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I'm working on a campaign and I had an idea for some custom items:

Spellstone
Once per day the wielder of a Spellstone may gain the benefit of one of the following effects:

  • Cast a spell the caster knows or is able to prepare, without using a spell slot.
  • When casting a spell, apply any one metamagic feat the caster has without increasing the spell's level or casting time (this uses a spell slot as normal for that spell).

    Bladestone
    Three times per day the wielder of a Bladestone may gain the benefit of one of the following effects:

  • Make a weapon attack as an immediate action. This bonus attack stacks with haste and cannot be an attack that requires a specific standard action.
  • Move up to their speed as a swift action. At the end of this movement they are free to take any remaining actions they have.

    The goal is to add a bit of power and flexibility without breaking the game too much. I could use help in balancing these items with each other specifically but also with the game as a whole. Advice on how to price these items would also be appreciated to determine when to introduce them.


  • I am working on an upcoming game and one thing that interested me was to have allies and foes of the party level along with them. This would be a lot of paperwork to keep up with so I was wondering if anyone put together stat blocks for the same NPC from level 1 to 20.

    I searched around and didn't find what I was looking for, I'd appreciate any help or ideas anyone has on this.


    19 people marked this as FAQ candidate.

    Is nonlethal damage considered hit point damage for the purpose of feats, spells and other abilities that only work with effects that deal hit point damage?


    For spells like Major Image that have both a duration and a range of effect; is the range set when the spell is cast, or does it move with the caster?

    Range wrote:
    A spell’s range indicates how far from you it can reach, as defined in the range entry of the spell description. a spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin.
    Subjects, Effects, and Areas wrote:
    If the spell affects creatures directly, the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area, then the spell stays with that area for its duration.


    Continuation of a previous thread's discussion.

    Relevant text:

    Magic (Illusion) wrote:
    Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

    Essentially, what counts as interacting with an illusion? Is just seeing or hearing it enough or do you have to focus on it in some way (spending a standard or move action)?

    For Ventriloquism in particular, does the line "anyone who hears the sound and rolls a successful save recognizes it as illusory" equate to "anyone who hears the sound receives a save to recognize it as illusory"? Does the fact that it is only auditory remove the requirement to interact with it in order to get a save?


    The profit margin for Tomes and Manuals is 4.5% vs. the 50% profit margin of most items. Weeks of work for very little potential profit doesn't make sense unless there is a particular purpose for the item, in which case the item would likely be used as soon as it is finished. It seems unlikely that adventurers are selling them regularly, so it's unclear what the source of these books would be if purchased from magic shops.

    This leads me to 4 questions:

    1. Why would anyone craft Tomes or Manuals except for immediate use?

    2. Logically, should these items be found in loot or available to purchase?

    3. Would any crafter take on a contract to make a tome or manual for the list price?

    4. Should the availability of these books be impacted by these factors?


    Dance of Dawn:
    At 11th level, whenever a whirling dervish is in conditions of dim light or brighter and hits with a melee attack, she can spend 1 panache point to reflect the light off her blade into the eyes of her target. That opponent is blinded for 1 round. A successful Fortitude save (DC = 10 + 1/2 the whirling dervish’s class level + her Dexterity modifier) negates this effect. This deed replaces bleeding wound.

    Basically as the title says, I'm trying to figure out the action type for the Dance of Dawn deed from the Whirling Dervish Swashbuckler archetype.

    I know the default is standard action, but since this triggers on a successful melee attack it would have to be immediate, swift, or free logically. I didn't see anything in the Swashbuckler write-up about deeds defaulting to a particular action type so any thoughts or opinions would be appreciated.


    I was looking at Wild Flanking for my cavalier and I was wondering if the damage taken by an ally would be multiplied on a crit, spirited charge, etc.


    I can't find a clear answer on this. For example, Minor Image has a duration of concentration + 2 rounds:

    Round 1: Cast Minor Image

    Round 2: Concentrate

    Round 3: Do something other than concentrate, using 1 of the 2 rounds of added duration.

    Round 4: Resume concentrating

    Would the above example be possible?


    I'm curious how often Witches use split Slumbers and Misfortune vs Major Hexes.

    Besides the added range, it seems like a split hex would be the better choice in most circumstances.


    I am planning on a Shield Champion Brawler thrown weapon trip build and I was wondering if I would still suffer the issue of falling prone if the attempt fails by 10 or more.

