In the Plane-Hopper's Handbook there seem to be some alchemical reagents where the text states: "When you use a ... as a material component or focus for a spell " but they never go into detail when it is a material component and when a focus.
Could I buy 1 of each of those and use it as a focus each time I cast a spell where it applies?
Example: Cooperation Crystals:
Source Plane-Hopper's Handbook pg. 10
Price 300 gp; Weight —
This vibrant blue-green crystal is a distillation of the spirit of cooperation characteristic of the chaotic good plane of Elysium.
Power Component
Doses 1 (300 gp); Spells harmless spells
Effect When you use a cooperation crystal as a material component or focus for a harmless spell, treat your caster level as 1 higher for the purpose of determining the spell’s duration and effect. This increase doesn’t stack with other effects that raise the caster level of a spell.
What happens if your appearance changes drastically afterwards? Will those changes be incorporated into the way the stone makes you look? It only speaks about age.
1: Scarring
2: Reincarnation into a gnoll
3: A changeling becoming a hag
4: A sex change item
If a 16 year old changeling girl finds such a stone and at age 26 she is afflicted by one of the above, does she still look like her 16 year old self or does she look like a 16 year old
1: but scarred
2: gnoll
3: hag
4: boy
or does the stone treat her as a new wearer for 2-4, fixing the immage of a 26 year old of her new looks?
As I understand it an attack that deals stat damage, like that of a shadow, can critically hit, too.
How would such an crit interact with a buffering cap, if at all?
Would the bonus attribute damage be converted to non-lethal hp damage?
If the chosen aspect's size differs from the the shifter's normal size is the damage of the natural attacks changed?
For example a mouse s##@er major aspect is normally tiny and has a 1d4 bite attack.
Does that mean that a medium weretouched mouse shifter would get a 1d8 bite (2 steps larger) or would it stay 1d4?
Same for aspekts that have a large form, would the damage die decrease one step for a medium weretouched shifter?
Sunsilk, produced by a silkworm species native to central Kelesh and closely guarded by the Sarenite church, takes on a golden glitter after it has been left to cure in the sun. Though it is light and flexible, when multiple layers are pressed together, its myriad thin fibers inhibit weapons and can slightly help prevent slashing or piercing weapons from causing harm. Clothing made from sunsilk grants its wearer DR 2/bludgeoning. Sunsilk can be incorporated into any suit of armor without hampering the armor’s other qualities, typically as an inner layer of soft lining. Sunsilk adds 6,000 gp to the cost of the garment or armor.
I found the sunsilk special material and have some questions about it.
- While it states it can be incorporated into any suit of armor, I guess the "one material per item" still applies, right?
- If I wear magic armor and sunsilk garments, does the DR work?
- Do the DR of sunsilk and Quilted cloth armor stack?
- Does clothing made of sunsilk count as armor or could every monk benefit from sunsilk garments without losing his monk AC bonus?
I'd assume the only of the above that works is the sunsilk garment for monks but I wanted to be sure.
Can a magus cast a bouncing spell via spellstrike and what happens if the target saves? Can the magus now redirect the spell to another target within range and, again deliver it via spellstrike?
Is the effect generated be the chasticing baton considered part of the spell thus making bouncing spell useless or is the effect generated by the item allowing you to redirect the spell to a new target despite the original target suffering some effect?
For example a cleric wielding a chasticing baton casts a bouncing command "Fall" on an enemy. The enemy succeeds at his save, takes 1d6 nonlethal and is sickend.
Could the cleric now bounce the spell to another enemy or not?
How do you think a spider aspect weretouched shifter would look like during his Lycanthropic Wild Shape?
Could/would he look like a drider (a centaur like creature with a spider's lower body and a human upper body).
Monks and Brawlers get full str bonus to damage when using flurry even if they use a two-handed weapon.
But do they still count as using flurry on other creature's turns?
Which damage bonus does a Brawler get on AoOs when he wields a two-handed weapon and used flurry on his turn?
I've been thinking about building a hangover cleric for some time now.
Now I decided to give it a try.
I might take another dip if it grants me further channel energy which I can apply variant channeling to.
Cleric of Sun Wukong 4 / Fey Trickster Mesmerist 1 / whatever 1
I don't have a full build yet, but here is what I planned:
Race: Not fully decided but might be Halforc for Intimidating and sacred tattoo.
