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CBDunkerson wrote:

Every spell which can be undercast includes the text, "This spell can be undercast" in its description.

Basically, just those with I, II, III, and IV versions.

Thank you, I missed that text in each of the spells. I felt that the answer should a have been clear -- and so it was.

So am I missing something? Because as far as I can tell only the Psychic class gets access to spells that are able to be undercast. Why not just make undercasting a class feature of the Psychic as opposed to a feature of psychic magic at large that only the psychic can utilize.


I am seeking clarification on exactly which psychic spells can be undercast? the entry merely states "Some psychic spells can be undercast" and "[the spell] is treated exactly like the lower-level version" - does this mean that only the psychic spells with roman numerals (I, II, III, IV) can be undercast? Or could a "greater command" be undercast as a "command" using a 1st level spell slot?

Part of my confusion is that it appears that only the Psychic class itself has access to the roman numeral psychic spells (Id Insulation, Mental Barrier, Mind Thrust,Ego Whip, Intellect Fortress, Thought shield, psychic crush, tower of iron will). These spells do not appear to be on the mesmerist, ocultist, spiritualist, or medium spell lists. So if it was intended only for the I,II,II, and IV spells why would it be listed in the "Psychic Magic" section as a universal feature of psychic spells as opposed to just being a class feature unique to the Psychic class?

The other interpretation is that a mesmerist could undercast "command, Greater" (a 4th level mesmerist spell) for a "command" (as a 1st level spell), and therefore would not have to devote precious spell knowns to lesser versions of a spell already known. But it is not always clear what a "lower level version" of a specific spell is, for example: Greater Invisibility could allow undercasting for invisibility, but would it allow undercasting for invisibility circle? or vanish?
And would "charm monster" allow under casting for "charm person"? In my opinion, it quickly begins to become messy when it is not clear on which spells are "lower-level version[s]".

Thank you in advance for any helpful clarification or thoughts.

Undercasting Spells:

"Some psychic spells can be undercast. This means that the spellcaster can cast the spell at the level that he knows, or as any lower-level version of that spell, using the appropriate spell slot. When a spellcaster undercasts a spell, it is treated exactly like the lower-level version, including when determining its effect, saving throw, and other variables. For example, a psychic spellcaster who adds ego whip III to his list of spells known can cast it as ego whip I, II, or III. If he casts it as ego whip I, it is treated in all ways as that spell; it uses the text and the saving throw DC for that spell, and requires him to expend a 3rd-level spell slot.

Whenever a spontaneous spellcaster adds a spell to his list of spells known that can be undercast, he can immediately learn a spell in place of each lower-level version of that spell he knows. In essence, he loses each earlier version and can replace it with another spell of the same level that is on his spell list.


Heavens and Gnome is an amazing combo.

Awesome display makes spells like color spray a show stopper, even at higher levels.
Interstellar void and shooting stars gives you a damage ability to attack foes that are immune to your illusion/pattern spells.
Lure of heavens eventually provides fly.
And star chart eventually provides commune - which if used on a regular basis can help move the plot along, can provide a heads up on dangers, and is just thematic.
The bonus spells are a good mix of illusions. evocation, and overland flight (40 ft fly all day)


levitate?
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/levitate.html


I am currently playing a mesmerist in a Hell's Rebels campaign. The primary weaknesses of a mesmerist caster are creatures immune to mind-affecting (plant, undead, construct) and the inherent limitations of the mesmerist spell list, for example:
Charm person and hold person and dominate person only works on 'humanoids' not native outsiders or outsiders, magical beasts, monstrous humanoids?, fey, and undead.
Hideous laughter does not work against creatures with less than 2 INT and works poorly against creatures of another type (humor fails to translate)
Color spray has HD caps.
Suggestion requires a shared language.
Babble does not effect creatures with less than 2 INT and runs the danger of facinating the caster and friends.
Lesser geas has a HD cap

As previously suggested I would sprinkle in some non-person adversaries: animals, swarms, bound outsiders, magical beasts, undead, vermin, ...

Perhaps your villain has recruited some teiflings or has disguised a devil as one of his guards. Charm person would be 100% ineffective.


There is lost of ambiguity regarding the effect of the performance on multiple identified creature types. Can the bard effect all identified foes or must he choose a single.

Different threads provide different answers please provide some corrections.


good catch - Correction: its oracle 4 witch 3

- I took magical knack for witch (but my DM stood fast on the rule that traits cannot be taken from the same list as a already selected trait.

- Fight on is a dwarf/half Orc Feat that gives temporary hit-points when reduced to 0, equal to Con. I was thinking of making my transformation to a dwarf more interesting.

- I'll re-examine meta magic feats later when I can take better advantage of them.

- My party is already chalked full of crafters

- Thanks for the other suggestions / extra hex/combat casting/ and improved initiative are all good candidates


I am in a core and APG pathfinder 3.0 game -playing serpent's skull.
I am shooting for a Mystic Theurge based off a Witch 4/Oracle 3[Nature]
I have slogged through the early sucky multi-classing stages and I am now on the verge of actually getting my first MT level.
I need some help coming up with some good feats for future levels.

I started off as human and did a voodoo thing [witch/oracle :)]
Now through death and magic I am now a dwarf
I still am going for a whole haunted-backwoods-darkish arts thing

Current Feats: H. toughness 1. Dodge 3. extra hex [cackle] 5. Arcane armor training 7. spell focus [necro]
hexes: evil eye, misfortune
revelations: nature's whispers, natural divination

So far all I can think of for future feats is (1)greater spell focus or (2) fight on. But I feel that there must be something better out there. Unfortunately, with the multi-classing I just don't have the spell level progression to make metamagic feats seem useful yet.


Two Questions:

IS Nature's Whispers the same as secret sidestep (from the the Lore Mystery?) Or are they different mechanically (as expressed in the advanced player's guide) i.e. does nature's whisper apply to reflex saving throws or CMD?

And I really believe that the nature mystery should grant handle animal instead of climb or swim. Especially because without handle animal as a class skill there would be no way to handle a "bounded" animal companion provided by the bounded mount revelation.