Ethereal Marauder

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QuidEst wrote:
On casting Spirit Link or Shield Other (whatever spells it grants that transfer your hitpoints), give you spell level temporary hitpoints. No prevention of issues with the rules text.

An interesting thought, thank you.


The godless Healing feat as a pre-req has the text "can’t have a patron deity".

Oracle's draw their powers from many gods, but don't necessarily have a patron. So... Can they take Godless Healing?

I mean, RAW it seems so... But RAI... It's sort of in the name implying no lol.


For an upcoming game I was brainstorming fun ideas for a staff for a life oracle I intend on playing.

My front-runner is the Staff of the Martyr, or perhaps the staff of sacrifice. The theme of the staff being primarily healing others by harming yourself or taking their damage. The options I've seen so far are...

Forbidding Ward Cantrip (sacrificing your action for a meager bonus? Lol)
Spirit Link lvls 1/2/3/4/5/6/7/8/9/10
Shield Other lvl 2
Spiritual Guardian lvls 5/7/9

Any other thoughts for possible spells?

I'm also stumped for a balanced passive effect. The obvious would be to prevent a small amount of damage transfer, but that could be too strong and is explicitly forbidden by the above spells. Thoughts?


Aratorin wrote:
Elaserdar wrote:

I am playing a goblin barbarian with the Shark as his Animal Instinct. He once got his butt kicked by a someone wearing a shark tooth necklace so he decided he needed to get stronger and sharper teeth by worshiping "The great God Shark." He of course has never seen a shark and has no idea what they really are.

I've become a enamored with the idea of using the lvl 8 Animal Rage power to transform into a shark on the battlefield and use leap and such to flop around the battlefield.

The shark form has a 35' swim but no land speed listed. Unfortunately under Athletics on page 242 of the core rulebook it says "You can't leap farther than your speed."

Any suggestions on how to circumvent this problem? I am more than happy to take feats and such to make it happen. For example I was planning on taking breath control, and powerful leap. But this doesn't get around the base speed issue. I would prefer to avoid using the fly spell, as it loses the comedic value of flopping around.

Powerful Leap explicitly raises your maximum Leap by 5 feet, so you could Leap at least 5 feet.

Moving 5 feet per action seems pretty good for a Shark flopping around.

Raging Athlete increases it by another 5 feet.

If one of your allies is willing to cast level 2 Longstrider on you, it lasts 8 hours. That would get you up to a 20 foot leap.

Although I don't think this really works rules as written... My GM is okay letting it fly house rules style.

Whatever the various feats give me as an increase, will end up being my total leap distance.


Luke Styer wrote:
Elaserdar wrote:
Any suggestions on how to circumvent this problem? I am more than happy to take feats and such to make it happen. For example I was planning on taking breath control, and powerful leap. But this doesn't get around the base speed issue. I would prefer to avoid using the fly spell, as it loses the comedic value of flopping around.
Since your goblin doesn’t actually know what a shark is, it might be more workable to pick some other animal totem and find the comedic value in the goblin simply insisting that whatever else you picked is a shark.

a great idea, although unfortunately I have already portrayed myself adopting the facial features of a shark with raging. I guess although he doesn't really know what a shark is, he assumed the right face by instinct.


I am playing a goblin barbarian with the Shark as his Animal Instinct. He once got his butt kicked by a someone wearing a shark tooth necklace so he decided he needed to get stronger and sharper teeth by worshiping "The great God Shark." He of course has never seen a shark and has no idea what they really are.

I've become a enamored with the idea of using the lvl 8 Animal Rage power to transform into a shark on the battlefield and use leap and such to flop around the battlefield.

The shark form has a 35' swim but no land speed listed. Unfortunately under Athletics on page 242 of the core rulebook it says "You can't leap farther than your speed."

Any suggestions on how to circumvent this problem? I am more than happy to take feats and such to make it happen. For example I was planning on taking breath control, and powerful leap. But this doesn't get around the base speed issue. I would prefer to avoid using the fly spell, as it loses the comedic value of flopping around.


So my group is running through the plague Stone adventure , and we seem to be running into a lot of issues with balance. Curious if anyone else is having the same issues, or if we just need to "get gud".