Alignment: CN
Traits: Sacred Conduit +Dominator
Feats:
1: Selective channeling
3: Improved channel
5: Ability focus (channel energy) assuming I am allowed to take. Please don't discuss this.
Channel negative energy
Domains: 2 of Animal, Liberation, Travel not decided yet
Variant channeling Ale/wine
The idea is to apply my Hypnotic Stare to the main enemy, then channel negative with ale/wine variant or intimidate.
Later I might take either command undead or quick channel
If a multiclassed PC gets multiple versions of channel energy and takes traits/feats like improved channel, ability focus (assuming it's allowed at all) and/or Sacred Conduit, do the increases to DC apply it every instance of channel energy?
The magic altars from inner sea gods state that they lose their magic powers if moved.
So how do I set one up at a shrine or temple? Does it have to be craftet at the site where it will be set up or are they crafted inactive and start to work once they are in place?
They have a cost, so it seems possible to acquire one. But unless they are created "in situ" they have to be moved to reach the place where they are meant to be installed?
So if a cleric finds a sitz he deems suitable for a shrine or temple, can he buy an altar for his god, transport it to the designated site and activate it? Or does he need to bring the crafter to the place? If the latter, is that included in the cost?
The Adaptive Shifter gets a reactive form called spiked form, which, if taken twice allows him to shoot multiple spikes. Is that using iterative attacks? Or how do we know how many I can shoot?
What it doesn't state is what happens when combined with natural attacks.
Assume he used Lasting Adaptation to make his spiked form last all day and then activates stretching form to gain reach with his natural attacks. If he has a foe in 10ft can he use all of his natural attacks and make his iteratives with spiked form? And if so do the natural attacks become secondary?
spiked form:
Spiked Form*: The adaptive shifter grows spines over her body. Any foe striking her with an unarmed strike or a melee natural weapon takes an amount of piercing damage equal to the base damage of her shifter claws, which ignores any damage reduction her shifter claws would ignore. She can learn this form a second time, allowing her to fling her spines as thrown natural weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make multiple attacks with her spines as part of a full attack; these otherwise deal damage and overcome damage reduction as her shifter claws.
Example level 6 ragebred adaptive shifter:
The wereboar can have 1 gore and 2 hoof natural attacks in addition to his shifter's claws and the spines he can shoot
How many spines can I shoot?
Can I make all melee natural attacks in addition to that?
If yes are the melee natural attacks primary (assuming they are primary to begin with)or secondary?
The Rod of nettles is a mace that deals no damage on a hit but deals ability damage on a melee touch attack.
If I remember right making a touch attack is a standard action and you can not use the full attack action to do several touch attacks.
So my question is: If you full attack with such a rod do you apply ability damage on each hit? And is this full attack vs touch AC?
Or would you only be able to attack once using a touch attack if you want to deal the ability damage?
And if a magus would use a rod of nettles for a spellstrike targeting normal AC, would he deliver his spell and the ability damage from the rod?
I'm in a group (level 13 now) where one plays a path of war mystic.
For some time he seemed ok with some strong moments but the higher the game goes the more he falls behind.
We have a buffer bard and two other characters wo make good use of his buffs (inspire courage with Discordant Voice and haste) because they are build for multiple attacks. But the mystic, making standard action maneuvers most of the time, gets little from them and thus doesn't seem to be able to contribute as much as he wants to.
The fighter/brawler (iron caster build) has 6 attacks with brawler's flurry, haste and steel headbut. The first 5 of those hit for around 35 damage each unbuffed.
Is the mystic just using the class "wrong" by forgoing iteratives? Because even if his maneuvers have some damage bonuses or save or suck carriers they just can't keep up with the amount of damage dealt by the fighter.
If he, for example, uses one of his maneuvers that deals an extra 6d6 on a hit (essence shattering strike) that doesn't even get near to what an additional hit by the fighter does. Even the chance to daze the target (which I can't remember happening) that doesn't seem worth it.
And besides the damage the mystic is very squishy and easy to hit when compared to the fighter.
I know the fighter is all about damage but the starknife throwing warpriest in the party outdamages the mystic, too because she profits from the extra haste attack and gets the damage buffs on all attacks instead of just one.
