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So in our party of mostly 14 to 15th level characters we have an issue where the fighter and magus charge in while the pure cleric and my mystic theruge stay behind to cast. Usually the fighter (a two handed dwarf) hits so hard most things are not that big a challenges.

However the GM is ramping things up and we're fasting more and more casters, sometimes multiple casters with artifacts. I'm able to counter quite a bit and knock them out however I'm getting sucked into a role where the pure healer isn't healing well and we're getting very close to TPK.

For example in one fight when I had a very nice spell lined up for a demon/undead thing due to some bone head moves the fighter was dropped to dying, the magus was paralyzed and cleric (with no quicken..)wasted his turn doing something pointless. I had to burn my turn quicken Heal, then use spell synergy to pull out a remove paralysis/heal on the magus then throw up an emergency force sphere to keep from being splattered. Instead of a thank you for pulling out a record high four spells in the round (one quickened, two SS, one immediate towards next rounds swift) I was threatened like dirt for suggesting we be a little more careful next time.

Only reason I have just up and left their collective arses in combat is I'm CG (there CN) and the quest is for my god so i don't want to appear cowardly for RP sake there. Advice?


And if so what other spells would this be? Including divine input spells like Augury, Commune, etc


How do I keep a demiplane with no door (plane shift in only) from nasties from astral or ethereal plane as well as enemy casters?


So i want to take True Name to get a planetar for my pet. It allows up to 18 HD so being this is a 17 I wanted to give him a level or cleric, giving him access to 9th lvl spells, domains, maybe channeling, etc.

Is this possible and if being hes a 17th lvl cleric does it all stack? I would think so since unlike Summon Monster you are calling a specific individual.


Trying to calculate this, but my heads about to explode..


I loved this feat in 3.x, why did it not make it over? I think a 4 lvl penalty is fair for the trade off.


1 person marked this as FAQ candidate.

I didn't see anything under spellcraft or stealth for this. Anything RAW on this?


Unsteady Combatant (based off Unprepared Combatant)

School enchantment (compulsion) [emotion, mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

The target takes a –4 penalty on skill checks and Fort saves.

Stammering Combatant (based off Unprepared Combatant)

School enchantment (compulsion) [emotion, mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

The target takes a –4 penalty on spellcraft checks and Will saves.

Beckoning Portal

School conjuration (creation or calling); Level cleric/oracle 6, sorcerer/wizard 6
CASTING

Casting Time 1 standard action
Components V, S, M (see text)
EFFECT

Range medium (100 ft. + 10 ft./level)
Effect see text
Duration instantaneous, 1 round/level; see text
Saving Throw none; Spell Resistance no

A lesser form of Gate this spell opens a portal that invites an outsider to enter. You have no control over the outsider, nor can any named being be summoned through it. The outsider will be randomly selected. It simply opens a portal in a random plane, near an outsider of random choosing without HD limitations. Anything from a sub HD creature to Pit Fiends may pass through but only one outsider by pass. The outsider passes through the portal and will behave as a standard outsider of that type in a way normal of its choosing (including attacking any present, even the caster). Outsider stays for 1 round per level before the portal collapses, sucking the outsider back through (regardless of how far it may have traveled in that time). Anyone else trying to pass into the portal will find that they pass through as if it was non-existent. Any attempt to trap, encircle, or otherwise keep or deal with the outsider will find it fails as it behaves very much like a summon monster spell.


Wizard 1 attacks Wizard 2 with a spell, let say dominate person. Both have spell turning up. Spell turns from wizard 2 to wizard 1 but whats happens next?

1: Spell lands as normal. I think this is unlikely as the spell is still a directed spell.

2: Spell is turned from wizard 1 back to wizard 2 again costing the spell levels it takes:

-2A: lands as normal

-2B: replaces back and forth til one of them runs out of spell levels then sticks as normal.

3: Universe collapses under all the bouncing, resulting in a rip in time and space to a parking lot space between GURPS and World of Darkness. Gygax gets a true res and Eliminster plane shifts to our time to become UN president.

I'm thinking 2B sounds most correct but I'm not hatin option 3.


We talked about this the other day but I'm having a hard time figuring out the numbers.


So few questions here. Lets say you have a familiar that starts with two attacks to start at the same base (in this case its a great horned owl which starts with 2 claws +3).