As an example, without spoilers. At level two our two party melee characters both have an AC of 19. We just stopped a session in the middle of a fight where we were fighting a creature with plus 15 to hit. As a result, it will Crit us when rolling a 14 or better, and only misses if it rolls a 3 or less.

Trying to debuff up the creature it's saving throws were such that it only failed on a 1 or a 2. Meanwhile its offensive ability had a DC of 21. Which is hard to beat at level two for most of our party.

We are getting crit into the ground. This is not the first scenario in this adventure we've had this problem. A similar event happened at first level where things were having + 12 to hit us.

It just seems like the monsters may need to be rebalanced a little. Our group is considered giving some of these fights the weak template.

Thoughts?


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Edge93 wrote:
Elaserdar wrote:


Maybe Im just butthurt because the "free" healer's kit uses are way more effective than my crappy 1d6 alchemist elixirs :p

I mean, except for the part where it takes 10 minutes/1 hour to administer this healing and 2 actions to draw and chug an Elixir.

I'm not saying it's not useful. I actually have a familiar that I gave manual dexterity. So my toad sits on my shoulders and can feed me elixirs if I get hurt. So it actually only takes me one action to command my familiar :)

The distinction between the two, is that one expends a resource and the other doesn't. Is it expanding gold in this case? No. But my elixirs made per day is very limited. It is effectively the expanding of a spell slot. And most of those go to bombs, since I am of the bomber focus. (I saw the picture of the goblin alchemist burning down The docks, and I just had to make one). Yes, I realize I get two elixirs for one batch of reagents. But since I lack cantrips, my bombs and reagents go quick.


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John Lynch 106 wrote:
If Treat Wounds is too video games, I am curious on your stance of wands of CLW.

It depended on the campaign. I was never a huge fan of it, but it certainly did crop up sometimes.

At least then, there is a finite resource being expended. One that is quite cheap at higher levels, but still a cost. And at level 2, 750 gold is quite a chunk of change.

Treat wounds only has the initial cost for the kit.

The funny part of all this, is that in pf1 I thought that heal was too weak. So I don't mind that they buffed it, but it seems like they took it too far.

As stated previously, we are continuing with rules as written for now. After all, we are only level two. And our sample size so to speak, is still too small to make any major changes.


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Fallyna wrote:
Elaserdar wrote:
Any thought(s) / feelings? / Suggested Nerfs?

Healing may feel almost inconsequential if the party invest skill feats into the skill, so another option may be to look at the Healers Kit from 1st edition.

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses. (50 GP)

The bonus is much the same as 2e in terms of effect (+2 then is +1 now), but the previous version had limited uses and a cost in gold to refill. The lack of a use limit in 2e may be a misprint/error? This won't affect how often they can heal, but the cost will limit them financially and hopefully encourage better tactics when infinite free healing isn't available.

This is one of the problems with the skill. The old CLW wand was an expended resource. As was the old healers kit.

Cleric spell slots are also an expended resource.

Maybe Im just butthurt because the "free" healer's kit uses are way more effective than my crappy 1d6 alchemist elixirs :p


Phntm888 wrote:

4d8 = 18 average healing. At level 2, yeah, that's going to be quite a bit. A level 2 Dwarf Barbarian with 16 Con has 40 HP, so that's almost half of their HP back (45% on average) in an hour.

A level 5 Dwarf Barbarian with 18 Con has 90 HP. 4d8 is still 18 average healing, which is only 20% on average. Upping the DC to 20 (assuming expert proficiency) is an average of 38 HP (4d8+20 doubled for the hour), which is still only about 42% of their HP, making the healing not as effective.

If you and your group are really having a hard time with it, halve the amount of healing it gives for only being Trained in Medicine. Make it 1d8 per 10 minutes, 2d8 for the full hour. That will reduce the healing at lower levels, while still allowing it to keep up at higher levels.

We talked about nerfing the dice as you suggest. Which is a definite thought.

The other thing we are thinking at might actually go with is increasing the DC by 5-10 (probably 5) every time you are treated. Which ends up lessening the healing via diminishing returns.


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QuidEst wrote:
Lots of people disliked needing magic in order to let martials keep fighting during the day. Now, magic is much faster, but it isn’t required to avoid recovering for multiple days after a big fight.

Perhaps we disagree on this. We just feel that it essentially makes damage meaningless. If I can get a just shy of fatal wound like a longsword through my abdomen and be back up like nothing happened in a few hours like nothing happened that is silly.