    Logically I see the situation as you try and trip someone and they resist so hard they knock you over. This wouldn't be possible with a thrown weapon, but the following passage from Shield Champion points to using melee rules:

    Shield Champion wrote:
    At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack.

    Thoughts?


    1 person marked this as FAQ candidate.

    Do class features with multiple parts count as 1 class feature to retrain or is each part it's own class feature requiring 5 days of retraining each?

    For example, the Beastmorph archetype has the Greater Beastform Mutagen ability which replaces poison resistance +2, +4, and +6, as well as poison immunity.

    Does this count as 1 class feature (it is all under one heading) for 5 days of training, or 4 class features for 20 days of retraining?


    Basically the title. If a Shaman worships a deity but get their spells from a spirit could they use Guiding Vellum?

    Guiding Vellum


    2 people marked this as FAQ candidate.

    I was looking into ways to reduce Armor Check Penalties for another thread and I came across Armor Ointment:

    Armor Ointment wrote:
    This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor’s armor check penalty by 1 (to a minimum of –1) for 8 hours.

    1. Does that mean you would get a +1 to STR and DEX based skills?

    2. If you weren't proficient with the armor would you get +1 to attack rolls?


    I have looking for some feat ideas for my Gestalt (Vanguard) Slayer // (Internal Alchemist/Vivisectionist) Alchemist dex based natural attack build.

    We are currently at level 8. I am not sure how high the campaign will go, but I like to have options available up to 20 and currently my plan has 4 feat slots that are empty and a 5th I could see replacing.

    GM is open to 3rd party on a case by case basis.


    Hexing Doll:
    This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a —4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws.

    Can a Hexing Doll be stuffed with the hair of more than one creature and gain the bonus to DC for each?


    Ward:
    The shaman places a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this ability on herself. At 8th and 16th levels, the bonuses provided by this ward increase by 1.

    Soothsayer:

    When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect.

    I have some questions about how these hexes interact:

    1. If I Ward a creature and delay it with Soothsayer, is the Ward considered active for the purposes of Warding another creature?

    2. If I am able to Ward multiple creatures with Soothsaying, what happens if a Ward is triggered while another is active?

    My interpretation is that I can have multiple wards delayed with soothsayer, but after the first is triggered the rest will be suppressed. As soon as an active ward is discharged, the remaining would be eligible for activation.

    Any thoughts would be appreciated.


    Would Purify Food and Drink turn stale bread back to edible bread?


    The Shaman's Slums Spirit has the City’s Shroud Greater Spirit Ability under which the shaman "gains the evasion and improved uncanny dodge class features".

    Is there anything in the rules that would suggest that this also grants uncanny dodge? I'm 99% sure that it wouldn't but I wanted to check.


    Does Channel from a Shaman's Life Spirit Count as the Channel Energy Class Feature for the purposes of prestige class and feat prerequisites?

    Life Spirit

    Selective Channeling


    I am unclear as to what spells can be used with the Spontaneous Healing ability.

    Spontaneous Healing:
    A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

    Here are some potential interpretations:

    1. Only Cure X Wounds spells
    2. Any spell that heals damage
    3. All Conjuration (healing) spells (including Remove Disease, Restoration, etc.)

    Bonus Question: Does this apply to spells that don't appear on the witch's class or patron list?


    As the title says: Does a Vest of Stable Mutation Stack with a Headband of Mental Superiority?

    Vest of Stable Mutation

    Headband of Mental Superiority

    I couldn't find an answer for this and it doesn't seem clear cut to me.

    Reasons for not stacking:
    The items use the same base spells
    It could be unbalanced for the price if they stacked

    Reasons for stacking:
    The vest doesn't give an enhancement bonus to stats, it negates a penalty.
    If it doesn't stack there is no reason for the vest to exist given the price (unless a GM doesn't allow item stacking at 1.5x price).


    I apologize in advance for the vagueness of this post.

    I remember finding something for the Alchemist that would grant bonuses if they had discoveries like Vestigial Arm, Parasitic Twin, Greater and Grand Mutagen, etc.

    For the life of me I can't find it. I honestly can't remember if it's a feat, item, archetype, discovery or something I made up in a dream. If anyone can point me to this elusive boon, I will be forever grateful.


