I'm not sure the minimum wage increase would help or hurt more. For people in my situation (unemployed student) it makes it less likely that an employer can afford a new employee, meaning fewer job openings. For those in full-time minimum-wage jobs, I'm sure a pay increase is great.
Personally, I don't know many people working full-time at minimum wage. Many employers hire several part-time employees for one position to avoid paying out benefits. Perhaps a wage increase helps them, too.
As for the Affordable Care Act, it could not survive as optional; the whole point of making it mandatory to buy insurance was that the plan could not be paid for otherwise. Not that the cost hasn't rocketed beyond projections, but what government program hasn't?
I have been playing an Inquisitor lately and it is a terrific class. My melee ability is always up to the task and 6+ skills helps with utility and to make your character more diverse. Speaking of utility, the Inquisitor spell list includes Shield Other and Invisibility, a great combination if you have to fall back on a wand of CLW.
Typically handwavium at my table. With my most recent game being Kingmaker where the players get to decide how many magic shops are in their cities, I've only really had to limit what's available based on the item's market price.
The party's sorcerer is the only player out of six that has recognized the potential this gives them, and even he isn't abusing it like I expected them all to try.
As they are all now high level adventurers and nobility, I expected some of them would invest in magical life insurance (resurrection scrolls, clones, etc.) but it hasn't happened.
So far two PCs have died and only one was brought back with a Reincarnation, from half-orc to elf. He was not happy that the party chose Reincarnate to save gold.
My PC's domain is advancing very quickly, such that they'll soon have a kingdom (80+ hexes) halfway into Blood for Blood. Lady Maray, being the informed opportunist, is not going to try and fight the PCs, especially if she's outnumbered. She'll flatter and lie, probably telling them that she was forced to stay and "entertain" Lord Drelev, with the goal of having the PCs bring her into -their- lands so she can spy from there in better comfort.
I also like the idea of her also being an informant for the Black Sisters.
I just applied to Anvil Pounders on my baby paladin. I'm hoping a pay increase is in my future so I can upgrade my connection speed; until then I'm no use in dungeons.
There is another thread about the Titan Mauler archetype where the creator said his intention was to allow for larger weapon use, but he overlooked the weapon sizing rules (thus the limitation still hampers the titan mauler as much as anyone else). I recommend houserule until an official fix is made.
I would want to be an elven cleric of Pharasma. Great spells, mission to smite the undead, and welcome at most parties. Later on I might even dabble in golem crafting.
The Locate Creature spell-like ability is an attempt to gather information through divination magic; as such, it falls under the things that Mind Blank protects against.
For the general rule,
prd wrote:
Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.
Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted.
I've had no difficulty in combining the two feats.
Underhanded is already limited in times per day and circumstantial (used only during surprise rounds). The ability to do lethal damage with his fists, knees, or a headbutt shouldn't be incompatible with his rogue training, IMHO.
Wait wait. A base faerie dragon does not have class levels. Their "class" is not responsible for their casting ability. Therefore they should not be able to use wands without a UMD check or a class level.
Forcecage has a number of things going against it.
1. 500gp material component for every single casting.
2. It allows a Reflex save to negate; the old version from that other game did not allow a save.
3. Its range, duration, and area are ALL small for a high level spell, making it somewhat hard to use tactically. By the time you can cast this spell you are often fighting enemies who are too big to cast it on.
4. There is a range of options for escaping before the duration expires.
"SR is like armor class against magical attacks." That is a simile, meant to put the reader in the frame of mind so as to reference Spell Resistance as a defensive quality of the target.
It did not say "SR is like armor" because SR is not something available through mundane items with encumbrance penalties, training requirements, and so on.
Deeper or more detailed relationships are inferred and not recommended.
There are a lot of threads about good feats for particular builds; classes are so broad in options and playstyles that it is unlikely to find two people who agree on the same list.
Fighters can be archers, sword-and-board, shock troopers, fencers, wrestlers, tacticians...
Undead Anatomy IV (sor/wiz 8) does indeed allow you to take the fiery aura or fiery death abilities. This spell does not appear on the magus spell list.