Like our fighter, has 32hp. Average healing for a full hour of treating wounds is 18hp. So in 2 hours he goes from almost dead to full health nothing happened... with.. basic... bandages...

Sure, it's nice for the non healers, but there is a flip side to that coin. When everyone can be as good as or better than your devoted healing magic for free.... it detracts from the role of the healer.


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Loreguard wrote:

I remember being disappointed with the video-game feeling of HP in another recent game, and was very happy to see a selection of a few different optional rules to make injury a bit more serious, allowing for a bit grittier setting, for people who wanted that.

I am sure I'll play this as written for the first several adventures, but imagine I may want to customize this in the future at some point, as long as the others playing agree. (I'm guessing as usual, I'll end up being the GM)

This is exactly our problem. Its a very video game feel, and kills suspension of disbelief. Just piling bandages on someone until they go from dying 3 to good as new tap dancing in a few hours is just silly.

We also intend to keep playing RAW for now. It just seems OP thus far.


Fuzzy-Wuzzy wrote:
Elaserdar wrote:
Being able to heal 4d8hp per medic per hour is a crazy level of downtime healing at level 2.

It would be, if that's what it got you :-)

CRB page 249, Treat Wounds wrote:
The target is then temporarily immune to Treat Wounds actions for 1 hour
They're immune to Treat Wounds by anyone. So it's 4d8 hp per hour, not "per medic" per hour. That's what you were doing, right? How many medics did you have?

If you treat wounds for 2d8 taking 10 minutes, you can continue to a full hour for double the healing, so 4d8.

We had 2 medics, working on different people. So it was still 4d8 per medic per hour in this case.


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So my group is just starting out on the plaguestone path, and medicine is kinda OP.

After a rough fight, everyone was pretty hurt. We went to rest for the night, and found that the resting HP restoration rules simply didn't matter. Being able to heal 4d8hp per medic per hour is a crazy level of downtime healing at level 2.

Throw in ward medic or continual recovery and it gets even more absurd.

We ended up hand waving the healing rolls to save time. Sure, you could fail and damage yourself, but it takes 4 failed rolls to cancel out one successful roll. And a critical fail only happens on a 1 for us.

We are considering nerfing the skill as a house rule, since slapping a few bandages on someone near death and then having them good as new within a few hours seems silly.

We are talking about increasing the cooldown to once per day, and removing continual recovery as a feat, or making it have higher requirements.

Any thought(s) / feelings? / Suggested Nerfs?


Flensing strike makes a target sickened. If i'm using poison, does the poison save come before or after the sicken?

Quote:
Benefit: When you successfully inflict sneak attack damage on a foe with a slashing weapon, your attack doesn’t go particularly deep, but you do carve away a significant portion of skin and flesh. If this sneak attack inflicts bleed damage, the victim of the sneak attack is sickened by the pain and has its natural armor bonus (if any) reduced by a number of points equal to the number of sneak attack dice you possess. These penalties persist as long as the bleed damage persists. Multiple strikes on the same foe do not stack the bleed damage, but the penalty to natural armor does stack, to a maximum penalty equal to the target’s normal full natural armor score


I'm part of a gaming group that rotates the GM every few levels with a new adventure. Sometimes we have self created content, sometimes canned adventures.

The next GM has never run a Game before, so a canned adventure is ideal. Does anyone have any suggestions for stand alone adventures starting around lvl 8 or 9 they particularly enjoyed?

No spoilers please, and thanks in advance.


As a general rule constructs are not meant to have intelligence. But you can put a brain in any construct you want, but that gets expensive and is risky.

The easy fix would to be for someone to take leadership and hav e their lowbies be the crew. Throw in a few animated objects or golems for extra defense and you get the best of both worlds.

