Khavith

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Howdy!

Question about selective spell [hopefully this wasn't addressed already!].

SELECTIVE SPELL [METAMAGIC]
Your allies need not fear friendly fire.
Prerequisite: Spellcraft 1 rank per original (unmodified) level of the spell to be affected.
Benefit: When casting a selective spell with an area effect, you can choose a number of targets in the area equal to your spellcasting attribute modifier. These targets are excluded from the effects of your spell. Spells that do not have an area of effect do not benefit from this feat.
Metamagic Cost: +1 level.

Was huge expansion of utility intended? As written, you could apply it to an Antimagic Field, Wall of Fire, Cloudkill, etc. Likely a Wall of Force too. Tons of horrifying combinations.

Should it only work with instantaneous spells, like Fireball, Holy Word, etc?

Thanks!


So you're OK with everyone taking defiance + heroic defiance, with feat mastery, and becoming unable to die or be crowd controlled for 16 rounds at level 11?


Apologies if you've already answered this.

How do CR & Numen interact?

Something with class levels and minimum or below numen is 1 CR lower than normal right (past level 2)? This includes if they have ZERO wealth too?

And monsters - if they're around the value of minimum numen they're normal listed CR, but if they're at zero they're at minus 1? Are they at +1 if they're at Par? Does it become +2 if they're at maximum? Would you round to the closest value (Zero vs. Minimum vs. Par vs. Max)?

Finally, what about monsters with class levels? Do you consider numen from the standpoint of whichever makes up the majority of their CR? (class levels or monster advancement)?

Thanks in advance!


How does Theurgy work w/ Wizards gaining spells known?

It seems obvious that they should gain +2 spells known per level of actual casting progression, but is this not so?

Additionally, what of Mystic Theurges and "Shaman" who "give up" wizard casting progression? I don't see a compelling reason they'd gain more spells known for their wizard side.


I like the idea of having the familiar just be the cohort that you get via the Thaumaturgy feat and a short ritual, which has resummoning rules like an Eidolon, and has a CR appropriate to what you could have with Mark of the Wild / Leadership. It's ability to store spells could then be eliminated, and the familiar ability template truncated severely to be more in-line with Mark of the Wild's.

Eliminating it as an option for Arcane Bond and combining both Intelligence-To-Casting-DCs and Booklessness so they can compete with the Bonded Item option (which itself CANNOT compete with a familiar).


Awesome thanks!

ANOTHER question sorry!

Spirit Magic does NOT increase your familiar's HD correct? My assumption is the loss of HD could be made up with "Bond, Practiced" (feat; which needs some serious rewording, but it's not hard to know what it's supposed to say), or that if you had "Bond, Arcane" (Feat) you could pay the difference (in a manner favorable to you, subtracting your wizard levels off the top so you'd pay at a numen lower level).

Is this so?

Thanks again!


Howdy again,

Questions about the Incarnate feat "Spirit Magic".

If you "choose to be prepared" do you prepare like a Pathfinder Shaman? You commune with your familiar then have access to the cleric, shugenja, and spells appropriate to your mystery?

Or are you prepared like a Witch with spells known and stored on your familiar?

Is the familiar even involved in preparation?

This has been really bugging me, so thanks in advance!


Howdy Kirth,

I have some strange questions..

I was wondering about "Heighten Spell" in Spellcraft. By itself is it considered "applying a metamagic feat"? As it's implied in several places spontaneous casters can used it (not just prepared casters), it would increase their casting time if they used it...Except...

"Casting Time: Spells with a listed casting time of “1 standard action” or greater (this includes most spells) are difficult to cast if they have somatic and/or material components. You may take a 5-ft. step while casting, but not a full or half move. Spells with a casting time of “1 standard action” with only verbal and/or focus components can be cast as a standard action, allowing a full move in the same round."

It seems pains were taken not to state that the spell becomes a "Full-Round Action", which means that the casting time WOULDN'T be meaningfully affected by the application of metamagic for most spells (which is great, as it doesn't shaft spontaneous casters who want to apply metamagic and are not sorcerers). However, if treated as a metamagic feat it would still increase the spontaneous cast time of Summon Monster spells to 2 full rounds...As I'm plotting to heighten Summon Monster I to Summon Monster II (etc) I'm really curious.

Thanks!

P.S. I'm blown away by how fast you typically reply to forum posts. Hats off to you good sir.


Springboarding of Firewarrior's question,

I make the assumption the "Talent, Magical" feat improves when you level based on these sentences in the introduction (under "Level Advancement"):
"In general, when leveling up, players should be given reasonable latitude to re-assign feats, talents, etc.—or even proportions of class levels—in order to best fit the character as currently played. Changes that are not obvious in play, or that actually underline and support recent campaign events, can generally be made without consultation."

I utterly fail to see why someone should be rewarded for taking the feat at a high level, and punished for taking it at a low level. Furthermore I don't understand why it gives potentially more than one spell-like ability when "Talent, Magical Array" exists.

"Talent, Magical Array" seems to imply that "Talent, Magical" only gives one spell-like ability...Do you lose the extras you gained for taking "Talent, Magical" at a high level upon taking the second feat?

Finally, you retroactively gain all the spell-like abilities from "Talent, Magical Array" of levels you qualify for on taking it right?

Thanks again in advance : )


I have a question about the Lust Incarnate's Beguiling Look.

"Beguiling Look (Su): As a standard action, you can make eye contact with a single target up to 300 ft. away. The targeted creature must succeed at a Will save or move towards you at its normal speed, taking no other actions but to defend itself if attacked. You can maintain this effect as a standard action each round. The victim stops within 5 ft. of you, whereupon it must succeed at an Intuition save or be charmed (as if by a charm monster spell). Success frees the victim from the effect and renders it immune to further uses of this ability for 24 hours. This is a mind-affecting ability."

Do they take the most direct route to you, or do can they take a serpentine route to avoid leaving any threatened areas and taking AOOs (or trigger traps / walking off cliffs and whatnot)?

As someone wanting to play one, I'm having difficulty seeing what I'm supposed to do in combat (especially at low levels) as you can run out of spells / options really fast. My friend suggested Lust Incarnates are supposed to be melee brawlers, but I can't see their revelations lending to that (aside from Instant Daze & Charm's Aegis).

The analog I see with this ability is the Harpy's Captivating Song, but that allows extra saves when they're moving to a dangerous spot.

Thanks & Happy Holidays!

P.S. It seems to be heavily implied that you also must have Line of Sight (as you're initially 'Gazing' at them) to the target at least once per round after the spell is established (as you're spending a standard action) to keep it going. Is this so? In either case, is this treated like a gaze attack in some respects? Such as if they closed their eyes they'd be blinded, but wouldn't have to make that initial save if they knew what was coming?


Question:

The Flame mystery for Incarnates gives the
"Class Skills: Add Acrobatics, Climb, and Perform to your list of class skills."

As Climb is part of the Acrobatics skill, should they get something else?