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Lets say you're about to GM some unnamed adventure path.
I'm wondering if any of these are stronger than the next.
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Basic Long Jump Rules:
The DC is equal to the distance you wish to travel – a 5-foot long jump is DC5, etc. Double the DC if you don’t move at least 10-feet before your attempt. Total distance jumped can’t exceed your base movement. Say, I have a character with 40 base movement and +20 Acrobatics.
In detail, describe the process.
Roll With It (Combat, Goblin):
Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. Mob has an attack that if sucessful grants a grab attempt.
Mob attacks the Goblin and beats the Goblins AC. The Goblin is to be dealt 18 damage followed by a grab attempt that would be easily sucessful. The Goblin rolls a 25 to "Roll with it" to avoid the damage. Does grab apply before "Roll with it"?
Major Magic (Sp):
Benefit: A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. 1. Besides rest, is there a way to recharge uses? 2. Can I buy a wand of or a scroll of the spell I choose? Say like a Wand of Mage armor and not have to UMD it because it was my Major Magic choice. *edited*
Say you are a level 10 Slayer and take Opportunist, then at level 11 take Dirty Trick Master, assuming you’ve taken the prerequisites. Combat ensues like this:
The condition can be removed with a standard action.
Dirty Trick Master:
Benefit(s): Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature's), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first). Greater Dirty Trick:
Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action. This Character Build: Goblin Race ...personal choice. 1. Two Weapon Fighting 2. Finesse Rogue (Slayer) 3. Combat Expertise 4. Improved Dirty Trick (Slayer/Ranger) 5. Agile Maneuvers 6. Improved Two Weapon Fighting (Combat Trick) 7. Greater Dirty Trick 8. Quick Dirty Trick (Slayer/Ranger) 9. Kobold Style 10. Opportunist (Slayer/advanced) 11. Dirty Trick Master
This is a Dirty Trick concept build based on Ranger Combat Style (Besmara).
Quick Dirty Trick :
Benefit: On your turn, you can perform a single dirty trick combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver. Blind:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them 1. Two Weapon Fighting
Jewels ButtonTheif: Jewels ButtonTheif Female Goblin Slayer 8 CN Small humanoid (goblinoid) Init +6; Senses darkvision 60 ft.; Perception +12 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size) hp 76 (8d10+24) Fort +8, Ref +12, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee kukri +13/+8 (1d3/18-20) and . . kukri +13/+8 (1d3/18-20) Ranged shortbow +15/+10 (1d4/×3) Special Attacks favored target, sneak attack +2d6 -------------------- Statistics -------------------- Str 10, Dex 22, Con 14, Int 14, Wis 12, Cha 5 Base Atk +8; CMB +13 (+17 dirty trick); CMD 23 (25 vs. dirty trick) Feats Agile Maneuvers, Combat Expertise, Greater Dirty Trick, Improved Dirty Trick, Improved Two-Weapon Fighting, Quick Dirty Trick[UC], Two-Weapon Fighting, Weapon Finesse Traits goblin foolhardiness, trap finder Skills Acrobatics +20, Climb +14, Disable Device +17, Knowledge (dungeoneering) +13, Perception +12, Sleight of Hand +13, Stealth +20, Swim +10; Racial Modifiers +4 Acrobatics, +4 Climb Languages Common, Draconic, Goblin SQ combat styles (besmara), slayer talents (combat trick, finesse rogue, ranger combat style, ranger combat style), track +4 Other Gear studded leather, arrows (20), blunt arrows (20), kukri, kukri, shortbow, backpack, bedroll, earplugs, thieves' tools, trail rations (5), waterskin, 40 gp, 3 sp, 7 cp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white vision only). Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Favored Target (+2, 2 at a time, Swift) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them. Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove. Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick. Quick Dirty Trick May perform a dirty trick in place of your first melee attack. Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Track +4 Add the listed bonus to survival checks made to track. Trap Finder Use Disable Device to disarm magic traps, like a rogue.
1. You're grappled by say, a human monk.
By RAW, what happens? Levitate: Casting Time: 1 standard action Range: Personal or close (25 ft. + 5 ft./2 levels) Target: You or one willing creature or one object (total weight up to 100 lb./level) Duration:1 min./level (D) Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
Say a caster casts a full round action spell with a range of touch, and uses a familiar to deliver it. The familar being the toucher can move off and deliver the touch in the same turn that the caster, cast it, right? Additionally, can you use a MM Rod to cast a 3rd level spell and instead of your using your familiar add MM feat "Reach" to it and bump it to a 4th level spell slot?
"A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information." I ususally ask:
What are your go to questions?
