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Loving the look of the Psychic so far but much like others have noticed, they seem to be lacking the oomph that would account for them losing out on spellslots. I’ve been thinking would it not be more interesting to divorce the amps from their spells and have them as generic pools of amps for each Conscious Mind that you can apply to all of your spells? Not sure exactly how these would look but being able to craft ‘new spells’ on the fly similar to Words of Power seems like it would be a fun option to obscure the fact you’ll be casting the same spells for much of your career.
I've been playing an Alchemist for a few months now and just hit level 9 so I got Double Brew. I was looking ahead to Alchemical Alacrity and trying to figure out how to make the best use of it with Enduring Alchemy when I noticed it seems to only work on elixirs or tools. Quote:
Is it an oversight or just a case of things working as intended and some feats being situational? I'm debating retraining it now since it really only seems useful for Mutagenist or Chirurgeons. And thanks to the errata on Alchemical Alacrity you'll never be able to make 3 bombs and just leave one on the ground for an ally to pick up and use before your turn since it's automatically stowed.
So this idea came to me in one of the many threads on Alchemist and their issues and I'm not quite sure how to word it but I thought an interesting facsimile of focus spells for an Alchemist would be the ability to transmute natural resources or found alchemical items into other alchemical items. I definitely need some help with the actual mechanics and balance of it but I thought something like this would be nice to give the Alchemist something to do and give the party something to do with whatever items they've acquired that aren't level appropriate anymore. Transmute
After doing a bit of back and forth in a thread about Alchemists and their roles, I discovered a very weird and somewhat alarming issue with the drawback to the Quicksilver Mutagen. Quote:
The drawback causes you to take 2 x your level damage that you can't heal until after the duration of the mutagen passes. At early levels this will be negligible but very quickly it starts to trend towards 1/5th of your health and stays that way all the way up to 20th level. Take a d8 racial hit die character with a +2 modifier to constitution.
The later numbers are actually rounded up to 1/5th and they trend closely to the same with a d10 racial hit die character with a +2 to con. With this edition being so mobile it worries me that any archer taking this will be stuck going into multiple battles with this drawback and no way to end a Mutagen early. It's also oddly the only Mutagen that gives hp damage. Edit: I forgot to add in the con bonus so the numbers adjusted a bit to be a little under 1/5th hp.
I've been mulling this over in my head but haven't really been able to come up with an answer. It seems between Prepared Casters and Spontaneous Casters, the prepared people have a bigger advantage when adding extra charges to a staff. They can expend a spell to add its level of charges to the staff whereas a Spontaneous caster can only expend a slot and a charge to cast from it. I just don't get how useful it is since they only get one more spell slot than a wizard.
I'm aware of the ruling that Alchemists can only use extracts with a range of personal or creature and that Full Pouch is only on the list so they can use a wand of it but can an Alchemist craft an Oil of Full Pouch? It fits all of the potion/oil crafting specifications but I just wanted to be sure since I'm planning on making a crafting heavy Alchemist.
I tried searching but didn't find much info. It appears there are 3 Patrons, Jynx, Rot, and Mercy, that grant you level 1 spells however the entry about Patron spells says you don't gain them to 2nd level. Would that mean these 3 patrons grant those spells early or that when you hit level 2 you get the 1st and 2nd level spells?
I recently leveled up as a Summoner with Summon Good Monster and have now gotten access to the Pixie as a summon. I was looking over their Special Arrow ability and was wondering if it was 'exactly as it says on the tin' or if I'm interpreting it wrong? It looks to be a magical effect that requires two saves on spells that have a close range, one against ac and one against a will save. I just thought it seemed odd and the likelihood of it even hitting drops a bit around the level I get it. Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.
I read through a thread on this item in the General section of the message board but it looks like there wasn't an official ruling on the item. It's effect is stated as so: Paizo wrote:
There seemed to be a lot of back and forth over whether or not the original clauses of the Summon Monster spell regarding teleportation applied to the wearer of this mask. Both sides had valid points but I was wondering just how much the specific trumps general rule applied here? The item already calls out the one part of the Summon Monster spell that states you can't use the abilities of the bound summon to summon other monsters but it doesn't mention teleportation or spells with expensive components. Does the mean those restrictions don't apply to the wearer of the mask?
I've been scouring the forum for answers on a question about summons that's been bugging me. I know that their spells end when they disappear but I can't find anything about what happens to the effects of their Special Abilities. I figure stuff like poison would still be in effect but does this apply to everything across the board? |