Quote:

BIOCONSTRUCT MODIFICATION

Requirements: Craft Construct, regenerate
CR Increase: +1
Cost: 22,750 gp
Merging the arts of transmutation and necromancy, powerful spellcasters work living organs into a golem, imbuing it with properties normally associated with beings that are alive. These organs are placed in canopic jars of specially prepared arcane fluids that are then sealed into the golem's body, though not necessarily in anatomically correct locations. Specific organs produce specific effects. Each organ is counted as a separate upgrade, and the costs of multiple bioconstruct organs are cumulative. Bioconstruct upgrades only work with golems, and cannot be placed into animated objects.
All bioconstruct upgrades have the same weakness—they are susceptible to critical hits. An attacker that confirms a critical hit against a golem with a bioconstruct upgrade deals damage to the construct and also destroys one upgrade. The damaged upgrade ceases to function and the construct loses abilities associated with the upgrade. If a construct has more than one bioconstruct upgrade, only one is damaged. The GM randomly determines the damaged organ.
Brain: This upgrade doesn't permit the golem to think independently, but instead, the brain works as a storage device, permitting the golem to acquire skills and feats as if it had an Intelligence score of 10. Enchantment spells or spells with mind-affecting effects that are cast upon the golem can affect the brain, causing the brain to cease functioning for the duration of the spell. While the brain is suppressed in this fashion, the construct temporarily loses access to its skills and feats. If the spell has a save, the brain uses the golem's saving throws.


I don't think the hardening spell would work. Since you would need to pay a CP cost for the increased hardness. The spell seems balanced around this concept.

The fortifying stone is cool though. Since it is acting as a buff. It can only be applied to objects though. Does the construct still count as an object once animated? Isn't it a creature at that point? The construct traits seem to imply that it is no longer an object, despite the name.

Quote:
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).


I am applying the clockwork construct template to the animated object, which is a construct.

Quote:
Clockwork Traits: While you can create a clockwork construct from scratch, you can also turn any existing construct into a clockwork construct by simply applying clockwork traits to the construct. Adding these traits to a construct does not affect its CR.

My intention is to animate a medium construct in the form of a table with 8 legs, his gun mounted to the front, a comfy chair mounted to the back.

As far as vital statistics go, I'm mainly concerned with the hardness for durability, and the 40' move / climb. The thought of the gnome tinkerer blasting you with his experimental gun from the back of his clockwork spider platform climbing up a wall amuses me greatly.


So I'm playing a gnome spellslinger using a double hackbut as his gun... Who is also going down the craft construct line... With clockworks...

Now that we have established that I am a masochist... I'm trying to figure out the cost of an item I want to animate. I want him to ride around on a medium sized object that is essentially a small table with a comfy chair mounted to it. Mount the hackbut to the front to avoid the setup issues an whalah. Cackling gnome gun platform of doom.

Medium animated clockwork object.
Mithral 4cp (mainly for the extra hardness)
Fast 1cp
Climb 1cp
This is 4 extra cp giving a CR of 5.

So to enchant I get (5^2)x500x1.5 (clockwork)=18750 base price
Or 9375 enchanting cost self crafting.

Now... How much does it cost to craft the item I'm animating? What weight should I use to determine the 500/lb mithril cost? My obsessive trait is for craft clockwork... So the crafting dc's aided by crafter's fortune will be a non issue.

I'm assuming the cost of the item is not included in the crafting cost.


Imbicatus wrote:
Waters of lamashtu function as unholy water, except if you drink it or have it poured on you in a ritual you have to save or take the ability damage. Since unholy ice weapon only uses the unholy water function, you would not gain any extra benefit from using the waters of lamshtu unless they were to eat the ice of the weapon.

It could be a great response to swallow whole though.


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With the incredible length of this thread, I have no idea if this has been brought up or not but...

A succubus could easily use its charm monster or dominate abilities to "lure someone in for and act of passion" and not even be grappled or have to expend an action.

1) charm, suggestion, dominate (standard)
2) open shirt (if wearing one)(move)
3) kiss me here (free)
4) Auto suggestion continues the situation while the PC gleefully drains themself and the succubus is free to act.

Sadly, I lack pictures.


What happens when you apply the clockwork construct template to a golem? The template gives electricity vulnerability, but golems tend to be immune to almost all magic.

Clockwork Construct wrote:
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks
Iron Golem wrote:

Immunity to Magic (Ex)

An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

So what happens?

1) The golem remains immune to the spell lightning bolt but should be careful in a natural thunderstorm taking x1.5dmg.

2) The golem is no longer immune to magical lightning and will take x1.5 dmg from any electricity.

3) The golem retains its immunities but any special effects (such as the duration of an iron golem being slowed) are x1.5


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CampinCarl9127 wrote:
No. Just because something calls for a will save does not mean it is mind-affecting.