Question 1: Hows this change once my level adjusts this up. RAW says

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Ok so lets say my base is +6/+1. Does this mean his attacks before abilities feats etc is +6/+1 or +6/+6/+1 (for extra claw)

Question 2: If i get an artifact "that raises my base to that of a fighter" while holding it does this mean my familiar gets this too while holding it? I know this is a hard one but be as specific to raw as possible.


Say you can get spell perfection but DM says the limitation is you can only get a 1st or 2nd lvl spell, what spell would it be. Assumed MM feat you will apply is Heighten and your SP boosted feats are spell focus in the given class and greater spell penetration.

Thoughts so far:

Doom (for -2 to DCs, auto hit ranged but mind effecting)
Ray of sickening (for -2 to DCs, ranged touch but necromany)
Touch of gracelessness (-dex and prone if moving full)
Unprepared combatant (-4 to init and reflex saves)
Charm Person (very powerful but limited to humaniods)
Color Spray (very powerful but limited on mind immune)

Hold Person (very powerful but limited to humanoids)
Glitterdust (very powerful but limited to things with eyes, no SR)
Silence (moderately powerful but cast on friendly BSF is almost as effective)
Acid Arrow (paired for daze rod for mucho cheese)
Snowball (also cheese, pair with rime rod for cheese)

Thoughts?


So we all know and love rope trick right? We used it many a moon and it works great til you start getting hungry for something bigger, more permanent. Create Demiplane seems to fill that void and would love to use it to create that nice place for everyone to go to.

My goal is to build a nice building there with a nice place to relax with altered time (slow/non existent) for study, crafting, downtime in general as well to store items and artifacts.

With that said how do most of you use it?


just kidding, they aren't. This post has nothing to do with that.

Its actually asking why so many people love color spray and glitter dust. Besides being of dubious flavor the range of color spray and the save make it pretty weak. And on glitterdust sure it helps vs invis but at second well why not just cast see invis?

Both aren't bad but not the omg must haves I always hear of. Am i crazy? Set me straight.


Sounds like Planesnape-ish with a central locale and factions. What does this system provide the traditional pathfinder system not offer?


Like to hear some before I share my embarrassing ones.


i asked this before but never got an answer.

Mentioned:
Spell focus
Penetration
Weapon focus (ray)

Non-mentioned but thought possible:
Spell specialization
Dispel Synergy
Divination Guide
Glorious Heat
Improved Critical (ray/touch)
Spell Bluff
Augment Summoning
Tenacious Transmutation
Allied Spellcaster
Warrior Priest

Any others?


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I know Treantmonk has a fine guide for all spells but it really doesn't cover other guides and little known spells. In my campaign my DM even allows some 3.5 spells when approved. So with that said lets get into it, add as you see fit, will be added to the top post:

1st:
Wiz/Sorc:
Ear piecing scream - Fort save sucks but dazed is nice
Snowball - Fort save but conjuration so no SR and nice staggered effect
Vanish - 5 rounds make of invis at 1st level slot, yes please!

2nd:
Wiz/Sorc:
Create pit - alot of people either dont know about this still or just overlook it. Create way not just to trap people but get under doors, past barriers, etc

4th:
Boneshatter - good damage for the level but quicken one followed by another for automatic exhaustion)


Its bad enough wizard feats are heavily regulated to mostly MM feats. in addition to needing more feats (suggesting 1/4 level instead of 1/5 with scribe scroll open to any feat) these feats should be changeable as a fighter can change theirs. This would allow someone to use some +1 level feats early on then drop them for +3/+4s later. As it is its far too hard to get a wide range of MM feats as a wizard and still have any left to use for development.


No options for goodies?


3 people marked this as FAQ candidate.

According to the rules of being blind/closing your eyes if you take 50% miss chance hit. This is being used in our campaign by someone as a way to face someone with max mirror images (8 total meaning roughly a 12% chance of success).

If this is going to be the case having extra image basically does nothing for you. My argument is closing your eyes means having a stacked miss chance (50% chance of hitting an image vs the image).

The argument is heated in our group on both sides. I'm asking an FAQ answer as mirror image is a source of many rules topics.


1 person marked this as a favorite.