Undead Anatomy is a spell from Ultimate Magic (UM) that lets a caster polymorph into an undead creature. Elsewhere, the Skeleton and Zombie have been made into templates for ease of creating additional and unique undead. These are virtually separate issues.
I would explain that the spell works just as described in UM, and not beyond that. Fiery aura, DR/10 magic and silver, and the other abilities he listed are available... by casting Undead Anatomy 4.
There is a specific set of abilities that can be gained by Undead Anatomy I; the player (intentionally or unintentionally) is asking for more power. The distinction you want to make clear is that undead templates exist, but his PC will not be gaining a template.
At 7th level the magus can choose Undead Anatomy I and Monstrous Physique I. Both require "a piece of the creature whose form you plan to assume" as a material component. That in itself is pretty limiting unless the magus takes the Eschew Materials feat.
For different forms, I would also allow him to use Knowledge checks to 'research' other creatures like you said. His spells have a limited list of the special abilities he can use, no matter what amazing creature he researches might have. That just means if he researches a blazing skeleton, he can still become a skeleton. It is beyond the ability of his spell to mimic anything more.
As to race, parties of limited size are going to benefit from flexibility. I'd start with humans, and then lean toward those with a racial Dex bonus (Stealth is the best way to survive a lot of encounters).
Now that you point out the wording, I think you are correct. It seems reasonable to me that both feats were intended to allow flexibility to the caster when the spell is cast.
If the feats did not allow flexibility and the caster had to choose energy types or Merciful upon memorization, it would at the least diminish the value of these nontypical choices. There would also be encounters where their choice of unique feats is punished (enemies with some type of immunity).
I wouldn't want my PCs handicapped because they didn't choose another "+1 caster level" feat like all the other wizards.
Javiert primarily exhibits traits of Lawful Neutral. He isn't interested in reforming criminals or helping prostitutes. He insists criminals be punished (even himself, when he believes he made a mistake) and their influence removed from society to preserve order. He values duty, procedure (orderliness), and valor.
The only slotless item I can name that sort of fits is the pale green prism Ioun stone: +1 competence bonus to attacks, saves, skill checks, and ability checks.
The interpretation of Shield Other that my group has always used has been the following.
The caster has made the conscious decision to allow Shield Other to transfer damage to himself and therefore has agreed to forgo all methods of avoiding that damage, including but not limited to:
- natural or magical damage reduction and resistances or immunities
- futher transferrence, such as being the target of another Shield Other spell
Spyglass: Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.
It should be important to note that using a spyglass assumes you are using light-based vision, but since it doesn't call it out...
A PC with 60' darkvision trying to see something 60 feet away using a spyglass would have a -3 to the Perception check, instead of -6.
There's nothing RAW to extend the actual range of a character's darkvision using mundane items (unless it's an alchemical item or goggles in a splatbook I don't have; a few other board members are very good at researching that kind of thing).
With Ashiel's definition I'm prepared to alter my interpretation.
A polymorphed PC would retain Fire Resistance, fortification qualities, temporary hit points and similar magical qualities because they are both continuous effects and provide numerical or statistical bonuses.
That still leaves out the Ring of Feather Fall, Ring of Evasion, etc. as things that are non-functioning while polymorphed.
It appears to me that you are reading selectively.
I am not "lumping" static enchantments into a category of bonuses, I am saying they are not bonuses with the exception of a few, i.e. Armor, Sacred, Luck, etc.
That hardly matters, because in my interpretation the melded items that usually provide those effects are not considered 'worn' and are thus not providing the possessor anything. Polymorph then goes on to say that you still retain bonuses from melded items except for two types of bonuses, Armor and Shield.
I support the idea of puting on Bracers of Armor after being polymorphed. They would not be 'melded' inside the PC and would function normally.
From what I could find, the Disguise skill usually refers to physical disguises. There are definite examples like the Vocal Alteration spell where other senses apply.
The disguise kit description was not kept from 3.5; it used to say that it contained wigs, false noses, makeup, clothing, and perfumes, if I recall correctly.
RAW does state that you retain the advantage of your mundane disguise even if your opponent can see through your magical disguise. You use your (lower) Disguise check.
