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Empower Spell works wonderfully with Flame Blade, since its 50 percent on all the damage done by it. Potentially 1d8+10 x1.5 so upto 27 points at max as a touch attack. See FAQ if you think the +damage isn't multipled


From what I remember, you can grab one target but you forfeit the rest of your attacks unless you drop the target you just grabbed.

There is an option where you can grab as many targets as you have limbs but the grabber has to be so many size levels larger than targets and do the grabs at -20.


"Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components."

So casting in armor or a spell someone specifically knows is divine only via spellcraft skill is only way to identify for you. Also you could fake being cleric of a religion also, one not normally in the region...


Personally don't think they should have even put in free action in the desc... But for RAW options you could have also chosen to grapple instead of the bite (see Performing a Combat Maneuver).


Vivisectionist will also give you invisibility (greater) extract eventually, which would be extremely useful for sniping I suspect.


hehe Pathfinder's Gods & Magic have a write up of old Rovi. He gives power (divine spells/abilities) to those that would free him or destroy things. And he will reward anyone that frees him with a quick death.


Essentially the player decides when starting as a divine caster what time of the day will be his praying hour.

Time of Day:
A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.


Could even dip back to 1st Edition where,

1st to 3rd level divine spells were considered mundane/ritual magic, available to all.
4-6th were spells supplied by minor gods and up
while 7+level spells were major gods only.

Though my impression for Golarion is divine spells are supplied by some god no matter what. Worship the mighty Smurfs and its Densa backing you actually.


We have a house rule that if a cleric prepares a spell slot with a cure spell its automatically maximized when cast (provided they channel positive). Kills a bit of their spell selection but gives a reason to actually prepare heal spells as opposed to always just spontaneously casting them.


You can house rule it, but RAW it stands. Even checked other threads on the subject, always seems to end up the same result.


I concede. Appears you can take up to a 3rd spell, then slap on as many metamagic feats put on with limit of your spell slot, then use a lesser metamagic rod.

Though I think its kinda OP but then it gives that edge to characters who invested into metamagic feats.


The empowered fireball is considered a 5th level spell to the rod of quickening. So a lesser rod would not do it, instead you would need the 'mid' or greater version.

To Concerro....says in the metamatic rod section "In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast." Note: this only affects the spell level for purpose of the rod needed to be used, not for other level dependent factors like saves, etc. Would be silly having a lesser rod of quickening being used on some metamagic ladden 3rd level spell max out to 9th (like empowered maximized still fireball).


Guessing its a weaker version of smite since it doesn't include the deflection bonus to AC. Glancing at some other posts seems that the (if any) should be part of the description.

So your bat can flap around in the darkness and choose a smite target with only bonus damage. Hope the PCs scream a lot to blind it. :)


The discovery gives you extra an arm (or two if you take discovery again) but not the ability to be extra co-ordinated with all your limbs.

Advantage of this extra arm is ability to hold an additional item. So you don't to disarm yourself to throw a bomb, drink a potion, etc. In a way you can kinda store up actions so you don't have to use a move action to pull out that one item and provoke an attack of opportunity during an intense combat moment.


Also taking two spontaneous casters kinda defeats the purpose of the Mystic Theurge's Combined Spells ability. Bang for the buck cleric/wizard is ideal for the MT.


Only one spell per round as a standard action (or full round, or 1 round casting). Plus an additional spell via Quickened Spell.

Also note, out of Ultimate Magic, using the optional spell system Words of Power at higher levels you can pack two or possible three words of effect into a single casting. With effect words combinations you could pop off six effect spells in a single round, utilizing Quicken Spell.


The time of the day when you pray is the kicker for the divine. You can use all your channels and domain abilities just before praying for that specific hour of the day, then use them all again just after if you wanted.

My guess is that the 8 hour window before preparation was to limit people from having long duration spells overlap with the next day, back when there was day long spells and alot of the ability boosting spells had 1 hour/level durations.

Time of Day:
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.


My bad. Read the 'protection from good' comparisons from 'unholy aura' description and jumped to wrong conclusion that it was *as* 'protection from good'.

Unholy aura seems to be almost identical to 'protection from good' but slightly better bonuses. The unable to be touched by summoned creatures replaced by a 1d6 strength damage shield if struck by a good creature (fort save to negate, DC25 in this case).


Treerazer has Unholy Aura on constantly. This gives him 'protection from good' which in turn gives "good summoned creatures cannot touch the target."

So the upteen Celestial Dire Tigers scratch away but do no damage.


"Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components." Possible edge for oracles when grappling. :)


Scorching ray normally caps out at 11th level which gives you 3 rays. At 15th level with Intensify Spell feat you could squeeze out a 4th.


Once its formed it functions as Wall of Force (SR: No). So a creature with SR cannot just reach through. But a Wall of Force can be damaged or dispelled.


Could just replace cannot damage with does only half damage against...

This was a common house ruling we used often whenever hitting the invincible ruling. Could even add extra only third or quarter damage for each additional +1 difference for extra effect.


Made an elven archer and want him to be able to craft his own arrows in the woods. I have him buy arrow heads in town, collect feathers and salvage for wood. Unfortunately cannot find rules in Beta (or online) for the DC for fletching arrows.

Btw assuming bowmaking/fletching is grouped together.


Just had an encounter and our mage scored a critical hit with a Ray of Enfeeblement on a major enemy NPC. We are using the d20 Critical Hit Deck and spell affect was target was subjected to a dispel magic affect. NPC was equipped with 100 percent fortified plate.

Should the 100 percent fortification ability negate the spell critical immediately? In this case the additional dispel magic.

Our DM decided he didn't want to argue that the fortification would ignore it and just let the dispel magic go through (npc was screwed anyways due to lowered strength).

We are using Beta rules at the moment ... I would suggest that the fortification description be expanded a bit to clarify beyond just sneak/precision/critical damage.


Friend of mine started runelords campaign and no one wanted to play a healer, so I sucked up the slack and made a priest. Wanting the Strength domain, glanced through the list given to us and picked out Irori. Loved how the name was spelt so it could be inversed spelling the same.

There was no symbols at time, so I made one. Its a circle with an I down the middle with two Rs going each direction off the I and connecting with the outer circle. One thing others liked about my symbol is the Rs facing in each direction made it look like the old perfection sketch, with the human in the center of the circle. Unfortanetly I am unable to post the picture here (cannot insert it into this post nor set it up as my avatar). The Dark blue hand, palm out, inscribed inside a sky blue circle...kinda weak to me, since who smithes or carves something to look like that?

Also my priest "Jal" is arrogant because he is perfect (18 str/cha). He flaunts his perfection and usually intimidates anyone who stands in his way. Very fun character to play and looking to becoming a Divine Crusader.

Additional note to my character is he hates all outsiders and has Planar Banishment instead Turning Undead (Unearth Aracana p67). Its his belief that outsider planar involvment has caused ruin to this plane and he is on a crusade to stop it.