    I was wondering if there are methods of seeing invisible allies beyond See Invisibility and True Seeing. What I am looking for is a way to alter the invisible character so that their allies are able to see them rather than granting all of the allies the ability to see invisible creatures. Ideally this would work with Greater Invisibility. I wasn't able to find anything in my searching. Any help would be appreciated.


    Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?


    Aspect of the Beast

    Animal Totem Tattoo(eagle)

    Would these two effects stack to allow a character to get 2 claws and 2 talons? Would it matter if Aspect of the Beast was selected through Druid or Ranger?


    I'm working on a natural attack build and I wanted to know what other ways to get natural attacks might be out there that work together.

    Here is what I have so far:

    Lizardfolk race: 2 claws and 1 bite

    Dangerous tail feat: 1 tail swipe

    White Haired Witch: 1 prehensile hair

    Alchemist: 1 tentacle

    Ranger/Slayer/Druid Aspect of the Beast feat combined with 2 vestigial arms from Alchemist: 2 claws

    Animal Totem Tattoo (eagle): 2 talons

    Wyvern Cloak: 1 sting

    That would be 11 natural attacks. I have seen builds with Summoners aspect that would go higher, but they come online much later. Also, I am not sure if Animal Totem Tattoo and Aspect of the Beast work together as there may be a polymorph conflict.

    Let me know any thoughts or additional ways to get natural attacks.


    The Bane Blade and Planer Hunter arcana use wording that spending point(s) from the arcane pool adds the special ability to the weapon, while Devoted Blade, Ghost Blade and Throwing Magus use wording that spending a point adds special abilities to the list of options.

    My question is, for Bane Blade and Planer Hunter, if you spend the point(s) to add those abilities, do they come out of the Magus' enhancement bonus allotment?

    For example a level 15 Magus can add +4 using his arcane pool. If he spends an extra point to add Bane with Bane Blade, does he have +4 or +3 remaining?

    Bane Blade:
    Benefit: Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon.

    Devoted Blade:
    Benefit: Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A magus may only add one of these abilities if it matches his own alignment.

    Ghost Blade:

    Benefit: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.

    Planar Hunter:

    Benefit(s): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the planar special ability to his weapon, or 2 additional points to add the phase locking special ability.

    Throwing Magus:

    Benefit(s) Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities.


    I was thinking with a ring of sustenance, it would be possible to have the time to cast multiple Visualization of The Mind/Body spells, selecting a different ability score each time. Would this be possible?

    Visualization of the Mind
    Visualization of the Body

    Possible rulings:
    1. Only one of either Visualization of the Mind or Visualization of the Body can be active at any given time.

    2. One each of Visualization of the Mind and Visualization of the Body can be active at any given time.

    3. Three each of Visualization of the Mind and Visualization of the Body can be active at any given time, one for each ability score.


    1 person marked this as FAQ candidate.

    Here is a list of all of the Metamagic Feats I could find that don't have a rod:

    Aquatic Spell:

    An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the [fire] descriptor. In addition, the spell can be cast from the surface into water and still be effective.
    Level: 1

    Brisk Spell:

    You can alter spells that grant a creature a movement type it doesn't normally have to increase the speed for that movement type by 10 feet.
    Level: 0
    Prereq: Dex 13+

    Coaxing Spell:

    A mind-affecting spell modified by this feat affects mindless oozes and vermin as if they weren't mindless.
    Level: 2
    Prereq: Spell Focus (enchantment), Knowledge(dungeoneering) 6 ranks.

    Consecrate Spell:

    Spell is maximized against evil creatures and creatures with the evil subtype.
    Level: 2

    Contagious Spell:

    A caster level check to dispel or remove a contagious spell that fails by 5 or more causes it to spread from the original target to the creature that attempted to remove it. The spell spreads to the new target regardless of its normal range or any special targeting requirement like a melee or ranged touch attack. The spell is treated as if you had just cast it on the new target. The new target receives a saving throw or the benefit of spell resistance (if applicable) if the spell normally allows it.
    Level: 2

    Encouraging Spell:

    Any morale bonus granted by an encouraging spell is increased by 1.
    Level: 1
    Prereq: Cha 13, Diplomacy 6 ranks

    Fearsome Spell:

    Spell damage causes the shaken condition
    Level: 2

    Fleeting Spell:

    Dismiss spell more easily
    Level: 0

    Furious Spell:

    Spell deals more damage and can be cast while in a rage
    Level: 1

    Heighten Spell:

    Treat spell as a higher level
    Level: Special

    Intuitive Spell:

    Cast spell without thought components
    Level: 1

    Jinxed Spell:

    A creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx.
    Level: 1
    Prereq: Any two metamagic feats, Halfling Jinx trait.

