration (or concentration + a number of rounds), the illusion lasts up to an additional 10 rounds after the spellcaster ceases concentrating on it. The spellcaster may end the illusion early as a swift action. The phantasmal gem can be used multiple times in a day, but cannot grant more than a total of 10 additional rounds of illusion spells per day. A gnome using a phantasmal gem can recharge it by expending uses of spell-like abilities gained through the gnome magic racial trait. Each spell-like ability expended as a standard action recharges 1 round of duration to the phantasmal gem (up to a maximum of 10 rounds).
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be a gnome or a wizard specialized in the school of illusion; Cost 2,000 gp
The spell I am currently interested in is Raging Rubble a transmutation spell with a duration of concentration + 2 rounds.
My initial stab would be to start with the gem, and swap illusion with transmutation, remove the gnome choice, and call it done.
Anyone have any comments, suggestions, or alternate ideas?
I have a good cleric crafter who wants to make a weapon have the Heartseeker ability.
Heartseeker is a +1 bonus with Death Knell as the prerequisite.
Death Knell is an [evil] spell.
I have recently been using Defending Bone to help protect my cleric. If gives DR 5/bludgeoning, up to 50 hp @ 5/level. Sounds good. However, it has failed to have any effect against a number of monsters*. So I am wondering if it is worth the spell slot I have dedicated to it.
I know of a similar spell, Ablative Barrier, that gives +2 AC and converts up to 50 hp to non-lethal and gives DR 5/- against non-lethal. Are there other spells or magic items that give DR?
As to class abilities, the DR that barbarians get is quite small and requires multiclassing to get.
I would love opinions on all the various options for DR that are out there.
/cevah
*Currently doing Shattered Star AP, which seems to have a lot of critters with bludgeoning attacks. Currently level 8.
I'm thinking about the Craft Poppet as the core concept of a character. Later, getting Craft Construct.
Poppets are cheap, and can be use as minions for battle or other things.
Question: What class would make a good fit around a poppet minion master? Divine, arcane, or psychic? Full caster or partial caster? Do I want a few at a time, or lots? Basic poppets or buffed with augmentations?
Later, when I get Craft Construct, what should I add to my minions?
[Both other constructs, and upgrading poppets with construct rules.]
Being MAD is difficult with the 15 point buy, but I am game to try.
However, I am not sure how to proceed. I think I will skip Power Attack, as I don't have the strength to really take advantage of it. But what should my 3rd level feat be? I am leaning to Lingering Performance to let me really use my sermonic performance. [Note: we don't rocket tag, and 5+ round fights happen often.]
Also, which stat should I bump first? Strength for attack/damage and carrying capacity [currently medium load]? Wisdom for landing spells? Charisma for channels and skills? Or one of the others?
At only 1 skill per level (favored class bonus is HP), I chose Sense Motive as my 1st level skill. I think Survival will be 2nd level. Suggestions on skills that will help the character viability or provide good flavor are welcome.
I like the concept of the reach cleric, and I want to later roleplay up the whip using. If it fits the theme, I might get some whip feats to use it for more than bypassing the occasional hurdle. I also need advice on how to make the GM give me AoO since that relies on others, not myself. I have a Longspear as my primary weapon, but I also have a Spiked Gauntlet [for threatening adjacent], a Dagger [for grappled & swallowed], Sling [for ranged], and a Whip [for style].
My character just got zapped by an Artifact. Result was a Reincarnate* spell effect. Reading up, I looks like I don't loose anything but physical stats mods, based on race. This is important, since the old me has Darkvision and Low Light vision, but the new me only has Low Light vision. I also have some other [ex], [Su], and [Sp] abilities.
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains two permanent negative levels when it is reincarnated. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the table below. For non-humanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell can bring back a creature that has died of old age.
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
While this is a Transmutation spell, it is NOT a Polymorph spell. So the polymorph rules about removing [Ex] and such does not apply. That leaves this text for the school:
Transmutation wrote:
Transmutation spells change the properties of some creature, thing, or condition.
