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I dont have the Grand Bazaar book, reading on pathbuilder i thought the prerequisite aside from casting was to be trained in atleast 1 tradition skill, but on nethys is written as must be trained in all of them. I guess the Nethys one is the correct one, but was this addressed or confirmed by paizo? Was it just a simple mistake on Pathbuilder's side? ![]()
So what's green? I cant realy see primal not green but i do see primal as the lightest/brightest traditions (divine also has evil/negative, and arcane is a mixed bag) so it makes sense Matter red, Life yellow, Mind blue and Spirit white? Could work That would make primal orange, arcane purple... Oh damn no green, also of the combinations with white the most defined as a color is Pink, and that would not be present as well ![]()
Ventnor wrote: Slight tangent: what if each magical essence has a color, and the different traditions are made up of the different colors of each of the essences? Cool, something along the lines of primary colors plus white and their combination? Thou i would give blue to MIND and green ot PRIMAL for sure, so that does not add up as i immagine them. What would be orange? I cant associate it with any tradition![]()
Yeah Wish is always a bit DM fiat if you dont replicate an exact spell, but i guess it would not be particularly controversial to design my own spell and get GM approval only to use it with Wish, i had not thought of that.
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I'm talking high level, sustainable, able to target both objects and creatures, telekinetic spell. I expected they would bring back Telekinesis in SoM as a high lvl spell and i am a bit saddened they didnt, thou i must say that with forcefull hand and gravitational pull (and others, but i like these) togheter with telek maneuvre and even things like gust of wind, i CAN get pretty cose to my concept. I suspect that high lvl Telek would just be a bit too much versatile considering how spells are in general more specialized then in older editions, but wouldn't be possible to balanced it making it 9th or maybe better 10th lvl? Maybe even slapping an Incap trait if needed? ![]()
I dont see why from what is written on AoN non metallic/chromatic dragons should not apply to arcane bloodline, as it is a matter regarding the focus spell it self, that is available fot both wyrmblessed and draconic Also with the fact that imperiale dragons all have different traditions leds me to believe there is no an exact relation betwen the bloodline tradition and the original dragon's spellcasting. And even if there was, why am i allowed to be an arcane gold/silver bloodline sorcerer while gold/silver dragons are actually divene casters? I ultimately think allowing non metallic/chromatic dragon bloodline to draconic sorc IS DM fiat, but more for the fact that allowing the use of non-core books like mwangi IS DM fiat (and in that case, why the killjoy?!) Tell me if i said something incorrect or not precise, as i dont own the actual book ![]()
Holy moly i didn't remember the game had a definition for act.
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Quick question, can you react if you are, say, stunned 1, untill your turn comes up? Logic would say no, i just had this doubt out of nowhere, since the description of the condition does say "you cant act while stunned", but later does not address reactions specifically. Am interpreting it correctly or did i miss something? ![]()
I realy didnt like this spell at first, i still kinda dont, it's good for a prepared caster as all counteracts are, but seeing it oh the draconic granted spell list was meh. Getting it at forth it's not so usefull past lvl 8-10 since you need a crit counteracts for hig kever spells, unless i choose it as signature but there's a ton of better spells for that (maybe i could get it with arcane Evo some days, but still...) I did find thou a more than decent combo with my own spells: casting it on my frontliners and then using stinking cloud (lvl 3) on them as well as the enemies would basicly make them immune (the only way to critfail against my own CD i need a quite unlucky 1 on the roll) to a nice aoe debuff that stays relevant throughout the levels I have some doubts tho about the concealment part: does my frontliners also sees through the mist? Or just like disbelieving an illusion doenst let you see through it, the visual part of the spell still remains for them? I'd go with the more generous interpretation but i can see somebody arguing that since RAW the spell "makes you concealed" it would actually work the opposite, making this hypotetical frontliner clearly visible while others Does anybody have some other interesting use in mind for the spell, except for "get ready for the evil wizard" or for a magical trap? ![]()
Bear with me a moment, what i'm saying may not be valid considering the auditory and visual traits, but since we are making the mental stretching why not.
Whatcha think? ![]()
Hi there, i purchased the pdf for the core rulebook, gmg and bestiaries so far. Will there be updates with the errata so that i can re-download them corrected, or has it already been done and i failed to notice? Also as i am italian i waited for the translation to get my physical copy of the core rulebook, which now should have come out around may (still have to get it).