    Logical Spell:

    Cast spell without emotion components
    Level: 1

    Scarring Spell:

    Emotion or fear spell gives penalties against further such spells
    Level: 1

    Scouting Summons:

    When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary).
    Level: 2
    Prereq: Spell Focus (conjuration), ability to cast magic jar

    Seeking Spell:

    A seeking spell's range can bend around obstacles to reach the intended target.
    Level: 2

    Shadow Grasp:

    Entangle creatures with spells you cast that have the [darkness] descriptor.
    Level: 1
    Prereq: Tenebrous Spell, Umbral Spell

    Solar Spell:

    Spells you cast with the [light] descriptor are fortified with the cleansing energies of the sun.
    Level: 1

    Solid Shadows:

    When casting greater shadow conjuration, greater shadow evocation, shadow conjuration, or shadow evocation (and, at the GM's discretion, any similar spell with the [shadow] descriptor that mimics a spell of another school), that spell is 20% more real then normal.
    Level: 1
    Prereq: Spell Focus (illusion)

    Studied Spell:

    Spell uses Knowledge to bypass racial resistances
    Level: 2

    Stylized Spell:

    Spell is difficult to identify and might be mistaken for a similar spell
    Level: 1
    Prereq: Bluff 5 ranks, Spellcraft 5 ranks

    Tenacious Spell:

    Spell is difficult to dispel and remains for 1d4 rounds
    Level: 1

    Tenebrous Spell:

    Spells you cast in dim light or darkness are harder to resist or dispel.
    Level: 0

    Threatening Illusion:

    Cause a target to believe your illusion is a threat.
    Level: 1
    Prereq: Spell Focus (illusion), gnome

    Toxic Spell:

    You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor. Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell's DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save.
    Level: 1
    Prereq: Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature

    Traumatic Spell:

    Emotion or fear spell causes nightmares
    Level: 2

    Trick Spell:

    Only enchantment spells that affect a single target and can be negated with a successful Will save can be trick spells. If the target fails its Will save against a trick spell, in addition to the spell's normal effects, the target also clumsily hinders itself. Immediately attempt a special combat maneuver check (1d20 + your caster level + your Charisma bonus) to perform a dirty trick combat maneuver against the target. Any feats you have that apply to dirty trick maneuvers (such as Greater Dirty Trick) also apply to this check.
    Level: 1
    Prereq: Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of a deity of trickery, lust, and revenge

    Umbral Spell:

    Spell gains the [darkness] descriptor and target of the spell radiates darkness in 10-foot radius while the spell is in effect.
    Level: 2
    Prereq: Tenebrous Spell

    Vast Spell:

    You can alter a spell that targets a number of creatures no more than 30 feet apart, such as haste. The maximum distance apart of those you target with the spell increases to 60 feet.
    Level: 1
    Prereq: CL 3

    Verdant Spell:

    A mind-affecting spell affects plant creatures (even mindless plant creatures) as if they weren't immune to mind-affecting effects, but has no effect on other types of creatures.
    Level: 2
    Prereq: Spell Focus (enchantment), Knowledge(nature) 6 ranks

    Widen Spell:

    You double the affected spells area of effect
    Level: 3

    Yai-Mimic Spell:

    You can shoot ray spells from your head, you require no somatic components when doing so, and you gain regeneration.
    Level: 3
    Prereq: Int 15, Still Spell

    Do we assume these rods don't exist for a reason, or would you allow them to exist in your game (either all or case-by-case)? Some of these feats have pre-requisites that could cause the rod to either be more expensive or preclude it altogether.


    If a Magus uses spell combat to cast a spell and full round attack and uses quickened spell to cast a touch attack spell as a swift action, does the touch attack from the quickened spell take a -2 penalty as well?

    Spell Combat:
    As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

    RAW I would say no, but RAI might be yes.


    I was wondering what would happen if I crit my attack roll when delivering Corrosive Consumption.

    Corrosive Consumption:

    School conjuration (creation) [acid]; Level magus 5, sorcerer/wizard 5
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration 3 rounds
    Saving Throw none; Spell Resistance yes

    With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6). The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to halve the damage for that round and negate the remaining rounds of the spell.