I see text in the spell for gaining abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but no text about loosing [Ex], [Su], or [Sp] abilities of the old form.
Am I reading this right? I.e. I keep Darkvision [Ex]?
Are there additional rules text out there that apply?
/cevah
*:
Going from a medium Fetchling to a Large Ape. The zap was described as per the reincarnate spell, so I get to keep my Outsider(Native) type. Zap also changed my alignment, but that is an issue I know how to deal with. A bit of fun playing EVIL before getting an Atonement spell for the forced change. Just have to decide how I want to play EVIL.
GoP generates plants where none were, and TE makes them lash out. Basically a low level zone of danger: 30' diameter of potential sickening with with an additional 15' reach for possible 2d6/round damage.
Climbing Beanstalk (2nd) can replace GoP in the combo. While providing no damage, it can be a means to climb, and then trap after climbing, or for inflicting damage on flyers that must fly close.
What combos have you found?
[Please link the spells for easy reference.]
We are 13th level running the AP. GM sent us way out into left field and beyond. Current plot is to try and undo the effects of time we missed being off the plane for 5 years.
While the path is fairly spelled out, the environment is something else.
Spoiler:
Cheliax invaded and took over.
So we have a secure base (for the moment), and plans to pursue.
My need, is ideas to enable us to pull off our plans. I see a need to amass a bunch of wealth to pay for the magics needed to fix things. However, having the political landscape change so drastically, we are unsure of the best avenues to gain the stuff we need. Secondly, we will need to eventually infiltrate port peril (and elsewhere) without being detected (or at least not in time to do anything about it), and do so with a significant amount of stuff.
Basic MacGuffin requires assembling an artifact in the city, and it is very big. [Actually a ship.] While that is many sessions in the future, leading up to that is going to be a bit of fun. The immediate goal is to topple a floating city, because the artifact part there is what makes it float.
So. On to the specifics:
1) As accomplished adventurers, where would we find good concentrations of chellish wealth and magic? [Within the shackles, post takeover.]
2) What magic items are needed to be undetected?
3) What is a good way to make the city's population self destruct, without tipping them off that an outside force is responsible?
And, as the one most likely to try to infiltrate with a disguise, what do I need to pass myself off as another species 24/7?
It used to be I could be at the bottom of a thread and click on "Sign in", and after I signed in, I would be shown that same thread. Now I get a different login screen, and placed in the forum thread list instead.
Also, when I click a user's name, I should go to their profile, no log in required. Yet when I click one user, I get a request to sign in, followed by a screen
"You have made too many requests for the same page too quickly.
Please wait a minute before trying again."
Trying again, I sometimes get
"Pazio People
Here's my redirect"
I recently came across some items that seem like they can aid your casting while you are in another shape:
Ring of Eloquence
RoE:
Fine etchings spell out the alphabets of four languages around the inside of this finely crafted silver band. The wearer gains the ability to speak and understand the four languages whose alphabets are inscribed on the ring. Normally the languages are Common, Dwarven, Elven, and Gnome. Less often, such rings are attuned to Giant, Goblin, Orc, and Undercommon, and rings with different sets of languages might also exist. The wearer retains the ability to speak in these languages even if she assumes a form normally unable to do so (such as a druid wild shaped into a wolf).
The ring also makes it easier for the wearer to find the correct words to express herself, granting a +2 competence bonus on Bluff, Diplomacy, Intimidate, and Perform (oratory) checks. Also, if the wearer is deafened and attempts to cast a spell with a verbal component, the chance of spell failure is reduced to 10%.
A wizard hook is a +1 hook hand and a useful item for any arcane spellcaster.
Although a wizard hook does not allow for fine manipulation, it is infused with magic that bolsters somatic components—you can use a hand stump outfitted with a wizard hook to fulfill any somatic components for casting arcane spells. A wizard hook also grants proficiency in its use as a weapon. You can make touch attacks with spells using a wizard hook, either by making a normal attack with the hook (in which case it deals normal hook hand damage plus the spell effect), or by making a touch attack with the hook (in which case you gain a +4 bonus on the attack roll and the save DC of the spell increases by +1, but you do not do hook hand damage).