Heat metal being a wonderful example.


mplindustries wrote:

As for the original question, yes, by RAW, Discordant Voice would buff the entire party. But when it comes to RAI, I think I'm probably the only GM I know that would allow it (I'm fine with refluffing, but all the other GMs I know seem to be allergic to it).

They'd get hung up on the voice thing and the fact that, not only do your performances only affect you, but they involve no vocals at all. Again, I don't agree with them, but that's what they'd say.

Pardon my necro, but I see no reason why you can't sing or orate while dancing. After all, the standard bard is perfectly capable of using perform sing during combat. If the feat were specifically tied to perform sing and or oratory in it's use, that would mean it would be unusable to any instrument using bards as well.


Fake Healer wrote:
Dazing Metamagic rod instead of Extend....that's all.

I'd love to. But that costs 14k vs the 3 of the extend rod.


Thanks for the replies.
Yeah, you're probably right for magical lineage.

As for spell specialization, eh... I dunno. As it is now I could Empower a fireball for 15d6+21. Yes, I could get 13D6 vs 11d6 with an intensified fireball... but when we go mythic I'll get +3 Fire CL with elemental bond and mythic paragon putting me just 1 level away from a maximum 15d6 intensified fireball. After that point, the extra DC should be more useful with things like sirrocco or tar pool I would think.

Dazing spell, I absolutely intend to pick it up. It is just a little steep at +3 spell level. I would only be able to apply it to my 1st level spells at this point.

I saw the orc bloodline, and I might be able to talk my GM into allowing it, but I think I like the versatility of being able to convert spells better than the extra damage. For instance, fighting a fire immune leaving ball lightning as lightning will be a huge benefit.

AC items: Draconic Resistance gives me 2 base natural armor already and upgrades to 4 eventually. So buffed it would give me an AC of 24. It isn't stellar, but it isn't bad either.

Iron will is a good thought. I'll have to keep that in mind.


I'm making a fire focused sorcerer for a home game where I'm starting at lvl 9 and that may soon go mythic.

Looking at the following for my build:

Half Orc Crossblooded Gold Dragon / Fire Elemental Sorcerer.

Chaotic Neutral: a bit of a pyromaniac, he means well but has trouble controlling his impulses and his split nature.

Stats: 20 pt buy after race and lvl
Str 9
Dex 14
Con 14
Int 10
wis 8 (low for RP)
cha 21

Racial: (only alterations noted)
Sacred Tattoo

Traits:
Fire Affinity (Ymeri worship) +1 fire spell DC
Fates favored +1 greater on any luck bonus.
Magical Lineage: can't decide between Scorching Ray and fireball for cheaper metamagic.
Drawback: Power Hungry, -2 vs charm / compulsion if bribed.

Feats:
Eschew Materials (free sorc 1)
Spell Focus Evocation (1)
Spell Focus Fire (3)
Varisian Tattoo Evocation (5)
Empower Spell (bloodline)
Spell Penetration (7)
Intensify Spell (9)

Bloodline Abilities:
1) Elemental Ray
3) Draconic Resistance
9) Elemental Blast
Elemental Arcana: Change elemental spells to be fire
Draconic Arcana: +1 Dmg per die for fire spells.

Favored Class: 0.5 dmg/ lvl to fire spells. Currently +4 dmg per spell.

Items: 30K budget
Metamagic rod lesser extend
Ring Protection +1
Amulet of Natural Armor +1
Cha headband +2
Cloak of Resistance +2
Blazing Robe
Wands: Protection from Evil, Infernal Healing, Shield, Endure Elements, Entangle.

Spells: total bonuses +1 CL, +2 DC, and extra damage to fire spells. +1 CL and DC to evocation. +2 Spell Penetration.

Cantrips: Detect Magic, Read Magic, Mage Hand, Message, Presdigitation, Spark, Ray of Frost.

1: Mage Armor (bloodline), Charm Person, Magic Missile, Shocking Grasp, Vanish.

2: Scorching Ray (bloodline), Pyrotechnics, See Invisibility, False Life

3: Protection from energy (bloodline), Fireball, Fly

4: Fear (bloodline), Ball Lightning.