The mystic often uses the fire glyph, so he buffs the party damage but that makes things only worse from his point of view because the total of +7 to hit (Inspire courage, haste, glyph of fire) means that most attacks hit and deal +1d6+9 (inspire courage + glyph of fire) additional damage which he doesn't see as "his" work. Instead he looks at the little his character does himself and is not enjoying himself.
Is the mystic meant to be that way or should he just attack normally using iteratives plus boosts instead of strikes?
Some creatures, like ratfolk and giant termites possess the swarming trait.
Quote:
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
This reads as if only two of the same race, in this case ratfolk, can swarm together. But a ratfolk druid with a giant termite vermin companion could not.
Is this the case or is there any rule allowing different creatures to use their swarming trait together?
One of the advanced armor training options is steel headbutt.
Quote:
Steel Headbutt (Ex)
Source Armor Master's Handbook pg. 15
Training Link Link
While wearing medium or heavy armor, a fighter can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the fighter’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the fighter is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to 1/2 the fighter’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
This leaves some things open.
- what adds to the damage in addition to 1/2 strength?
- is the steel headbutt part of some fighter weapon group?
- is it condsidered a natural attack?
- can you do it while wearing a dwarven boulder helmet?
- if you use power attack, how much bonus damage does the headbutt do? +1 as an offhand attack/ a secondary natural attack; +2 like a onehanded weapon; or nothing?
The questions are specific for familiars of this witch archetype.
If the familiar learns languages through skill ranks gained from high int that it puts into linguistics or through a transfered feat, can it speak them if it uses twin soul to take over a humanois capable of speach?
If the witch and the familiar share a body using twin soul does the familiar still need to feel for presences as described under magic jar or can it use the witch's eyes to choose a target it wants to posses?
Can the witch still use Familiar Form to assume the familiar's form if the familiar's body is dead and it has possessed another creature's body?
Does possessing someone via twin soul (which is su) allow spell resistance?
My basic plan is to make a tiefling u-monk (scaled fist) 1/ ninja x-1 / ghoulblooded sorc x.
The idea is to use feral combat training to flurry with claws (from maw or claw and some rounds with ghoul claws) and sneak attack in melee or sorc spells for magic.
There are two ways for a follower of Lamashtu to sire fiendish offspring, a mask and a feat.
Would you think it sensible to fluff either a tiefling (for a PC) or a half-fiend (for an NPC) as the product of several generations of breeding involving followers of Lamashtu with either the mask or the feat (or both) with fiendish mates?
Example PC: My parents were Followers of Lamashtu and their unholy rites lead to my being a Tiefling. I managed to escape and are now out to hunt those deranged followers of that mother of beasts.
Example NPC: When the Party finally reaches the high priestess of Lamashtu after fighting through hordes of lesser followers and fiendish animals they find her guarded by her favorite offspring, a half-find Gorilla.
If the party fights an incorporeal creature that hides in the ground which consists of earth, can the druid shift into an earth elemental to use earth glide to attack the incorporeal?
He would have to face total concealment but apart from that, would it work?
Animal companions get some natural armor from their base form and some from being an animal companion.
If you use the share spells ability to cast a polymorph spell on your companion, does it lose both or just the base form's natural armor?
Example:
Base form is stegosaurus, level 10 so it has +9 natural armor from base form (+6 base, +3 at level 7) and it has +6 from being a level 10 companion.
Now I cast vermin shape 2 to turn it into a large vermin which gives it +5 natural armor. Does it retain the +6 for being a companion?
Yes, yes I know we've had lots of those and I know there are posters who think there is nothing to fix.
I'll post my idea never the less and hope to get feedback.
When using the automatic bonus progression from unchained it saves lots of money. Using my idea the GM would keep the amount of loot the same as it would be without the automatic progression, resulting in more available money.
Now the balancing:
Casters have to make a ritual to open up new spell levels. For those rituals they need costly materials worth the amount of money saved so far through automatic progression by wizards. As wizards rarely need weapon enchants I'd not count those when determining the price.
Examples:
- 2nd level spells: Ritual costs 1000gp because that is the amount saved for the +1 resistance bonus gained at 3rd level.
