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![]() Hand of the Mage already exists in Pathfinder. Though it's really only useful for classes that can't cast it. Cantrips stay in memory and are castable all day long for spellcasters. Yes, you did it all correctly. Personally, I don't recommend using 'charges per day' unless it's something expensive, as unlimited isn't that much more.. usually. But sometimes ya have to fit it into the characters monetary ability. 1st lvl wands are the cheapest thing under the sun. Scrolls and a Handy Haversack work incredibly well also. I play a lot of mages, but I try NOT to get anywhere near melee range, so I rarely use burning hands myself after level one or two.. but that's just my playstyle. ![]()
![]() Yes and No. Disguise Self normally doesn't allow you to mimic a specific person, with Mimic Mastery, you can. However, you're still limited duration of Disguise self, but cast at caster lvl +2. If you polymorphed into a dog, you could impersonate a specific dog, down to the specific markings. You're limited to the spells affects and durations.. Mimic Mastery just ADDS to the spells abilities for yourself. ![]()
![]() Sure, they are called practice weapons.. though they won't have the same heft as the real weapon.
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![]() I don't see a problem with intercepting the fireball in the prescribed manner you indicate.
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![]() I would like to point out, it specifically says "..under the effects of a confusion SPELL".. The confusion spell header contains:
So, it would have to beat their spell resistance first, and then they get a will save to avoid the confusion effect. So you have to hit (not difficult), overcome SR (if they even have it) and then make they get a will save. ![]()
![]() You only make 1 concentration check for spellcasting, but you apply the corresponding check for whichever instance applies. Question 1's answer should be 3. ;) They would cast defensively if you miss your attack; if you hit, they would use the concentration check for taking damage during casting a spell: 10+spell level+damage taken+4 for disruptive for the DC. Both options trigger Spellbreaker should they fail their concentration check. Question 2 should be cleared up significantly by my answer to Question 1.
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![]() Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Darkness is an evocation spell. So no way to 'dim the light' per se. About the best you could do I think would make a fog cloud and use that for cover which you could then stealth using. If someone could lay down a darkness for you, or if you have a high enough UMD you could use a scroll or wand of darkness or even greater darkness depending on how high the light levels were. ![]()
![]() As I'm understanding it, RAY spells act like Ranged Weapons, so I get cover and firing into melee penalties when trying to shoot someone.. What about missile type spells, like Acid Splash or Acid Arrow? Does it apply to all ranged touch attacks?
Precise Shot only seems to work with Ranged Weapons, but I don't see where it says missiles or other spells are considered 'ranged weapons', only ray spells. Just could use some assistance understanding this better. I was suffering from -8 because of cover and firing into melee for most of my first battle with my wizard (lvl 4) and couldn't move around much because of confined space. ![]()
![]() That's what I was essentially wondering; If the rules under bonded object where it says the bonded object uses a slot (for amulets and rings) was a 'definite must', or just considered like most items that it does unless you magic it so it will not.
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![]() I know the GM has final word, that's the way it ALWAYS is. I'm merely asking if this seems like a fair way to go about it, or if it's do-able by RAW considering all the side effects arcane bonded object has in comparison to familiar. It does say under Wizard that I can designate a magic item as my bonded object.. so if the item were already enchanted in the way stated above.. I don't see why it wouldn't work. But if you must know Gilarius - I just don't like familiars, people abuse them and their abilities far too much in my opinion. There is absolutely no penalties anymore if a familiar dies, but with bonded object, your penalized for having it and worse if it gets destroyed! ![]()
![]() Let me try to explain what I mean a little more..let me give you some references also. Under Wizard for Arcane Bond: "If the object is an amulet or ring, it must be worn to have effect.." *snippet* it also says "if the item is a ring or an amulet, it uses up a slot like normal." Now, say I either enchanted it myself, or am replacing my bonded object with a new magical one. Now it was enchanted as it says on page 550 CRB item 3 in the chart. "3 An item that does not take up one of the spaces on a body costs double.". Table: Estimating Magic Item Gold Piece Values Now, we only have 1 amulet slot and 2 ring slots per Pathfinder, but we've all seen people with multiple rings on their fingers, or wearing more than 1 necklace at a time. It's easily plausible. But is it acceptable for me to do? I'm basically asking if by the rules of magic items, if I can free up the requirement of it "using a slot" stated under Arcane Bond. I'm in no way trying to get out of wearing the item, only leaving the slot open. To me, the rules of Arcane Bond are so lop-sided towards you taking a familiar. If the familiar dies, nothing bad happens, you an cast spells, you can replace it or not.. But for an object, it takes up a slot while you have it, concentration checks to cast any spells if you lose it, and you have to replace it or your casting is never certain. I just want to level the playing field a little by making the item not use a slot. Is that fair? ![]()
![]() Flite: Look at how Clouded Vision curse is worded. Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Note:
That's pretty clear that you do not 'gain darkvision', but see 'as if' you had darkvision.