This leather pouch is usually decorated with a druidic motif.
Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed.
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
So, at first glance, it seems you can cover V, S, and M/F/DF with these items above.
Q: How RAW/RAI legal is this, and are there ways to make it better?
Had a battle with some qlippoth, and even had foreknowledge that we would face a certain one in sufficient time to prepare spells.
My Cohort, at Witch 10, turned out to have a poor selection at 2nd and 3rd levels. Had the battle not enervated 10 levels, cursed 3 on all d20s, and evil eyed 2 more on saves, it would not have gone well. Even so, it was tough. Since it was an augmented one, with its gaze attack also as an aura, you had to save just if you were close by. Neither my char, nor my cohort have great will saves, so we did get some difficulty from the aura.
My question for advice, is what spells to add to the ones I have. While I have played since 1st ed, I understand the concepts, but I never really got the hang of buying spells to add to the spellbook, and generally used scroll drops or captured spellbooks for the main access to new spells. In the Skulls & Shackles AP, we have not encountered any witches outside of the ones who became my follower, so I have not even had a chance to swap spells with any high level witches. I likewise have difficulty spending for consumables. This has combined to leave my cohort with a less than stellar selection of spells for all occasions. What do I need to add?
Air Step, Alter Self, Bestow Weapon Proficiency, Blindness/Deafness, Detect Thoughts, Hold Person, Locate Object (patron), Minor Dream, Mirror Hideaway, Twilight Haze, Web, Zone of Truth
Contact Other Plane, Mind Fog, Reincarnate, Suffocation, Unseen Crew
I have a lot of 1st level spells, since I have a lot of witch followers & we share our lists. Since they come with a mostly random selection, it has been OK. But higher levels, not so much.
As a cohort, in a very large party, his job is more support than star, so I am not looking to take over as arcane mastermind (another party member has that & his own cohort), but rather I want to contribute and not be sidelined just because it is immune to mind affecting.
Please let me know what spells I need to add to be well rounded, and also explain what hole they are fixing in my existing list. [I need all the help I can get. I have often played a divine caster, not so often an arcane one.]
We are at that point in the campaign where we need to assemble ships. [After IoEE] We have some time as well. We have not yet started actual construction. We are planning on constructing some ships, probably of the smaller/cheaper sort. But we plan to build more later.
What has your party done at this time? Did you build ships, or try to capture a bunch more? Tell us about it.
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The thread Aspect of the Falcon Question came up with a question about stacking. After several pages of discussion, I have decided to frame a FAQ request.
How does stacking work? The spell Blessing of Fervor (BoF) provides a number of benefits, but states it does not stack with Haste. Does the use of Haste prevent all possible uses of BoF? Or does it only interact with those choices that actually overlap with effects in Haste? If you use BoF's Stand Up choice are you prevented from using Haste in that round?
Blessing of Fervor:
School transmutation; Level cleric 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Haste:
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
BoF is not the spell that sparked off this debate, but is a clearer example for showing the question.
School transmutation (polymorph); Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
Improved Critical (Combat):
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
The reason AotF was not a good example is the line: "the critical multiplier for your bows and crossbows becomes 19–20/×3"
Bows have a normal critical of 20/x3.
Crossbows have a normal critical of 19-20/x2.
The text indicates changing a critical multiplier, but do not mention changing the treat range. Since the stated result is an increased threat range for bows but not crossbows, the question is raised did they mean threat range also. Since the stated result is an increased multiplier for crossbows, but not for bows, what is actually being changed. This disconnect has led to a lot of discussion.
This spell probably needs errata or explanation of how it is supposed to deal with that line.
Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
Different Bonus Types: The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus.
Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.
Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
One Effect Makes Another Irrelevant: Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
Multiple Mental Control Effects: Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
I played a gnome ranger-monk who liked the spell Aspect of the Falcon. He thought the feathers from the spell were fun. Now imagine that he acquires a small +1 keen crossbow. He casts Aspect of Falcon, grows feathers, draws his new crossbow, loses his feathers, puts the crossbow on the ground, grows feathers, picks up the crossbow, loses feathers, drops the crossbow, grows feathers, etc. He is a gnome, he will repeat this a few dozen times, yelling, "Hey! Look at this! Feathers. No feathers. Feathers. No feathers. I wonder why the crossbow gets rid of the feathers. And the good eyesight, too."
If you look at it the other way you have abilities/spells/ect turning on and off depending on what spells are cast. it leads to situations where Blessing of Fervor is a debuff on people with haste which is crazy. Do you track what initiative spells are cast on to figure out which spell is first? Or is there some other esoteric way to figure out which one stays?
Your clear explanation has provided us with a good vocabulary.
A Headband of Mental Superiority +2 and Fox's Cunning combining to give +4 to intelligence, +2 to wisdom, and +2 to charisma will be called overlapping.
A Headband of Mental Superiority +2 and Fox's Cunning combining to give the benefit of only one will be called excluding, because the stronger one gains exclusive rights to the bonus.
These examples show some of the possible interpretations of the stacking rules that have occurred.
51 people marked this as FAQ candidate. Answered in the FAQ.
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Character using the Fly spell gets paralyzed.
1) His effective strength is zero. Does his encumbrance limit change? Does he crash because the Fly spell encumbrance limit changes?
2) He is limited to mental actions. Can he still cause the Fly spell to move him around or does the "cannot move" from the paralyzed condition take precedence? Can he Hover?
Can't make Fly checks with a DEX of 0, but with the Fly spell, as long as you keep moving at half or greater speed, you don't need to make checks.
Why not?
If I am a 5th level Wizard with 5 ranks of fly and have the fly spell active, I can hover.
Hover DC = 15
Skill = -5 (Dex) + 5 (ranks) + 3 (class skill) + 2 (1/2 fly spell) + Take 10 = 15
Pertinent info for Fly Speed:
Quote:
Quote:
What is your fly speed? The spell does NOT grant you that. Contrast the Touch of the Sea that gives you a swim speed.
If you don't have a fly speed, why does the spell give you good maneuverability? That's a meaningless term outside the context of having a fly speed. Certainly it doesn't mean you gain a +4 bonus on Fly skill checks, because that only applies to creatures with a fly speed.
Ninjas do not get proficiency with any non-lethal weapon.
But rogues get proficiency with the Sap. :-(
Besides spending a feat for a weapon proficiency with a non-lethal weapon, or a class level in a class that gets it, what is a ninja to do when capture is desired rather than killing?
The Merciful enchant needs an initial +1, meaning you need a regular weapon > 8300 gp.
A Lyre of Building lets you do 600 man-days of work, and 600 more per successful check. It is usable once a week.
I am in a Skulls & Shackles campaign. I plan to get one and use it to help build a fleet of ships, and perhaps also other stuff to sell for crafting communication devices. I expect using it for improving my own WBL will not be permitted.
So. How much is that 600 man-days worth of work worth?
Searching on the net, I found a reference for building a tall ship taking 30,000 man-days. A standard ship in S&S is about 10,000 gp. This means the average shipbuilder takes about 3 days to make 1 gp of ship (=3+ sp/day). Since unskilled laborers make 1 sp/day, this seems reasonable. I think I should have the 1/3 price of the ship in materials, but the Lyre will add to the other 2/3 price.
Should I focus on the time or the gold? I think the gold will be easier to handle. So....
My thinking is that I should use the downtime rules with me as the worker and using my craft (shipbuilding) skill at Take-10. That means my skill nets me 2.3 gp (effective skill level take-10 is 23) per man-day, or 1,380 gp per hour of playing. It will take about 5 hours of playing to complete a ship.
While I can also Take-10 on the perform skill, and auto succeed, I expect I will have to roll it. Not worried about that aspect. Still, I think I should be able to try for a full workday of 8 hours.