- 3rd level spells: Ritual costs 3000gp (ring of protection +1 and magic armor +1)
That way casters get less items at higher levels so martials can use the additional gold to lessen the power gap. Freeing up the slots of some of the big 6 supports that because now those slots can be used for versatility.
I gave my level 10 hunter the Summon Guardian Spirit feat and now I am thinking about which base creature to take and how to build it.
My first take:
A lightning mephit with the ill omen and call lightning SLAs.
Combined with its natural lightning bolt and shocking grasp as well as its lightning breath it has some potential unless the enemies are resistant/immune to electricity.
Which other base creatures would you suggest (fey or outsiders that can be taken as improved familiars)?
The template can be found here, below the imp guardian spirit.
Which feat would you give the guardian spirit for the 2 HD it gains when summoned via SNA4?
The Guardian Mephit SNA4:
Lightning Mephit Guardian Spirit CR 5
N Medium outsider (air, electricity, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 32 (5d10+5); fast healing 2
Fort +2, Ref +9, Will +5
DR 5/magic; Immune electricity
Weaknesses vulnerability to water
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claw +6 (1d4 plus 1d4 electricity)
Special Attacks breath weapon (15-foot cone of lightning, DC 14 for half, 3d8 electricity)
Spell-like Abilities (CL 6th)
At will—guidance
1/hour--shocking grasp
1/day--lightning bolt, Ill omen, call lightning
STATISTICS
Str 12, Dex 20, Con 12, Int 8, Wis 13, Cha 18 (+1dex level)
Base Atk +5; CMB +6; CMD 21
Feats Dodge, Improved Initiative, +1
Skills Bluff +8, Diplomacy +8, Disguise +8, Escape Artist +9, Fly +16, Intimidate +8, Perception +5, Stealth +11 (10 skillpoints to spend)
Languages Auran, Common
I'm not sure about the breath weapon but it should increase by two dice, one for the higher level and one because it is a standard action with instantanous effect.
How about the lightning damage on the claws, is that an ex or su ability? if so it should increase to 2d4.
Does the above or similar spells/effects counter the concealment gained from fog/mist/etc.?
faery fire wrote:
Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (...), blur, displacement, invisibility, or similar effects.
If I cast a higher version of xx shape and still be of a size allowed by a lesser version?
If so, do I still get all the benefits?
Example:
If I cast vermin shape II which allows tiny and large vermin, can I tun into a medium vermin which would be allowed by vermin shape I?
If it is possible, would I still get web, which needs vermin shape II?
In other words: Can I use vermin shape II to turn into a medum spider and get the web ability?
We are about to start our Giantslayer game (finally) and I plan to play a Skyseeker.
The party will be all dwarf with perhaps a gnome as a face.
My build will incorporate:
- Ranger (Trapper/Dungeonrover*)
- Cleric of Apsu (Travel + Dragon)
- Skyseeker
I will start Ranger 1, then go Cleric 4, Skyseeker 4, a second level ranger and continue with skyseeker.
As everyone will be dwarves I thought it the perfect occasion to play a Xenophobic, so I decided to take it as both an alternate racial trait and a drawback.
Build detals:
Racial traits: Xenophobic, stonecunning, Mountaineer, Darkvision, hatred, Greed, Hardy, slow and steady, defensive training
Traits: Roll with it, Glory of old, Rich Parents, Magical knack (cleric)
Drawback: Xenophobic
Gear: Chainshirt + armored kilt, quickdraw shield, dwarven waraxe, silver dwarven boulderhelmet, cold iron boarding axe, several holy symbols, some alchemical gear, masterwork thievestools, traveller's anytool.
Anything I might have missed? Any gaping holes in my build?
Any pieces of advice regarding feats?
The party will be rather melee heavy but I guess I'll stick to this build. He will have some versatility in the form of his spells for situations in which our melee power will not work.
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.
When wildshape is used to get the web ability, how many times can a druid use it?
- 8/day
- 8/use of wildshape
- unlimited
- some other times/day
How to get it:
The beastshape III spell allows web ability and the desert druid allows to use wildshape to assume the shape of a vermin
A wizard or other caster with a familiar and share spells can cast shadow projection on his familiar, turning it into a shadow that deals 1d6 strength damage and can kill with it.
The spell states that some things that you get from the shadow form and some things you keep.