Full Caster Archer. Gear isn't optimized for sure. Didn't touch the spell list, other than the bonus spells. I love Misfortune, but didn't bother here. I did apply the Aasimar favored class bonus to wood bond +3 at level 8. Weakness: Gosh, tons. PointBlank Master requires Weapon Focus, which is good but it slows down progression to Manyshot. Feather Step Slippers was the compromise there. Always try and 5-foot step out of the way to avoid provoking. The build also ignores all of the interesting caster feats, and those progressions. Far from optimal, but it can work. Level 8:
Oracle-Archer
Azata-Blooded Aasimar (Musetouched) Oracle 8 N Medium Outsider (native) Init +8; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 17 (+7 armor, +6 Dex) hp 59 (8d8+16) Fort +6, Ref +10, Will +7 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee Masterwork Club +11/+11/+6 (1d6+5/x2) Ranged +1 Seeking Darkwood Composite longbow (Str +1) +15/+15/+10 (1d8+6/x3) Spell-Like Abilities Glitterdust (1/day) Oracle Spells Known (CL 8): 4 (4/day) Thorn Body, Cure Critical Wounds 3 (6/day) Cure Serious Wounds, Minor Creation 2 (7/day) Cure Moderate Wounds, Barkskin 1 (7/day) Shillelagh (DC 15), Cure Light Wounds -------------------- Statistics -------------------- Str 12, Dex 22, Con 14, Int 10, Wis 8, Cha 18 Base Atk +6; CMB +7; CMD 23 Feats Manyshot, Point Blank Shot, Precise Shot, Rapid Shot Traits Hunter's Eye (Longbow), Reactionary Skills Acrobatics +9, Diplomacy +16, Heal +5, Knowledge (nature) +7, Perception +7, Use Magic Device +11; Racial Modifiers +2 Diplomacy Languages Celestial, Common SQ interaction bonus, mysteries (wood), oracle's curses (legalistic), revelations (thorn burst [4d6] [2/day] [dc 18], wood bond +3, woodland stride), vow to self (1/day), woodland stride Combat Gear Potion of cure light wounds; Other Gear +2 Mithral Kikko armor, +1 Seeking Darkwood Composite longbow (Str +1), Arrows (20), Blunt arrows (20), Masterwork Club, Belt of incredible dexterity +2, Cloak of resistance +2, Feather step slippers, Handy haversack (3 @ 32 lbs), Headband of alluring charisma +2, Oracle's kit, 218 GP -------------------- Special Abilities -------------------- Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Feather step slippers Ignore difficult terrain as though affected by feather step. Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow. Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob Manyshot You can shoot two arrows as the first attack of a full attack action. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Thorn Burst (4d6) (2/day) (DC 18) (Su) As a swift action, you can cause sharp splinters of wood to explode outward from your body. These splinters deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10- foot burst. A Reflex save halves this dam Vow to Self (1/day) +4 morale bonus to one role to keep a promise. Wood Bond +3 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo Woodland Stride (Ex) Move through undergrowth at normal speed. Level 4:
Oracle-Archer
Azata-Blooded Aasimar (Musetouched) Oracle 4 N Medium Outsider (native) Init +6; Senses darkvision 60 ft.; Perception +3 -------------------- Defense -------------------- AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex) hp 31 (4d8+8) Fort +3, Ref +5, Will +3 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 20 ft. Melee Masterwork Club +7 (1d6+4/x2) Ranged +1 Darkwood Composite longbow (Str +1) +11 (1d8+5/x3) Spell-Like Abilities Glitterdust (1/day) Oracle Spells Known (CL 4): 2 (4/day) Cure Moderate Wounds, Barkskin 1 (7/day) Shillelagh (DC 14), Cure Light Wounds -------------------- Statistics -------------------- Str 12, Dex 19, Con 14, Int 10, Wis 8, Cha 16 Base Atk +3; CMB +4; CMD 17 Feats Point Blank Shot, Precise Shot Traits Hunter's Eye (Longbow), Reactionary Skills Acrobatics +4 (+0 jump), Climb -2, Diplomacy +12, Escape Artist +1, Fly +1, Heal +3, Knowledge (nature) +7, Perception +3, Ride +1, Stealth +1, Swim -2; Racial Modifiers +2 Diplomacy Languages Celestial, Common SQ mysteries (wood), oracle's curses (legalistic), revelations (wood bond +2, woodland stride), vow to self (1/day), woodland stride Combat Gear Potion of cure light wounds; Other Gear +1 Kikko armor, +1 Darkwood Composite longbow (Str +1), Arrows (20), Blunt arrows (20), Masterwork Club, Feather step slippers, Oracle's kit, 68 GP -------------------- Special Abilities -------------------- Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Feather step slippers Ignore difficult terrain as though affected by feather step. Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Vow to Self (1/day) +4 morale bonus to one role to keep a promise. Wood Bond +2 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo Woodland Stride (Ex) Move through undergrowth at normal speed. Level 1: Oracle-Archer
Azata-Blooded Aasimar (Musetouched) Oracle 1 N Medium Outsider (native) Init +6; Senses darkvision 60 ft.; Perception +0 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +2, Ref +4, Will +1 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 20 ft. Melee Quarterstaff +2 (1d6+2/x2) Ranged Longbow +5 (1d8+1/x3) Spell-Like Abilities Glitterdust (1/day) Oracle Spells Known (CL 1): 1 (4/day) Divine Favor, Cure Light Wounds, Abundant Ammunition 0 (at will) Stabilize, Detect Magic, Create Water, Light -------------------- Statistics -------------------- Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 16 Base Atk +0; CMB +1; CMD 14 Feats Point Blank Shot Traits Hunter's Eye (Longbow), Reactionary Skills Acrobatics +1 (-3 jump), Climb -2, Diplomacy +9, Escape Artist +1, Fly +1, Heal +3, Knowledge (nature) +4, Perception +0, Ride +1, Stealth +1, Swim -1; Racial Modifiers +2 Diplomacy Languages Celestial, Common SQ mysteries (wood), oracle's curses (legalistic), revelations (wood bond +1), vow to self (1/day) Other Gear Wooden armor, Arrows (20), Blunt arrows (20), Longbow, Quarterstaff, Oracle's kit, 43 GP -------------------- Special Abilities -------------------- Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks. Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Vow to Self (1/day) +4 morale bonus to one role to keep a promise. Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear).