These are my questions:
1 Does this sound reasonable?
2 How can I improve my craft skill? I already have Crafter’s Fortune.
3 How can I improve my profession? Can I get a masterwork lyre to enchant and retain the +2 Circumstance bonus? Currently I have a 10, but when I level, I can put a rank in and have a 14. This translates to 18% (32%) chance of making a ship in one day, or 52% (81%). [Parenthetical is for masterwork instrument bonus.] I don’t want to put more ranks in, as I am only getting 2+Int for the level rather than the 8+Int for most of the previous levels (multiclassed). I already have the Circlet of Persuasion.
I have the Leadership feat, and a nice score, so I get lots of followers. Already have a cohort. Soon, I think I will be getting a ship. Who should I get to crew it from my followers?
Assume max 4th level NPC, but many 1st level ones.
Suggest classes, levels, items, and how they make the ship better. This can be as a ship, as a boarding party, as a mercenary troupe, whatever.
Which is the best for low level (i.e. 5th)?
Assume I already have Augment Summoning
I have a Cleric NPC at 5th, and I am trying to decide which one to get. While SEM and SNM are invalid for this NPC, I would like discussion across all of these.
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Evolved Summoned Monster:
The creatures you summon have evolved to have even greater abilities.
Prerequisite(s): Augment Summoning, Spell Focus (conjuration), ability to cast summon monster I.
Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution from those available to a summoner's eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures.
If you summon more than one creature with a single spell, only one creature gains this evolution.
Special: You can take this feat multiple times. Each time you do, select an additional 1–point evolution for one of your summoned creatures. If you summon more than one creature, you can choose to apply all the evolutions to a single summoned creature, or split them between the creatures summoned.
Ferocious Summons (Orc/Half-Orc):
Your summoned creatures gain your ferocity.
Prerequisites: Augment Summoning, Spell Focus (conjuration), half-orc or orc.
Benefit: Creatures you summon gain the ferocity universal monster ability.
Harrowed Summoning:
Your summoned creatures are empowered by the magic of the harrow.
Prerequisite(s): Harrowed.
Benefit(s): When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell's casting time.
For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card's suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card's alignment is a true match for the summoned creatures' alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell's duration is unchanged.
A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance reflects the visual elements of the cards. The creature's personality is also influenced by the cards, but not so much as to alter its alignment.
Sacred Summons:
The minions of your divine patrons stand ready to answer your call.
Prerequisites: Aura class feature, ability to cast summon monster.
Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Summon Evil Monster:
You can summon the aid of creatures driven their very nature to destroy goodness.
Prerequisite(s): Evil alignment.
Benefit(s): When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can’t act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don’t apply for creatures from the standard list that aren’t also on this list.
Special: If you possess the Sacred Summons feat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura.
Summon Good Monster:
You can summon the aid of creatures driven by their very nature to destroy evil.
Prerequisite: Good alignment.
Benefit: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
Summon Neutral Monster:
You can summon creatures that embody the forces of balance.
Prerequisite(s): Chaotic neutral, lawful neutral, or neutral alignment.
Benefit(s): When casting a summon monster spell, you gain access to the list of neutral creatures at right. You may also summon creatures from the standard summon monster list and apply the counterpoised creature simple template to applicable creatures instead of the celestial or fiendish template.
Creatures you summon from the list and creatures you summon with the counterpoised template gain a +2 resistance bonus on Will saves.
School transmutation [cold]; Level druid 1, magus 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Is Frostbite a buff spell you can give to another to attack with, or is it a personal spell?
This spell lists a singular Target, yet the text talks about affecting multiple targets. It refers to a range of touch, but the text is for a personal spell. The duration is instantaneous, yet the effects persist for a number of attacks. The wording contradicts itself.
Ring of Seven Lovely Colors SourceInner Sea Gods pg. 259
Aura faint abjuration and illusion CL 7th
Slot ring; Price 4,000 gp; Weight —
Description
This golden ring, set with seven brightly colored gems, functions as a ring of protection +1. In addition, seven times per day, the wearer can use beast shape IV to transform into a songbird for 10 minutes (use statistics for a raven).
