Stone Giant

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Can you cast spells while under the effects of the Minimus Containment version of Binding? I assume RAI is no, but the Metamorphosis version is explicit that you can't, and Minimus Containment isn't. If the jar used for Minimus is left without a lid, could you get out?

Binding

My thought was to use Minimus Containment to protect my real body while I used Spirit Jars to keep myself in another body "permanently". I initially figured I could set "my soul returns" as the condition that ends the binding. But maybe I don't need a condition if I can cast spells, just say Minimus.


Looking to get some input on making Radcliffe Emerson from the Amelia Peabody mysteries for play in the Mummy's Mask AP.

Kinda torn right now between multiclassed Archaeologist Bard/Urban Barbarian and straight up Evoker Wizard.

He needs to be focuses on Osirionology, and should ideally be both smart and strong. I think "smart" could be accomplished with high skills instead of just high INT though. "Strong" could be accomplished by not dumping STR and taking the "Knowledge is Power" Arcane Discovery.

Figure 25 pt buy, as we generally roll stats with generous terms.
Might have more than standard feats available, but not certain.


How exactly does it work? Does it retain the stats it had as an animal companion, or does it revert to an awakened version of its animal type?

I've got a Sylvan sorcerer with an Ape companion, and I would like to awaken it at some point, and use Leadership to keep him on as my cohort.

If I wait until 16th level and have Robes of Arcane Heritage and Boon Companion, would he have the stats of a 20th level AC? Or upon awakening, does he become a basic awakened dire ape, since he's no longer a class feature?


Anyone know of a way to get to use Touch of Destiny on yourself before Quicken SLA?

Destined Bloodline.

Destined Bloodline wrote:
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

I think this sounds perfect for an "everyman" hero, but I can't seem to find a way to use it on yourself.

Optimistic Gambler lets you use the Touch of Rage Orc bloodline ability, but that's a morale bonus and this an insight bonus.


Trying to figure this out. Read a bunch of old threads and didn't get an answer.

Anthropomorphic Animal

Awaken

As I read it, you could cast Anthro first, and then cast Awaken. Anthro doesn't change the creatures type, so it's still an animal for the purposes of Awaken. I saw a lot of people saying you'd need to drain the Int back down to 2, but I don't see any rules reason for that. Someone else know if this is in a FAQ or something?

If you did an Extended Anthro to say 26 hrs, and then cast Awaken, would the creature revert to being a quadruped again once Anthro wore off, or since you turned it into a magical beast with Awaken would that be its new form now?

If it reverts, then you need Permanency on the Anthro. Since you changed its type with Awaken, if the Anthro was ever removed, it wouldn't be a valid target for that spell again. Correct?

Does anyone think it should immediately lose the Anthro upon being Awakened?


Apologies if this has been done before, just getting back into gaming a bit after a hiatus, and looking at playing a sohei/quinggong. Never played monks much, but the PF monk looks significantly better than the 3.5, and I think a sohei/quinggong monk should be a viable party tank.

I was wondering about proposing some alternate powers to my DM, and I'd just like to run them by some other people beforehand to make sure I'm not being unrealistic.

Plus I find the power structure for quinggong confusing. I'm seeing 4th level spells at 8th level and 3rd level spells at 16th level.

I'd like to propose Haste and Divine Power (maybe "Inner Strength" as per Divine Power) as 8th and 10th level powers, with a ki cost of 3 and 5.

Not sure what else I'd propose, but I'd welcome suggestions.


Just wanted to get some feedback on whether or not this idea is crazy.

I wanted to make a character who uses the Summoner as a base, but instead of calling a powerful outsider, he becomes one. Here are some of the changes I was thinking of:

Uses Eidolon physicals, standard mentals
- to make this more fair, roll only the mental stats, or use a half point buy (7, 10, or 12) to buy mental stats only
No Summon Monster SLA
Remove other Eidolon specific abilities (life link, etc)

Since I'm losing out on the most powerful feature of Summoner, the action economy, I figured this is probably weaker than Summoner, but I think it would still be viable. If necessary, could tinker with the spell list to add/reduce power of the class.