Thank you ![]()
I love the concept of telekinesis (as in ability to move things with your mind), i'd always want it on my arcane casters (or even on a primal, with the new traditions) and i'm a bit disappointed that we miss a high level telekinetic spell like Telekinesis from pf1. I always loved mage hand and adored telekinetic projectile from the first moment (i'd take both, allowing even from a cinematic pov both slow/fine control and highspeed), so the cantrips satisfy me, but when talking about actual spells... Atm we only 2: Telekinetic Haul is quite situational and a bit boring, u can raise heavy thing but not creature, expecially not enemies, and it's slow, 5th lvl is a bit too much imo Telekinetic manuvre i initially considered even worse, 2 actions and a 2lvl spell just to trip, disarm or move someone 5 feet? at the time i wasnt confident with the system and now i realise that a way to get someone prone or displaced with no incapicitation trait with a low lvl spell, at range, is not that bad at all (also, RAW i could consider it to just PUSH WAY as the shove action only says you can push, but i dont se it why couldnt pull or push aside someone, heck even with normal shoving i rule that you can push aside if it makes sense with the scene) What i realy miss is a high level Telekinesis spell that let's you sustain it, that can affect creatures in a simlar way the pf1 one did I get that what i'm asking is for an incredibly versatile spell, maybe difficult to balance, but we got up to 10th lvl spells in this edition, there must be some space for it Any thoughts on any of my points? Do you think we are gonna get something similar i APG, maybe? ![]()
i dont think it's a mook spell, on the contrary seems to me like not outstandingly powerful the moment u take it but a very solid spell for bosses even at higher levels, probably worth consuming even 2-3 slots (for spontaneous, not sure if i would prepare it 3 times, but who knows) on a higher lvl boss hoping for the fail, unless obviously the are other enemies or other objectives that require other spell before that (meaning i think is well worth 3 lvl 5 slots, but not always 3 turns) ![]()
Aratorin wrote:
True, but still it's realy nice to have the clumsy 3 even for 1 round, and it's the different effects all at once in the single package that sells it. And if it does fail it's 1 minute of buff for strikes, spell attacks and ref save spells against it, with a -2 on the boss's attacks, speed penalty, and yeah also the concentration penalty (not a great deal but it's the cherry on the cake) ![]()
Ok maybe i'm exagerating, but on top of being a realy cool concept (style points do matter imo), it has 3 different effects that all apply for atleast 1 round on a save (i mean EVEN ONLY THE CLUMSY 3 condition for just a round sounds awesome to me), for a minute on a normal failure (crit failure almost seems anticlimatic in comparison, even thou stunned 2 is veeeeeery powerfull). Ok, tecnically it doesn't get a big boss out of a fight in 1 round but it does seem almost deserving of the incapacitation trait to me (pls paizo don't i realy like it) I think it's gonna be a stable pick for any of my future arcane sorcerers (crossblooded evo, better then heal, unless we realy need a healer), unless i'm gonna realy exclude mind games spells for the characther flavour (unlikely, knowing myself) It's strange to me i haven't seena thread on it yet, did i miss something? did I misunederstand the spell? Feel free to bust my bubble, but know i'm gonna be a very sad man in that case :( ![]()
beowulf99 wrote:
Also thank you for redirecting me on this other thread ![]()
Thank you guys for the answers! As i stated above, i myself think that aoe damage would be a bit too much for the spell but anything that could be assimilated at a single strike is cool, like a ray of frost on a cold weak enemy. I also had doubts about the "capability of splitting" the illusion as Castillano said, but as many monsters have single target ranged strikes not too much dissimilar from targeted spells (talking about the ray itself, not the casting part that still remains on the main body of the illusion), it does make sense it works ![]()
About the spell Illusory Creature, it states in the description that when it "its with a strike" dealing 1d4 + spec modifier mental damage, Grotle's Guide to spells had me thinking about it as it isn't necessary a melee strike, could be an arrow as well for exemple, but if the arrow hits how does it "behave"? Does it stay in the target as it was real until the creature is disbelieved? DOES IT ITSELF proc the seek action for the disbelief as, you know, the target has a non real arrow in his chest? Would it be a stretch to make the illusion seem like it cast something like an attack-spell cantrip (i'd say it would make more sense as the attack is not fisical so it does not need to leave behind any false object BUT IN THEORY following this concept it could make sense for it to make AoE damage spells, but i guess that would be terribly OP and would hurt the balance of an already quite versatile spell ![]()
How powerfull could be the prize given in the bagain to the PCs?
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I have doubts about how the same condition stacks or not if applied from different sources.
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i also have another doubt, about interaction between "spell immunity"or other dispelling spells i'm casting with MY OWN magic: is it possible to automatically dispell it? I must say the question arises from my dislike of the lower level spells granted to the draconic sorcerer, expecially spellimmunity that counters 1 specific spell, a bit too much situational spell for a sorcerer i think, thou it's my biased opinion BUT i had an idea, what if i cast it on an ally for, like, fireball, and then bomb him and nearby enemies with fireball? is there a way i can make my fireball easier to "counter" since, you know, i'm basically countering my own spell? o do i need to take the risk of damaging my ally if countering fails? Is it too much rulebending? did anybody experienced a similar situation in game? ![]()
shroudb wrote:
thank you ![]()
I have a doubt about class feats for spellcasters: i noted in the errata that wizards were given 1 at first level, while it was only for the universalist, so i noted all spellcasters don't have access to class feats until lvl 2, even thou they all have first level class feats.
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I kinda feel like granted spells for draconic sorcerers are a bit meh, atleast levels 1-4, but it may be due to my personal playstyle and love for the draconic concept, in particular i found spell immunity (can counteract 1 specifici spel for 24 h) extremely specific, effective only if you have a clear idea of what you are going up against... but i had an idea: How does it interact with my own spells? If i cast spell immunity (fireball) on my ally and bomb him and the enemies around with fireball does he get hit? do i need to roll for the counteract (with all the risk of hitting him if i unluckyly fail to counter, or for exemple if my spell is too high in level compared to spell immunity) Or can i conveniently facilitate the counteract, since, you know, i'm countering my own spell, making it succeed by default? is it too much rule-bending??? Also, i suppose spell immunity works on focus spells as well but i wanted to ask to be sure |