Construction Requirements Forge Ring, beast shape IV, shield of faith, creator must be at least 3rd level; Cost 2,000 gp
Does this mean you must use the statistics for a Raven, or can you (because of the parenthetical) become any small bird like creature. A Raven is a normal animal, and Beast Shape II would cover it, but the ring uses Beast Shape IV.
If you are allowed something other than Raven, here is a list I cam up with that seem good:
Thrush: Diminutive animal with bite -1 (1d2-5) speed 10 ft., fly 40 ft. (average)
Bat: Diminutive animal with bite +6 (1d3-4) speed 5 ft., fly 40 ft. (good)
Raven: Tiny animal with bite +4 (1d3-4) speed 10 ft., fly 40 ft. (average)
Arctic Tern: Tiny animal with bite +4 (1d3-4) speed 10 ft., fly 40 ft. (average)
Hawk: Tiny animal with 2 talons +5 (1d4-2) speed 10 ft., fly 60 ft. (average)
Owl: Tiny animal with 2 talons +5 (1d4-2) speed 10 ft., fly 60 ft. (average)
Sun Falcon: Tiny magical beast with 2 talons +11 (1d3 plus 1d6 fire and burn) speed 10 ft., fly 60 ft. (good)
Witchcrow: Tiny magical beast with 2 talons +4 (1d3-1) speed 20 ft., fly 50 ft. (good)
Trumpeter Swan: Small animal with bite +1 (1d4), 2 wings -4 (1d3) speed 10 ft., fly 100 ft. (average)
Great Horned Owl: Small animal with 2 claws +3 (1d4-1) speed 10 ft., fly 60 ft. (average)
Eagle: Small animal with 2 talons +3 (1d4), bite +3 (1d4) speed 10 ft., fly 80 ft. (average)
Greater Witchcrow: Small magical beast with 2 talons +7 (1d6+1) speed 20 ft., fly 60 ft. (good)
My favorites are the Witchcrow (tiny, but has 5' reach so can threaten) and the Thrush (nice stealth).
For those wanting the most attacks, the Eagle has 3 primary attacks, the Trumpeter Swan has a primary and a pair of secondary attacks, and the Great Horned Owl, Greater Witchcrow, Hawk, Owl, Sun Falcon, and Witchcrow all have two primary attacks.
In August 2014, at Gencon, the ACG was introduced.
On August 17th, this post asked the question about beneficial hexes.
On October 10th, was the last FAQ Update to the ACG.
Per the Resources page, there is no Errata as of yet for the ACG.
Cao Phen wrote:
James Jacobs said it is not the intent of the spell, but to each their own if playing homegames.
Therefore, I am assuming, this spell works as posed.
Now the question... Is this overpowered?
[Please use a separate thread for RAW vs. RAI]
Some things to consider:
Wand of Cure Light Wounds @ 1st heals 1d8+1 for 15gp, or 2.73gp per hp
Wand of Infernal Healing @ 1st heals 10 for 15gp, or 1.5gp per hp
Wand of Hex Vulnerability @ 1st & Witch 1 w/healing hex heals 1d8+1 for 15gp, or 2.73gp per hp
Wand of Hex Vulnerability @ 1st & Witch 5 w/healing hex heals 2d8+5 for 15gp, or 1.07gp per hp
Wand of Hex Vulnerability @ 1st & Witch 20 w/major healing hex heals 4d8+20 for 15gp, or 0.39gp per hp
Note: the more healing, the more wasted by topping off.
Also, recall that while caster at higher levels allow more healing, they only allow it on the single target. So if your whole party needs healing, you need to use one spell per member you want extra healing for.
I do agree that you can heal quite a lot at mid levels and up, but only to a single character, and only at an out-of-combat acceptable speed. In combat, your healing cannot keep up to the damage taken.