    Here are some possible interpretations:

    1. No damage from the spell is doubled on a crit
    2. All damage from the spell is doubled on a crit
    3. Only the initial 1 point of acid damage per caster level is doubled on a crit.


    If I take the Two-Handed Weapon Ranger Combat Style and choose Power Attack for my 2nd level feat, could I choose Great Cleave as my 6th level feat without having Cleave at all?


    This subject came up in a recent session where one player kept wanting to continue a game day until they had exhausted their per day resources even though others were advocating resting to restore spells and other abilities. This game day went for a few sessions and around 12 combats, mostly smaller encounters but a few bigger ones.

    So my question is, what do you prefer as a player or as a GM? I.e. an approximate number/day, to go until casters are scraping the bottom of the barrel, rest once X% of per day abilities have been used, wait for a natural break in the story, start every session rested, etc.


    I saw this FAQ and I wasn't sure how various effects might interact. By the FAQ, you can have one magical effective size increase and one mundane size increase, Bashing Shield and Enlarge Person are mentioned. But what about mundane size increase such as wielding a large weapon? Here is what I came up with:

    Large Shield +1
    Shield Spikes +1
    Enlarge Person +1
    Bashing Shield +2

    For a minimum +3, maximum +5 depending on what stacks. I'm likely missing some options, so feel free to post any others you think would give a higher bonus and/or stack.

    How much of this would stack?


    If a 20th level half-orc brawler takes the "Add ¼ to the brawler’s effective level to determine her unarmed strike damage" favored class bonus at every level and wear's a monk's robe, what would their unarmed damage be? Specifically, is 2d10 a hard cap or would you determine what an effective level 30 Brawler's unarmed damage would be?

    Similarly, is 16d6 a hard cap on damage dice on the size progression chart, or do you use the progression to determine higher damage dice?


    If I am wearing a Meridian Belt and have a Ring of Regeneration in one of the non-active slots when I take damage, will that damage be healed if I switch to that ring after combat?

    Meridian Belt wrote:
    ...allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn't used to make that ring active during that attunement period.
    Ring of Regeneration wrote:
    ...only damage taken while wearing the ring is regenerated


    1 person marked this as FAQ candidate.

    I have found several discussions, but no official ruling on how Sash of the War Champion works with no fighter levels.

    Sash of the War Champion wrote:
    The wearer treats his Fighter level as 4 higher than normal for the purpose of the Armor Training and Bravery class features.

    There are 2 basic questions:

    1. If a character with no fighter levels wears this, do they gain the Armor Training and Bravery class features?

    2. If a character with 1 fighter level wears this, do they gain the Armor Training and Bravery class features?

    Bonus question:

    Does Sash of the War Champion stack with Band of the Stalwart Warrior to give +8 effective Fighter levels for the Bravery class feature?


    I have a few questions about combining Eldrich Archer Magus, Dye Arrows and Named Bullet:

    1. If I deliver a ranged touch attack spell with a dye arrow and hit against touch, is the target hit with that spell?

    2. If I deliver a ranged touch attack spell with a dye arrow and hit against touch, do elemental damage weapon abilities apply (flaming, frost, etc.)?

    3. If the dye arrow has named bullet cast on it, would the ranged touch attack spell have a crit threat if it hits against touch?

    I welcome any thoughts on legality and brokenness.


    I have a few questions about combining Eldrich Archer Magus, Dye Arrows and Named Bullet:

    1. If I deliver a ranged touch attack spell with a dye arrow and hit against touch, is the target hit with that spell?

    2. If I deliver a ranged touch attack spell with a dye arrow and hit against touch, do elemental damage effects apply (flaming, frost, etc.)?

    3. If the dye arrow has named bullet cast on it, would the ranged touch attack spell have a crit threat if it hits against touch?

    I welcome any thoughts on legality and brokenness.


    Sorry in advance if this is the wrong place for this post.

    I am looking for ways to extend the duration of spells outside of Extend Spell and Ring of Continuation. So far I have not found anything. Any help would be appreciated.

    Do you think that a metamagic feat/rod that bumped up duration to the next category would be acceptable (similar to Reach Spell for distance categories)? I was thinking it would be either +2 or +3 and follow the progression:

    Round/level
    Min/Level
    10 min/level
    Hour/level

    Let me know your thoughts.


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