Trying to justify uses for silent image as a combat spell to aid my group. What uses does silent image in combat other than simulating walls for escapes and over pits as traps? Also bonus point for best use of silent image for believable scary "allies".

I was thinking summon monster of something fairly decent then silent image a boatload of the same thing behind it to make it looks like an army size portion. Sure one dire wolf is meh but 40 to 50 dire wolves....


Two parts here, unfortunately its a tricky set of questions:

1.) Lets say you want to charm an undead (suspend your disbelief). You have Heighten spell so you really want it to stick so you pump it up to a 7th level slot. You have a lessor Threnodic Spell so you could apply the spell normally. Question is if the Heighten spell for purposes of the rod is a 1st or 7th level spell? Also can the order of the rod/feat combo be switched so it works?

Bonus question: Does an undead humanoid count as just an undead or humanoid for purpose of a "person" for Charm Person once the Threnodic Spell feat is applied?

2.) Same scenario as above but the spell is a spell perfection spell so the Heighten is "free" making the spell a 1st level slot again. Rod works correct?


So the ones listed are spell focus, spell penetration and weapon focus. Are there any others? I'm having a hard time thinking of any others. It specifically says feats so no traits or class abilities will work.


DM seems to think its DR only against evil creatures. I think its 10 vs everything other than evil aligned weapons or +3 and above. Please clarify.


Seems that anything obscuring mist can do silent image can do bigger with more options. Sure you have to concentrate and will can disbelieve but how can mist really be interacted with to be disbelieved other than a fireball not burning it away?


So lets say I have a situation where I get into combat with something, lets say a low tier demon. I don't have anything else left but say an illusion spell, for this example silent image. I create an illusion of a Astral Deva to "defend me". Let say the demon decides what the heck and attacks it, rolls will but fails.

Question is:
- Can the illusion make him think hes being hurt even though hes not?
- Will the illusion seem like its really fighting him but missing?
- Will the illusion not be disbelieved if his attacks go through the illusion?
- And would the attacks not be disbelieved if I speak to the illusion telling it to "cast a spell/use an item to make it immune to attacks" that the attacker can hear?


So for awhile i have access to an epic item that grants one sell per level with spell perfection. Once i pick I cant change it but otherwise this is pretty freaking sweet. However I'm stuck picking spells as I have access to wizard cleric and druid lists (a mystic theurge with special access to druid spells). My MM feats are heighten, piercing, persistant, and about to pick up maximize. I already have quicken on rods.

Some thoughts:

1st: Charm person
2nd: Hold person or silence
3rd: Slow
4th: Confusion?
5th: Flesh to stone
6th: Disintegrate
7th: ?
8th: ?
9th: ?

Advice please guys, thanks.


12 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

So feats says:
In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

However on Piercing spell Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

So with that said would this not treat the benefit as double?


Kind of on the fence here.


Seems weak being resistant sphere can do the same thing but doesn't seem to be the enigma everyone mentions. Am I missing something?


Lets say theres a few rogues in a room who all have improved evasion and I let off a dazing fireball. Some pass, some fail. Do the ones that fail get dazed? I would assume so as they failed the save and take damage even if its still halved.


I'm already setup to get Spell Perfection for other spells but if I use this as a Half-elf does this give me the option of making any spell on the fly a Spell Perfection option? While legal is seems to let you have incredible power in situational circumstances without a long term commitment.


12th level so far:

Conjuration (teleportation) specialist

Int(adjusted): 29

Feats thus far:

• Skill focus (racial HE) Spellcraft
• Alertness (familiar)
• 1st level feat: Spell focus (evocation)
• 1st level wizard: Scribe scroll
• 3rd level feat: Intensified spell
• 5th level feat: Heightened spell
• 5th level wizard: Persistent spell
• 7th level feat: Spell penetration
• 9th level feat: Greater Spell penetration
• 10th level wizard: Piercing Spell
• 11th level feat: Opposition research (necromancy)

Considering:
13th level: Spell focus (evocation)
15th level wizard: True name (Planetar)
15th level feat: Spell Perfection (Prismatic Spray or ball lightning)
17th: Feat: Spell Perfection (Flesh to stone)
19th: Bonus feat: Spell Perfection (feeblemind?)
20th: Wiz feat: Immortality