Energy body:
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. Elemental Traits:
An elemental possesses the following traits (unless otherwise noted in a creature’s entry). •Darkvision out to 60 feet. •Immunity to poison, sleep effects, paralysis, and stunning. •Not subject to critical hits or flanking. •Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. •Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry. •Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor. •Elementals do not eat, sleep, or breathe. 1. Can a paralyzed Oracle activate Energy Body while paralyzed?
My guesses are
Classic Ninja - Can someone explain this build to me - particularly the Flurry of Stars component of this build? I get what it can do at level 12. Adding feats you gain almost no immediate benefit from at levels 4-8 feels awefully long for a short payoff. I suppose if you're playing to level 20... Am I missing something? Classic Ninja Feats/Ninja Tricks level 1-12: 1: Weapon Finesse, Two-Weapon Fighting 2: Combat Trick: Weapon Focus: Wakizashi 3: Improved Initiative 4: Flurry of Stars 5: Point Blank Shot 6: Weapon Training: Weapon Focus: Shuriken 7: Rapid Shot 8: Vanishing Trick 9: Improved Two-Weapon Fighting 10: Invisible Blade 11: Dodge 12: Advanced Talents: Crippling Strike
I am toying with concept builds for PFS and I'm contemplating a Whirlwind Attack build. Something like:
Wear +1 Mithril full plate for 23AC. UMD Mage Armor Feats
Ninja Tricks:
The attack routine is.
Paladins don't use poison, but neither to do I.
Channel Mercy: When you use your channel positive energy ability, you may choose to channel one of your mercies instead of healing. Possible Options:
I would also like to see:
Options: ....see above
Have a Fighter holding a greatsword in both hands. Say, he only has his standard action remaining and wants to draw and throw a javelin at a target 30 feet away then regrip his greatsword in two hands. Release a two-hander into your off hand[free action], draw ammo[free] and throw javelin[standard], then regrip[free]. Is that all correct? Maybe javelin isn’t considered ammo for the purposes of being thrown?
Warning: there is a spoiler for Slave PitS of Absalom here. Pretty new to judging and I'm running season zero Slave PitS of Absalom. There is a Forman who tries to Whip and Drag. This is season zero, so info is sparse on how this happens. Can someone help with me the action economy of how to use the Whip to both wrap it around the victim, and to then drag them...over the edge. The Forman has the feats Exotic Weapon Proficiency (whip), Weapon Focus (whip).
Again, season zero. How do I make this work?
Does the Robe of Arcane Heritage allow a non sorcerer to take Improved Eldritch Heritage at 9th level? Eldritch Heritage:
Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd. Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. For purposes of using a bloodline power, treat your sorcerer level as equal to your character level – 2, so for non sorcerers the feat that grants access to the 9th level Bloodline power isn't available until 11th level. Example:
New Arcana: (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. Improved Eldritch Heritage:
Prerequisites: Cha 15, Eldritch Heritage, character level 11th. Benefit: You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. Special: You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different bloodline power for that bloodline available at sorcerer level 3 or 9. So, enter this item. Robe of Arcane Heritage:
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
A fighter stands before a closed, unlocked door holding a reach weapon.
1. They sheath the reach weapon. [move action]
They also wish to open the door this turn. They can’t, right?
Esoteric Magic:
At each class level beyond 1st, the Arcane savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll). "if his base class could not normally cast that spell, it is treated as 1 level higher." Why would someone take a spell that's already on their spell list from another class? The obvious answer is to possibly lower the spell level and cast it at an earlier level, but it appears that's not legal. Okay, so if it's not legal - why the wording? What was the intent? *edit* It just hit me that maybe this is better placed in rules. When I typed this up, I was thinking...I need advice....
Is there a FAQ on the Oracle Misfortune Revelation?
Please define "results" in context with this ability.
I've read 1,001 posts on people's home-brewed interpretations. I'm not interested in more of the same. I'd like something real from the dev who hashed this up - a revelation. =) What was the intent in context? An example of it in use would be ideal. ...Heck, maybe two. ~regards, |