So I'll change things into fire damage as needed and blow the tar out of most things lacking fire resistance or immunity. For those threats, Magic Missile, unaltered Shocking Grasp / Ball Lightning, and fear should keep me being able to contribute. Which will be good, since a Red Dragon fight is likely soon.

Thoughts?


It may not be RAW, but as a GM I handle both situations on a case by case basis.

I wouldn't normally have burning hands catch folk on fire, but if the party threw lamp oil on the poor soul? Sure. If they rolled a 1 on their save? Maybe, if it adds to the scene. Etc.

As for secondary effects I try to adjust them in ways that make sense. For example, Shocking Grasp normally gives a +3 bonus to hit against those wearing metal armor. Change it to flaming grasp? +3 to hit vs people wearing cloth only or monsters with a lot of hair.


I'm going to say no for a few reasons. The rules several times refer to extracts being "cast". You are mixing the reagents and adding a magic spark to them, with the drinking being the final somatic component.

For reference:
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

To be fair, it does also say later "Although the alchemist doesn't actually cast spells", it seems a technicality but RAW you could use it as an argument.

RAI however, amazing initiative is worded as it is to prevent spell casters (which an alchemist effectively is) from casting multiple spells per round. Otherwise mid to late game a caster could cast 3 spells in a round (quicken + amazing initiative). As spells get more powerful and mythic versions are thrown in, that would get truly absurdly unbalanced.

An alchemist could easily do this as well with the trickster path ability assured drinker. Add in combine extracts and the alchemist would have the potential to use 6 extracts in one round. I say no.


I'm curious about this as well. Though from how the ability reads I'm inclined to say it stacks with itself.
As for the permanent DR epic it definitely stacks.


Wings of Air (Sylph)
The winds lift you, carrying you where you want to go.
Prerequisites: Airy Step, character level 9th, sylph.

Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.

Question: Does monk fast movement boost the fly speed granted by this feat?


What about a monk's fast movement?


Benjamin F. wrote:
Just thought this was an interesting tid bit worth adding to the thread. While reading Rise of the Runelord Anniversary edition, on page 364 we find Karzoug the Claimer owning a wand of blood money. Now I wonder if it was intended to be used to help power some of his spells. Probably not, but it still makes me wonder.

A Metamagic rod of quicken solves the action economy issue, and is worth having anyway.


So I'm playing an abjuration specialist, and my DM let me use Focused Specialist from 3.5. End result is I have 3 cantrip slots for abjuration spells only, but there is only 1 in existence (Resistance).

So I'm looking for ideas for other abjuration cantrips I might beg for / research.

Here is one I put forth to my GM and got approved, just need 1 more.

Fleeting Ward
Range: close
Target: 1 creature
Duration: 1 minute or until expended.
Components: V,S

Target gains 1 deflection AC that lasts the duration of the spell or until the target is hit by an attack.


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Bump. Nobody?


Acedio wrote:
Elaserdar wrote:
Stuff
Yeah, so RAW, you can apply Crane Wing to any attack, and if it misses you can Riposte it even if that attack would have missed normally. This is different than the old wording, and makes it significantly easier to get Crane Riposte to trigger than before. This is because you couldn't Crane Wing (and therefore could not Riposte) unless the attack would have hit you normally.

Ah, I see. It isn't giving more than one per round or anything, but if you use it on later iterative attacks or secondary attacks you have a much better chance to trigger an AoO. Where before you may go multiple rounds with nobody penetrating your already high AC.

Interesting.


Tels wrote:
Ravingdork wrote:
The player in my group, who was previously distraught at how the Crane Wing errata destroyed his monk trip build (his favorite character to date), is now actually kind of excited at the Crane Riposte changes. He thinks it's even MORE powerful now. As he put it, "wait, you mean I can riposte on a miss now--I don't have to wait for them to hit my nigh-untouchable AC? I'm going to be bashing faces left and right!"
Yeah, it does seem that Paizo prefers characters to be all offense. Playing a defensive character seems to be a big no-no, even if that's the 'whole point' of the character.

Unless I'm missing something this is not the case. You only get the Riposte from the attack that you declare your AC bonus against or if you go total defense the attack you deflect.

Crane Riposte: With the changes made to Crane Wing, how does Crane Riposte work?

While the feat still reduced your penalty when fighting defensively, there is a change to the text the follows. From the FAQ.