PRD Lord's Banner lists 4 types of banner, but the crafting requirements show 5:
Requirements wrote:
Craft Wondrous Item, eagle's splendor (leadership), hallow (crusades), freedom of movement (swiftness), fear (terror), heroism (victory); Cost 50,000 gp (crusades), 5,000 gp (swiftness), 28,000 gp (terror), 37,500 gp (victory)
Is the eagle's splendor a typo, or is it a requirement for a MIA banner?
I have the Leadership feat, and will soon be getting a 5th and 6th level followers. I am in the Skulls & Shackles AP. I am planning for when I get my own ship. I already have a cohort, but have openings in the follower category. I am looking to build a suitable NPC follower to be the ship's Cleric. I don't yet know which level it will be, due to trying to get a non-standard follower for the other slot.
I want the Craft Wand and Craft(Leather) for upcoming plans. The rest is negotiable. My GM will also have final say, so no over the top optimization. I want someone who fits role-playing. I am part of a Coven (all familiars are birds), with a Witch 8 leading. I also have an information network, and Ninja followers.
Others have the other crafting feats, but no wands yet.
This is what I have so far:
Human: [Mwangi (Bonuwat <Ombo>)] Cleric 5(6?) of Shimye-Magalla (Desna)
Heroic NPC array: S:12, D:8, C:14, I:10+2(human), W:15, C:13+1(level)
Domains 2 of: Good, Liberation, Luck, Travel, (Imagination)
Feats: Craft Wand; Summon Good Monster
Skill: 3/level: Craft(Leather):4+; Sense Motive; Spellcraft
Pet bird? Seagull?
NPC wealth:
5th: 3,450 gp
6th: 4,650 gp
Please suggest how I can flesh out the NPC with feats, archtypes, skills, spells, and equipment to make him an effective Ship's Cleric. I don't know if he will be 5th or 6th, so make note of that when suggesting. This will not be an adventuring PC, but will be supporting a ship's crew. I want an effective NPC for that.
These are all the native outsiders I know about with 3 or less HD. [I used the PF Community Bestiary DB.]
This adds up to 100%, so should be OK. I did not go all Outsiders, as many are truly linked to the planes, and I do not think reincarnating as a devil, demon, or azata as being reasonable.
Anyone want to contribute tables for other types? Or another one for native outsiders?
When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.
Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.
All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag's Charisma modifier.
At the GM's discretion, certain more powerful hag covens might have additional spell-like abilities.
My GM thinks my character's gaining access to full coven powers would break the game. I see his point, and I don't want to do that. However, he thinks having a coven is cool, so I am encouraged to find a way to make things work. My thought is to come up with a different set of SLA powers, that won't break things.
My character is Ninja 8/Witch 1. I have a back-story of a ninja clan that used witches for support on occasion, as well as occasional multi-classing as I have done. I have a cohort Witch 7. I have a follower Warrior 1/Witch 1. All have the coven hex. I just acquired some body parts and fluids from several hags we just fought.
My cohort and I are both Fetchlings. We are in the Skulls & Shackles AP. While the AP encourages the darker alignments, I am on the side of light. I see my own role as more information and sneaky stuff rather than assassin. To that end, I am essentially a diplomancer and acrobat. What I am looking for is a set of SLAs and perhaps limits (#/day kind of thing, or min CL, etc.) that would be AP and GM friendly. I see a focus on information gathering, mental magic, and shadow magic. The more is allows role play opportunities, the better. I don't see a focus on combat or flashy big spells. [I.e. weather manipulation is out.]
Could you fine folks on the boards help me create a suitable SLA list?
Say I am a Cleric, and I want a scroll of Cure Light Wounds. I have a friend, a Wizard, with Scribe Scroll. Can I supply the spell while he scribes the scroll? Or is he only allowed to make scrolls he can use? How would you rule this, and what is the RAW for it?
This gets more interesting when the spell occurs on more than one list but at different levels. For example, Dimension Door is Summoner 3rd and Wizard 4th. Can the Wizard make a 3rd level Dimension Door scroll if a Summoner supplies it?
/cevah
PS: Yes, I could UMD it, but I don't count that for the sake of this question.