Rods I have:
Lesser Rods:
Lesser Thanatopic metamagic rod
Lesser Threnodic metamagic rod
Lesser Rime metamagic rod
Lesser Sickening metamagic rod
Lesser Dazing metamagic rod
Lesser Elemental metamagic rod
Lesser Enlarge metamagic rod (range)
Lesser Extend spell metamagic rod (duration)
Lesser Selective spell metamagic rod
Lesser Silent spell metamagic rod
Lesser Focused metamagic rod
Lesser Bouncing metamagic rod
Lesser Piercing spell metamagic rod
Lesser Persistent spell metamagic rod
Lesser Intensified spell metamagic rod
Lesser Empowered spell metamagic rod
Lesser Maximize spell metamagic rod
Lesser Echoing spell metamagic rod
Lesser Quicken metamagic rod

Medium rods:
Dazing metamagic rod
Selective metamagic rod
Extend metamagic rod
Rime metamagic rod
Bouncing metamagic rod
Piercing metamagic rod
Focused metamagic rod
Persistent metamagic rod
Empower metamagic rod
Maximize metamagic rod
Quicken metamagic rod

Greater rods:
Greater focused metamagic rod
Greater piercing metamagic rod
Greater dazing metamagic rod
Greater quicken metamagic rod

With the above said is this good? Should I change something? I know alot like to summon alot but I tend to play debuff and suck or saves. I know the rods are alot of wealth for my level but we're playing a heroic level campaign with alot of the BBEG are very well equiped.


Our DM has brought in the old throwbacks from SJ in. We've found a few Spirit Warriors and a Zwarth that we might be able to use. i found the below but not sure this is quite right. http://lost.spelljammer.org/ShatteredFractine/critters/monsters/spiritwarri or.html


1 person marked this as FAQ candidate.

RAW says:
On command, one item held in the hand wearing the glove disappears. ...With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. .. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. ...

So if say i have a rod in hand and a rod in the glove when I snap my fingers do they swap or does the stored rod appear knocking my held item away or fall to the ground and no return the item in hand to the glove?


1 person marked this as FAQ candidate.

Just to clarify before I start using this with my wiz how this works with damage over time.

The feat says "When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell."

It does not say it is limited to instantaneous spells only so it suggests damage over time would continue to stack dazing durations. Stacking effects seems to be supported by "If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell."

So with that said:

1.) Can I get a confirmation damage over times continues to daze...

2.) That the effects stack rather than reset the duration.

3.) That there is no saves for the effect beyond the initial save.

4.) That things without mind and things immune to stun are not immune to daze.


Wizard A casts Time Stop to buff up to sockit to Wizard B. But Wizard by has a contingency in place to cast something, lets say "Teleport me to X is I'm subject to a process that stops time such as a Time Stop spell".

According to the contingency spell [I]"contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur"[I/].

This suggests its not just an immediate action but that it it happens AS the first circumstance happens. In fact Time Stop suggests that you're acting in normal time, just Wizard A is moving fast. Being that the casting for your teleport has already been spent you should be able to leave. So with that said could you not escape Wizard A evil plan with a simple contingency, even if you arranged with Wizard A having a couple of rounds done by the time you arrive?


My GM is under the impression that invisibility (per the spell) who fall and no count before landing. For example if a rogue was invisible per the spell he would no be able to use it to make a sneak attack because the spell would drop immediately on trying. Whats the ruling on this?


IF BBEG has mirror image up and I cast magic missile at him "The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment.".

So if I'm reading that right the magic missile is not fouled by illusions and would go straight for the BBEG instead of his illusion selves right? More so since mirror image says "Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. " So being everyone in view sees the missiles popping the third guy from the right basically they can negate the effect of the spell like a normal illusion correct?

I think I'm right here but just want to confirm.


Either same spell or two of the chain that are different. Does it extend the pit deeper, create a pit below with the original pit's floor above as the ceiling, or does this just create a duplicate pit in the same space. Assume the casting point of the second pit is at the bottom, not at its surface starting point. My desired outcome is to create a deeper pit then dispel the first instance, trapping the individual in a pit "pocket" that will timeout locking them in stone.


In an interesting situation where we have a pile of dead adamantine golems. It says theyre made of 600k of materils but GM rules these are pure adamantine instead of added gold/platinum, etc. What would you rule the price is per pound?

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