The art of decieving others by voice is typically handled through Bluff.
I think the intention behind the lack of Practiced Spellcaster or equivalent is that Paizo prefers primary spellcasting classes retain their advantages over characters of other classes or multiclass builds.
PFS is tasked with keeping the game as balanced as possible, and Practiced Spellcaster frankly takes that in the wrong direction. Yes, it could be available to everyone, but it favors the rules-savvy and complex PCs. Paizo has done a great job making straight base classes relevant again, and I imagine they are reluctant to change that.
It is entirely intentional that class choice is a tradeoff; no single build is meant to be great at everything. That's why adventurers go out in mixed parties.
This is typically becomes a hot topic with strong opinions on flexibility of character choice, viability, and so forth. I would like to see a feat like Practiced Spellcaster made available if there were some way to keep powergamers from abusing it.
I'm going to disagree with you Ravingdork; polymorph states that items providing constant bonuses continue to function. The bonuses list is pretty short, and doesn't include energy resistances.
I agree with you about how this should be ruled, but the text you quote is causing confusion for good reason. Following proper grammatical format, this:
Quote:
Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function).
means that armor and shield bonuses cease to function, and doesn't specify the items themselves.
An annoying nitpick, but that's the nature of the beast.
Melissa, I'm pretty sure your post has a contradiction: you said that armor bonuses include magical qualities like light fortification, but then disallows the other magical qualities.
I have to assume the "cheese" you're referring to is that a polymorphed PC can get around the body slot limitation, if his new form can wear items and melded items are still providing bonuses but not considered 'worn'.
Did anyone mention the concept that items melded into your form are not considered equipped?
That would make it pretty clear that Wild simply gives you the bonuses, like it says, from your melded armor. The armor isn't equipped, so penalties and special qualities are moot.
By RAW they can use a tower shield without arcane failure chance, but that's obviously not the intention.
The very nexy line clarifies that, even if the bard later becomes proficient in armor with more encumbrance he will not be able to spellcast freely with it equipped.
That's a strong implication that tower shields would have the same restrictive effect.
Improvised weapons are explicitly things that are not normally weapons.
If the MotEH wants to use an enchanted weapon (or even a normal weapon, which the archetype allows) as an improvised weapon, he does not use that weapon's normal rules.
The weapon is treated as an object of similar size and given different damage criteria. Specifically, it will usually do the same damage as a club and large objects can be used as a double weapon like a quarterstaff can be wielded.
Because it does not use the weapon's damage, you do not get any enhancement bonuses or special qualities or effects of that weapon.
Some or most of the best villians have some way they justify their actions to themselves, and often the most memorable ones have histories and/or values that are easy to sympathize with. The point regularly comes down to: what means justify the ends? I like to start with someone else's villian and then change details to make a new BBEG.
Some examples of colorful/memorable villains:
Spoiler:
-the end of The Watchmen
-Magneto's dream of mutant destiny/supremacy
-The Burning Crusade from World of Warcraft (the universe is flawed, it must be destroyed so a new one can be made perfect)
I think of the eidolon as a sort of proto-matter creature that the Summoner shapes to his will. Perhaps it had a life before it was summoned, but imo that life was a very simple existence 'adrift'.
The summoner's power ends up forming the eidolon's mentality nearly as much as its body, which is part of the reason the bond between them grows so strong. FWIW.
... That's pretty much the reason I called it a loophole, bbt.
The intention is for wild shape to mimic natural creatures and yet the rules don't support even that much. That's a loophole; a flaw; a break in verisimilitude.
Paleo, you've pointed out an interesting loophole, although intentionally exploiting it to point it out doesn't put your best foot forward with your GM.
I hope they do add some errata to show that taking the form of an aquatic creature restricts you to that creature's ability to breathe; it just makes sense.
The statement Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization means that you count both his samurai levels and fighter levels, if any. I'm not sure that it requires a FAQ, but I could be in the minority.
As to the second issue, Paizo doesn't favor multiclassing but they still allow and support it. The 'gish' build of the Eldritch Knight was one of the most-liked bits of the multiclassing legacy we have inherited.