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![]() FLite wrote:
Read this thread It doesn't say it grants or gains darkvision, it says you see as if you had darkvision.![]()
![]() You people are funny. I think they proved their point that since you can't 'disarm' a person who has no weapon in their hands; you can't 'trip' a person who is already prone; you can't bull rush a target who is standing in the corner of a room; you can't sunder and item on a naked person. AoO happens BEFORE the action that initiates the AoO. Thus, until that person pulls out a weapon, stands up, gets out of the corner, or puts on an item/weapon.. you can't 'succeed' at an attempt that the person doesn't qualify for. You can do other actions that they qualify for, such as a grapple, or just hit them, include them in a cleave if you want. ![]()
![]() FLite wrote:
I'd say no, for the same reason that an oracle with Clouded Vision doesn't have darkvision. "As if" would be the key phrase. ![]()
![]() The text of the Dazzling Display feat says:
From Order of the Cockatrice
So to answer your question:
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![]() There is nothing about only an owner can open the haversack. I can also see how the design of the haversack is very vague so it would be a GM decision as to whether or not a familiar would be able to open/slip into it. However, that actually brings up another point. The haversack bags behave like bags of holding. Bags of holding can be punctured from inside or outside. There is a reference to putting a living creature inside a bag how long it would live, but you'd also have to protect the bag from the creatures talons/claws/teeth/etc. as they are sharp objects they could pierce the bag; thus destroying it and all items and creatures contained within. ![]()
![]() Claxon wrote: How about you just use a familiar satchel? Our group only uses Core & APG, so a familiar satchel wouldn't be available. But thank you for that information, I'll have to pass that by our GM. ![]()
![]() The reasons/problems I see with this are the following:
2. The familiar is sentient and bound to the wizard, with communication and also providing benefits. If it's inside the haversack, it would be completely cut off from the wizard, unable to communicate with it as it's in an extra dimensional space, with limited air, and unable to get out on it's own. 3. I could see it as a safe place, however, If the magic item is destroyed or broken, the familiar could be irrevocably lost or destroyed. 4. The familiar is sentient, with feelings/emotions. It might not like the idea of being essentially caged, completely vulnerable and disconnected from his master. 5. The familiar has to be at least 5th level to communicate with the master, until then all you have is an emotional bond. How is the master supposed to communicate with the familiar where it is going, or where he wants it to go, or anything else? You can't even have the discussion with the familiar til 5th level. 6. I'm also seeing this as kind of a way to auto-deny the GM attacking the familiar. The alternative choice is a bonded item, which has to be worn, and could be stolen, broken, or destroyed.
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![]() Title should maybe be "Why force the fun to end?" So why not continue the campaign as normal, but make 2nd edition into another option to play? Like have 1e, 2e, and core. There has been mentions of conversions between the rules being possible. You could sell 2 versions of the same product. People might complain about paying twice, but probably less than the number complaining about 1e ending. If you make converting a volunteer position like VA, VL or such then the most work Paizo would have to do would be reviewing a conversion and small edits. It would also open up the door to converting old seasons, which doubles the number of products you already have. Seems silly to toss out the old for the new, when you can have both. I would happily play both, but won't know if I will ever happily play 2e since it seems to be killing 1e. ![]()
![]() Are any of the boons from 1st edition going to have any effect in 2nd? Talking race boons or any others be it hellbound, haunted, or mounted tradition. On the same note will the Gencon boon for this year have any effect in 2nd edition? I know it sounds selfish, but I would rather not gm for a boon that I'm not going to use. ![]()
![]() Hello,
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![]() Noticed that the additional resources says: "Equipment: anything found on pages 28-29 and clockwork bug, clockwork prosthesis, mind buttressing, poisoning, saline purge, and serpentine tattoo are not legal for play;". Does this mean that the rest of the equipment is legal in the book? Asking because other books read:"All items in this book are legal for play except" ![]()
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