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My GM is starting a new game soon and he been telling me to play a healer as no one else plays them. I not a fan of how cleric work so I try other classes. (just never work right with me when i try making/playing them) problem is the GM see any other class other then Cleric to not be a good healer, in one game a long time a go I was in with him he had a go at me playing a Oracle of life saying I should of taken turn undead like a cleric would have or that I can not turn my spells in cure spell with Spontaneous Casting like a cleric can.(this is a bad point from him as i get all cure spells known for free but still) and i got some restrictions on top. Restrictions wrote:
Has any got any ideas how I can be very good healer with a class and do some other things then just being a heal/buff bot?
Mental block wrote:
Why in hell is this a spell and why does it do what Feeblemind to some or better points in a lower level spell slot?
If i use Restoration Dust on a body and right at the same time or just after using the dust on the body. get someone to use Breath of Life on the body, would it work? i going by the wording saying "effectively restarting the day count that limits raise dead" by that the count would be 0 days, one could take that as 0 seconds from when you put it on the body and as there 6 seconds to a round, that being within the time for breath of life to work.
If i taking a +1 magic sword and making it say +2 or maybe +3, can i do this with Dynamic Magic Item Creation and if so then how do you work out the challenges? 1.if the sword was not made with Dynamic Magic Item Creation before
I was looking at the rules about 2 or maybe 3 version's of low light vision. any idea what ruling or mix of rules do you use for the game. race senses racial traits say elf.. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Vision and Light.
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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I was looking about the magic item list when i came about the goblin skull bomb, it says you can safely move it using spell such as mage hand but i check mage hand has "Target one non-magical, unattended object weighing up to 5 lbs." does that mean you can not use mage hand on magic items or you can as long it an unattended object?
Can i use Spell Perfection to double the bonus from Summon Neutral Monster adding counterpoised template? (feat gives +2 to will saves and counterpoised creature simple template) And if so what part would Spell Perfection work on like the Dr is set at given HD of the Summon Monster so would i get 10/adamantine or 20/adamantine on a hd:11+ Monster? links
Am i able to use Greater Metamagic Knowledge to prepare metamagic spells in to my spell known and then keep them there in my spell known for as long as i like. EG:
day 2
end of Eg: I only asking as in the magic page on d20. as it says "During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells." I reading that as i can keep spells prepared if i like from the previous day so as am I right that I can keep the spell with the metamagic known as long as I like? if so then that means the Arcanist is able to use most if not all of the metamagic feats if he prepared his spells right. (note the rules was made at the time when only the wizard prepared Arcane spells i think so i going with it the same for all prepared Arcane casters)
I doing my 1st sea-base game in two weeks and I like some feedback. Lv2 with 20 point buy, one template as long it does not go pass CR 2.5.
Class: Swashbuckler (shackles corsair). Race undine
stats with template Fey Creature 10
Feats
Template fey-creature.
Traits:
what i think i need or may do.
thinking about taking 2 or 3 lvs in Deep Sea Pirate. To get Storm Sailor (Ex) it goes with Hurricane savvy for checks with the ship and maybe Farseer (Ex) or Windrigger (Ex) if i do take it to lv3 but not a lot of plans to go past that. Swagger gives me +* to intimidate and be intimidate dc as well my profession sailor checks and for all the crew when i get it, the profession sailor is a morale bonus so any idea on how to up morale bonus would be nice.
I got a upcoming game where I want to try out a Arcanist and i saw that there a Archetype called theBrown-Fur Transmuterthat look a bit cool as
right now i got it at 10/14/8/18/10/13.
ok, my GM saying that the arcanist can not add spells using scrolls to their spell book as the spell book area saying they can only get new spell from using a Wizard spell book. I think this just a overlook as all the other class with spell books can do it but he saying it left off intentional design decision as a way to nerf(then goes on to say how op they are) but i find if odd if it was a intentional design that they did not say he could not.
Talking about pathfinder Savant link here. Take the maze spell link here.. For a sorcerer it is a level 8 spell, but for the summoner it is a level 6 spell. Can I use Esoteric Magic to add it to my list as a level 6 spell not a level 8 spell, as well does it use a level 6 spell slot then a lv 7 spell slot as my base class can cast the spell.
Just about to hit lv6 so just about to get my lv 3 spells and i am playing human so i can get more spell known and i using the False Priest/ razmiran priest Archetype. I need to know some good enchantment(compulsion) spells for my sorcerer as my bloodline lets me use them on Constructs so i want to make use of that. I later planing to take Arcane Savant/pathfinder savant and that lets me takes spells from other class's(max of 6 spells over all) if i want but at +1 spell slot if my class could not use it but i not sure about what spell to On a side note, say i took the maze spell using Arcane Savant Esoteric Magic from the summoner class list, as my base class could cast it, does that mean i can use it a lv6 spell and not lv7 or lv 8 spell?
I playing a crafting Impossible Sorcerer and I getting close to getting Craft Magic Arms and Armor (one game off or so from lv 6 and getting it at lv 7). I been thinking about my armor but i was not sure what be the best for me. I been using mage armor up this point when i need AC but i think it was starting to be time to look in to magic items for it but i was not sure so i made a list of ideas i think could do with my view of up and downs at this time. 1: just keep using mage armor.
2:use Bracers of Armor
3:get a Haramaki and put magic on it
I some how got in to a anything you can do, i can do better fight with a other player who whats to fight me in a up coming game. He got a new character saying he can beat me with is a master of sleep, i do not know the dc but knowing him it will be high. The thing is, can i be put to sleep if I shoot Acid Splash at my self?
oh and i able to hold back the spell do it only does 1 dam to me?
Page of Spell Knowledge: When casting the spell do i use the item caster level or class caster level
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/page- of-spell-knowledge I was playing a game the other game where i made a 1st level page of spell knowledge and was using herolab to do this. Hero lab was saying that it was casting it at level 1(was not using the up spell slots as well but that a bug for herolab). it does say "she may use her spell slots to cast that spell as if it were one of her spells known" but as we was not sure about it (mostly due to hero lab) we just rule at the time that it uses the item caster level. I just wanted to check if that is right that i have to use the item caster level or if i use my own caster level and it just a bug or something with herolab. I bug report this to them when i know if it right. edit
About Otiven BeestingerOtiven Beestinger
Str: 19 Dex: 14 Con: 16 Int: 12 Wis: 12 Cha: 16
+1 Cold Iron Lance
Skills: Acrobatics: +6
Feats/Traits: Magical Knack (Summoner)
Summoner Spells Known (CL 4th): Read Magic
Enlarge Person
Summon Eidolon
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