It is silent on which BAB you use and whether you keep your stats or use the shadow's stats.
My assumption is that you keep your own stuff for everything that is not specifically called out as changing. Is that right?
As an alternative to a Brawler/Brawler fighter build I am contemplating a build using unarmed strikes + a close weapon.
Plan: Monk 1/ Brawler 12
The monk of the seven winds gets lightning finish instead of stunning fists. With that you can use an immediate action to make a weapon attack against an opponent you hit twice with unarmed strikes this round. You deal damage without strength bonus. As brawler levels count as monk levels this can be done 13 times per day.
The Monk's robe increases unarmed damage by 5 levels.
The Brawler gets close weapon masters making weapons in the close weapon fighter group deal damage as his unarmed strike -4 levels.
Using Brawler's flurry I get 5 attacks each round dealing 2d8 base damage (3 from BAB, 1 from TWF, 1 from ITWF). If at least two hit I can make an immediate attack with my weapon dealing 2d6 if it is a close weapon.
I wanted to add in a dip into witch or shaman for the evil eye hex and transfer it to the enemy on a hit. But hex strike need a swift action that I use up for lightning finish and a conductive melee weapon can only transfer a melee hex, not a ranged one.
Any advice on the build and/or any ways around the problems with hex strike/conductive? Sure, I could use a thrown weapon but doing so provokes if done in melee. And the one slashing close weapon I found was the fighting fan.
I'm contemplating a shield bashing brawler fighter/Brawler build. It is for a game at level 13 and I'm thinking fighter 7/brawler 6 for two levels of close combatant and close weapon mastery.
I made a thread here about the base damage. Assuming my math there is right the base damage for a bashing shield would be 3d6 with +6 for close combatant.
How would you build such a pc using Core, APG, ARG, UC, UM, ACG as sources. 15 Point Buy
As traits are not as strictly handled I think Shield Bearer for +1 damage on shield bash sounds good.
I contemplated making a dex build but I found no viable way. The klar, which qualifies for slashing grace is not in the close group and is a one-handed weapon. And I don't know a way to make a light shield, heavy shield or madu do dex to damage without the agile enchant (which isn't allowed)
1- 1d8+6
2- 2d6+6 (spiked shield counting a 1 size larger than basic shield)
3- 3d6+6
4- ?
If including the gloves of duelling that would be 3d6+8 before strength, traits, enhancement bonus and feats for a bashing shield. And as it is a close weapon it can be used for brawler's flurry.
The talent toppling strike allows you to make a free trip attempt when you deal damage with a studied strike. Making a studied strike ends the to hit bonus of studied combat.
1) Does the trip still get the studied combat hit bonus or is it already gone?
2) If it's already gone, can I use a point of inspiration to renew the studied combat before using the free trip attempt?
3) And at which BAB do I make the trip? Full or the same used for the studied strike?
Studied strike and studied combat:
Studied Combat (Ex)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex)
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
This are the parts I am interested in (bolding mine):
Plant growth wrote:
If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4.
spike growth wrote:
Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.
Seems like spike growth could/should be one of the spells whose DC is increased by 4. What do you think?
The idea is that a half-orc eldritch guardian 2/ barbarian x could share his amplified rage teamwork feat and the symapthetic rage feat with the familiar. That way both could rage with an additional +4 for amplified rage.
Would a familiar sitting on the PC's head or shoulder count as being adjacent?
How about a tumor familiar (if going aberrant bloodrager x/eldritch guardian 2) attached to the PC?
I think I'd go figment familiar so I don't have to worry about the familiar so much.
Or Protector if going tumor familiar so it can use bodyguard on me while we both rage.
The monster tactician is what many players hoped to get from the summoner; a class based on summoning and on buffing summons. What they lack is the eidolon, the broken spell list (chained summoner) and the archetypes that made the summoner most hated: Master summoner and synthesist. And your summon ability does not include gate.
You can get a less broken companion by selecting the chivalry inquisition or a domain that grants a companion or familiar but you have to spend a class feature on it plus a feat for a full animal companion.
What you get on the plus side is the ability to give teamwork feats to the summons and by that buff your summons, what the summoner can not without spending spell slots and additional actions.
You get better saves and, being a divine caster, have no problem with arcane spell failure when wearing medium or heavy armor.