So, a human oracle or sorcerer can add one spell known, as long as it's one level lower than the highest level they can know. Isn't that the equivalent of taking Expanded Arcana every two levels? Seems to me that getting 10 feats is a lot better than 20 hp or 20 skill points. Am I looking at this wrong?


After doing a lot of lurking on the Dumping the charisma thread, I thought it would be beneficial to have a place to compile some house rules for making Charisma a more attractive stat.

First, some food for thought "borrowed" from ProfessorCirno

ProfessorCirno wrote:

To put it another way, here is what stats do completely outside of class abilities AND outside of skills.

Strength: Hit and damage on melee attacks and touch attacks, damage on most ranged attacks, ability to carry things
Dexterity: Hit on ranged attacks, initiative, reflex
Constitution: Health, fort saves, health, and health.
Intelligence: Languages known at start, number of skill points, multiple melee feat requirements
Wisdom: Will saves
Charisma: ~none~

I would add to Charisma's category that it increases Leadership, arguable the most powerful feat (but one that isn't always allowed).

So, post your house rule suggestions for making Charisma a stat that gives some decent mechanical benefits.


I am thinking about the change to the Protection and Magic Circle spells, and while I agree they were too good at protecting against mental influence, I wonder about the hole left by this change. Specifically, the True Neutral alignment.

It always bothered me a little before that Holy Word/Dictum/Blasphemy/Word of Chaos had one alignment that couldn't be touched. I think those are particularly nasty SoS spells though, and I'm not a big fan of SoS in the game, so I was ok with it. I guess my primary problem is that True Neutral actually seems an alignment that gives a mechanical advantage over the others.

My preference is for all alignments to be more or less even in terms of mechanics, so that the choice is really about roleplaying and not for optimization.

So, I'm wondering if there should be a suite of spells that target neutrality. I can see it from a flavor perspective as well. There has got to be some zealot somewhere that can't stand the idea of a "fence sitter" alignment who would come up with them, and the sheer usefulness of the spells would make them common. After all, this would allow you to affect/protect against 5 alignments rather than 3, and it would mean that each alignment can be targeted by two spells rather than one.

So, am I way off base, or do I have something here?

Edit: forgot the quote that inspired me: "I hate these filthy neutrals Kif! With enemies you know where they stand but with neutrals? Who knows! It sickens me."


I was just hoping someone knows where I can find a listing of mounts that can be purchased.

I was looking at my MM III yesterday after running part of Rise of the Runelords (mixed PF and 3.5 game), and thought the Rage Drake would be an absolutely perfect mount for one of the PCs. I could let him know and allow it as a cohort with Leadership and Dragon Cohort, but there are rules for just buying one, and I might allow that.

So, I was hoping to find a list of possible mounts that other chars could look at, in case we did go this route I wouldn't want his char to overshadow some of the others. This isn't a highly optimized party, and the PC in question is already a cleric/ordained champion.


Pointless exposition: When I was looking at the weapon illustrations in the core rulebook, I saw the club had spikes and somehow immediately thought "why isn't there a two handed martial version of the morningstar?" So, I started statting one up as a house rules weapon.

In doing my comparisons, I compared my new versions to standard great axe, greatsword, and falchion. As a 2d6 x2, it was quite inferior (of course). As 3d6 x2, a little too good (that's two dice steps up from morningstar, just like great club is two steps up from club). I settled on 2d8 x2 as the best stats to make it worth taking but not overly so.

Upon seeing that 2d6 x2 was IMO a bit weak for a two handed martial weapon, I thought "what about the great club? I mean, I knew it was weak, but that's just ridiculously weak." The solution seemed obvious: make it a simple weapon. That way, it is available as a genuinely good option to some classes.

Also, a number of historical manuals show "peasant's staff" as a weapon and it's pretty much a great club, so it fits contextually as a peasant's (simple) weapon.

The Point: the great club has always been an underpowered martial weapon that no one took except for flavor. Clubs are typically peasant weapons. Why can't a great club be simple? That said, am I totally missing something broken I'd be allowing?