—Pathfinder Design Team, Monday wrote:
Update: Page 93, in the Crane Riposte feat, in the benefits paragraph, change the second sentence to read as follows: Whenever you are fighting defensively, and you use Crane Wing to add a dodge bonus against one attack, that attack provokes an attack of opportunity from you if it misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).


Samuel Stone wrote:
EDIT: @MrSin: I am so tempted to try to find a way to make a Whale Tossin' encounter work, now.

I played in a game once where the summoner kept summoning celestial orca at a fiendish Hydra. They would smite, get one rounded, then the summoner would rinse / repeat. Needless to say, it didn't take what we dubbed the orca cannon long to demolish that poor hydra.


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If your DM allows conversion of 3.5 feats Reactive Counterspell is your best friend. As stated, you will likely want a good initiative so improved init is great (don't forget about your perception though). And Counterspell mastery already gives improved counterspell, so it is an easy feat to pick up at 7th level.

_ wrote:

Reactive Counterspell

( Player's Guide to Faerûn, p. 42)
[General]
You can react quickly to counter spells cast by opponents.
Prerequisite: Improved Initiative (PH) , Improved Counterspell,
Benefit
Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn. You can't use this feat when you are flat-footed.
Normal:Without this feat, you must ready an action each round that you wish to use a counterspell.

At higher levels (15), don't forget about the glory that is Parry Spell.

_ wrote:

Parry Spell

You can throw an enemy spell back at its caster.
Prerequisites: Spellcraft 15 ranks, Improved Counterspell .
Benefit: Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.

If you are playing a mythic game, Eldrich Breach and Flexible Counterspell are delicious. Eldrich breach takes the success chance of a 50/50 dispel check and makes it more like 80%. Get a few CL boosting bonuses in (or just use greater dispel) and you can have a near guaranteed dispel / counter.

_ wrote:

Eldritch Breach (Su)[/b]

You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Out of your immediate action counterspells per day? As long as you have mythic power you are good to go with Flexible Counterspell.

_ wrote:

Flexible Counterspell (Su)[/b]

Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.

Want to really make an enemy caster hate life? Mix Dweomer Retaliation (spell from Cheliax, empire of devils) with the Dazing Spell metamagic feat. You will get temp hit points, they take damage, they make a will save or are Dazed for 3 rounds, and if you beat them (by a lot) in a concentration check you get the spell back...

_ wrote:

Dweomer Retaliation

School abjuration; Level sorcerer/wizard 3
Casting Time 1 immediate action
Components V
Range Long (400 f. + 40 f./level) Target one creature you counterspelled since your last turn
Duration instantaneous
Saving Throw none; Spell Resistance yes

You may only cast this spell immediately after successfully counterspelling an opponent. Drawing upon the residual energy of the countered spells, you gain a number of temporary hit points equal to the level of the countered spell plus your Charisma or Intelligence modifier (for sorcerers and wizards, respectively); your counterspelled opponent takes damage equal to this amount.

If the countered spell was at least 4th level, you and your opponent make opposed concentration checks. If you beat your opponent by 10 or more, you retain this spell (or its spell slot, if you are a sorcerer) as if you had not cast it.

_ wrote:

Dazing Spell (Metamagic)

You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.
Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not inflict damage do not benefit from this feat.


2 people marked this as FAQ candidate.

Curious how these 2 interact. If I take the Archmage path ability Crafting mastery and the Mythic Feat Mythic Crafter can I make mythic versions of all the item types? I'm assuming no... it just seems a bit vague.

Mythic Crafter (Mythic)
You can craft mythic magic items.
Prerequisite(s): Any item creation feat.
Benefit: You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.

Crafting Mastery (Ex)
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.


<chuckles> So he didn't want to let me take harmonious mage. He likes the idea of gun mages having 4 opposition schools. So he is instead giving me a permanent golem manual that includes directions for all constructs and spells with no opposition school penalty....

Errm... uh.. okay.


williamoak wrote:
Edit: if you want to be a construct-crafter, AVOID THE SPELLSLINGER LIKE THE PLAGUE! I'm sorry, but the fact you have 4 (yes 4) opposition schools means that each spell in an opposition school will increase the craft DCs by +4 (as well as a number of +5s for each spell that you dont know/are on the divine list, like ANIMATE OBJECTS! Frustrating stuff)

I missed this earlier. I wasn't very concerned about that because the first archmage path ability I am taking removes 2 opposition schools and Wild Arcana lets me cast any spell on the wizard list regardless of opposition school or if I know the spell.