One form of fireworks, firecrackers, can frighten unintelligent animals.
Raw this is clear, but [b]Should[/] this work on vermin and perhaps even swarms, too? we've had several cases, where we tried to use firecrackers in one of our games and, curiously, in most of those cases the target(s) were really vermin not animals.
So, would you let it affect it a vermin?
How about swarms of animals or swarrms of vermin?
So with Ascetic Style you can choose one monk group weapon and apply effects that improve unarmed strikes with it.
The Monk of the Seven Winds has an ability called lightning finish that allows to make a weapon attack as an immediate action after hitting twice with an unarmed strike.
Would ascetic style allow me to use lightning finish after hitting twice with my chosen weapon?
Which traits/feats would you allow a human with racial heritage kobold to take?
I am contemplating building a Ley-line guardian witch 5/ dragon disciple x.
The goal is not to build an optimised pc but to have an interesting guy. And as of yet it is far from certain that I will play it at all. So consider it a thought experiment.
Feats:
- Draconic aspect: Humans don't normally have scales. So is this already a no?
- Draconic breath: Has draconic aspect as prerequisite, apart from that it should be ok.
- Draconic glide: Again the prerequisite. As it states that you grow the wings it should be ok.
- Kobold confidence: With int as casting stat the Cha13 is bad but except for that it should be ok.
- Merciless magic: No problem at all
- Redeemed Kobold: Same Problem as with draconic aspect. Would be nice should I take the hex channeler archetype, too.
Traits:
- Frost spitter: Similar problem to draconic aspect. Is it enough to be a descendant of white-scaled kobolds?
- Regional traits from Kobolds of Golarion: Any Problem at all? They don't even mention needing to be a Kobold.
The party is on a demiplane, if an enemy there casts dismissal on a PC, what happens?
Dismissal wrote:
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
While on a demiplane every PC should be an extraplanar, because his proper plane should be the material plane.
So would this sent him home? And if so, where on his home plane would he end up? The place where he entered the demiplane? A random spot?
Does the superior slinging only work for THE sling or for all slings?
Especially the halfling-staff sling would be a good candidate, too.
Quote:
Superior Slinging (Ex)
A halfling sling master can reload her sling as a free action, similar to the way an archer can nock an arrow. This ability counts as the Rapid Reload feat for the purposes of meeting prerequisites for other feats and prestige classes. In addition, only half the weight of the sling bullets she carries counts towards her encumbrance total; she is adept at positioning her bullets in such a way that makes them easier to carry.
Edit:
Another question: The slingmaster's list of bonus feats includes manyshot which can only be used with bows. Is that intentional or should the slingmaster be able to use it with slings as well?
How does the glitterdust spell interact with darkness spells?
If it had the light descriptor it would be clear. Only higher level light spells penetrate darkness spells.
For Example: The party is in a forest with dim light below the dense canopy. BBEG casts deeper darkness, which the party follows up with glitterdust.
Is the BBEG now visibly outlined because glitterdust sais so and it is no light spell that would be suppressed by deeper darkness? What about the blind effect?
Or would it not work BECAUSE it is no light spell? I have read someone's post claiming that a high level light generating spell without the light descriptor would not produce light within a darkness spell because only [light] spells can overcome darkness/deeper darkness.
The spell in question in the sidequestion was fire shield which states giving off light like a candle but lacks the light descriptor.
The "normal" interactions of light- and darkness- spells are explained here:
The Problem is they only talk about nonmagical light sources and light spells. But not about magical light sources that are not light spells.
The shaman's ancestors spirit ability for the spirit animal is to allow it to speak some languages.
Does that mean that a monkey spirit animal with that spirit ability can use wands via UMD?
Ancestors spirit animal ability wrote:
Spirit Animal
The shaman's spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows.
The spirit animal can speak and understand a number of bonus languages equal to the shaman's Charisma bonus.
Normally basic familiar can't do that because they either have hands (monkey) or speak (raven) but not both.
Edit: Does it need UMD for all spells including shaman spells?
I am thinking about building a spirit whisperer wizard with the crashing waves hex (see below), the rime spell feat using the river whip spell.
As I see it any target damaged by the whip would be entangled and would have to make a a fort save or be dropped prone. Is that right?
Crashing Waves:
The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.