As I am in the Skull & Shackles AP, as a pirate on a ship, I am looking for animals suitable for shipboard living, yet useful on board and/or in combat. Please suggest uses, from just-for-fun to deadly-serious.
If anyone can show rules support for creatures other than animals, I would take suggestions on such.
Has anyone come up with a spreadsheet of locations and miles between them by water? This would be great for calculating how long it takes to get anywhere.
Any suggestions before I go too far along making one?
Price Varies; Aura moderate or strong (no school); CL 7th; Weight —
Type I 1,500 gp; Type II 6,000 gp; Type III 13,500; Type IV 24,000 gp
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.
Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).
Construction Requirements
Cost varies
Type I 750 gp; Type II 3,000 gp; Type III 6,750; Type IV 12,000 gp
Forge Ring, creator must be able to cast spells of the spell level to be granted
I think this ring is good for prepared spellcasters also. Here is my breakdown:
RoSK wrote:
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV.
Description.
RoSK wrote:
All of them are useful only to spontaneous arcane spellcasters.
Opinion, not mechanics.
RoSK wrote:
Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level.
Mechanic: wearer knows the spell.
RoSK wrote:
A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
Mechanic: what the ring can hold.
RoSK wrote:
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring.
Mechanics: how to load the ring.
RoSK wrote:
Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.
Mechanic: the spontaneous caster can cast the spell.
RoSK wrote:
Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).
Mechanic: off-list spells are at one level higher.
The point is that once the ring is loaded with the spell, a prepared caster 'knows' it and so could write it into a spellbook or teach it to a witch's familiar, provided it is in class.
I am multiclassing with a caster dip for concept reasons. This means I will have lousy spell DCs and CLs. My thought is to buy (and later craft) a Staff or two. It bypasses the CL issue nicely, and if I only have 1st level spells (or cantrips) with at least one on my list, I can recharge it nicely. I also bypass ASF problems with my armor. I have a good UMD, so I can expect to cast anything in the staff that is off my list. I am currently Ninja 6 / Witch 1 in the Skull and Shackles AP.
I do have some questions:
1) If I UMD a spell, which stat is the casting stat? Is it my Witch's INT, or can I choose my better CHA?
2) What are good spells to put in? Here is my list.
Current plan: (at CL 9; in sequence)
Cure Light Wounds -- 1d8+5 healing
Divine Favor -- +3 BAB, +3 damage
Shield -- +4 AC
Blend -- +4 Stealth
Wrath -- +3 BAB
Floating Disk -- Carry #
Marid's Mastery -- Give opponent -4 BAB -4 damage (note the AP)
Produce Flame -- 9 range attacks for sneak attack
Resist Energy -- resist 20
Restoration, Lesser -- Medic!
Serren's Swift Girding -- Instantly armored NPCs
Summon Minor Monster -- Meat shields that can last
Summon Monster I -- Ditto, different list
Summon Nature's Ally I -- Ditto, different list
Vanish -- 5 round invisibility
Mount -- Overland travel
Later:
Cultural Adaptation -- +2 Diplomacy
Disguise Self -- Disguise buff
Entropic Shield -- 20% Miss on ranged
Forced Quiet -- +4 Stealth
Grease -- Instant difficult terrain (I have featherstep boots)
Hide from Undead -- Stealth undead
Honeyed Tongue -- Diplomacy buff
Mage Armor -- +4 AC when not armored
Magic Weapon -- Weapon buff
Nereid's Grace -- Add CHA to deflection AC and CMD
Protection from Evil -- Will save buff
Shield of Faith -- +3 Deflection
Snapdragon Fireworks -- Long ranged square targeter
Unseen Servant -- Jeves, bring the wine
Veil Of Heaven -- Saves buff
Veil of Positive Energy -- Saves buff
Yeah, I know it is a lot, but I am planning ahead. <grin>
Please comment on why you would change the order, add, or remove any other spells. Also note a number of spells are not 1st level usually, but are 1st on other lists like the Paladin.