Harmonious Mage (Ex)

Your wizardly studies have moved beyond the concept of opposition schools. Select two opposition schools. These are no longer opposition schools for you, preparing spells from one of these schools now only requires one spell slot of the appropriate level instead of two, and you no longer take the –4 Spellcraft penalty for crafting items from an opposition school.
You must have the arcane school class ability to select this ability, and your arcane school can't be universal.

Though now that I post this the last sentence gives me pause due to the School of the Gun.

School of the Gun

The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
This ability replaces arcane school.

I imagine my GM will still be okay with it... but.. hmm....


I appreciate that. We generally don't play with 3rd party supplements though so it isn't very likely.

Don't worry about it though. It was, after all, only a dollar.


Jason Nelson wrote:
I did up a mythic version of the Craft Construct feat that you can find in the Feats of Monstrous Magic product that just released today from Legendary Games. It's a 3PP product you can find right here on Paizo and it's only a buck.

An interesting take, but way too expensive.

Adjusting for the math error above where I was actually calculating cost to purchase instead of construct we get the following.

Standard Flesh Golem: 10.5K
Per UM modifying constructs the mythic Flesh golem would cost ~18k.
Mythic per Your rules: ~36k. (50% increase per MR and 100% for sentience)

May the gods take mercy on you should you try to craft an end game golem such as adamantine.
Standard: 350K
Mythic per UM: ~463k
Mythic per your rules: 2.275 MILLION

And to make it worse, per your rules you wouldn't even control it since giving it INT gives it free will. Though I suppose if you ever ran an epic game it would make one hell of a cohort. Also there seems to be errors in your text from copying what looks like a version of the Awaken Construct spell. (you refer the the feat as a spell)

All in all, I thank you for the suggestion but consider the feat unusable and the PDF a waste of a dollar.


One of the things I was planning was golem armor, which gives bang for my buck without cluttering the table, but yeah.

Crafting mastery isn't a bad plan. One nice thing about a mythic game is Wild Arcana pretty much wipes out the problem with not meeting spell requirements.


Oh, no. I was talking about constructing the golem from the ground up and making it mythic in that process. Same with legendary. The easiest way to do this would be to make a mythic flesh golem (which they actually gave a 6 int. Yummy...) The issue being I don't want to do that since a flesh golem doesn't fit in with the gnomish tinkerer idea I had from a RP standpoint. Clockworks or a cannon golem seem more appropriate (He is a gun mage aka Spellslinger after all)

I wasn't suggesting constructs that I had made previously just upgrade for free. And yeah, The CR adjust from adding mythic should increase the cost to construct it. The mythic flesh golem for example is CR 9, instead of CR 7 for standard. So price would go from about 20k to about 35k if my math is right. Ouch... glad I'm taking hedge wizard, lol.


williamoak wrote:


1) Does the construct gain 1/2 its CR in mythic rank per monster creation rules?

Nope, this feat only mentions pre-existing mythic items. No free power boost, sorry. However, this feats does let you build a collosus.

Mythic Crafter

Prerequisite(s): Any item creation feat.
Benefit: You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.

This seems to suggest to the contrary.

Cr500cricket: Thank you, I had missed the mythic flesh golem entry somehow.


Have a concept for a tinkering gnomish gun mage who will eventually craft constructs. So, the question becomes what exactly happens when I use craft construct in conjunction with mythic crafter?

Does the construct gain 1/2 its CR in mythic rank per monster creation rules? How are the abilities chosen? Can I custom choose or am I subject to the DMs whim? (Path-wise champion or guardian seem appropriate)

Furthermore, could one craft a legendary construct via the Legendary Item universal path ability?
"Legendary items are always non-consumable magic items, and are typically magic weapons, magic armor, or magic items that take up an item slot (though there are a few legendary items that don't take up slots). Even vehicles and siege weapons can become legendary items."
Although certainly not typical it doesnt appear to be forbidden. Would said construct have both mythic rank and legendary rank? (Mmm..... artifact golem....) If given intelligent as a legendary ability, would it gain feats? (head explodes)

As you can see... the ambiguity is making my head swirl. Any help or clarity would be appreciated.