"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...
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.
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.
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.
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).
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. About VoidsonSubmission withdrawn Statblock:
Human thaumaturge 3 CN Medium humanoid (human) Init +1; Senses Perception -1 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex); empowered defense hp 27 (3d8+9) Fort +4, Ref +3, Will +3 Weaknesses magical signs, painful magic, personal magics -------------------- Offense -------------------- Speed 30 ft. Special Attacks empowered attack -------------------- Statistics -------------------- Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 16 Base Atk +2; CMB +6; CMD 17 Feats Intimidating Prowess, Medium Armor Proficiency, Power Attack Skills Intimidate +13, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Spellcraft +7, Use Magic Device +10; Racial Modifiers meditation, occult knowledge Languages Nordic, Imperial SQ casting, cure, deep enhancement, enhance equipment (enhance), forbidden lore, greater enhancement, invigorate, lingering blessing, lingering pain, magic skill bonus, magic skill defense, restore Other Gear 150 gp -------------------- Special Abilities -------------------- Casting (CL 3, Charisma, DC 13) You can cast sphere effects. Empowered Attack +2 (3 rounds) When enhancing a magical effect with Forbidden Lore, you gain an attack bonus for 1 rd Empowered Defense +2 (3 rounds) When enhancing a magical effect with Forbidden Lore, you gain a dodge bonus for 1 rd Enhancement: Deep Enhancement You can make your enhancements last longer Enhancement: Enhance Equipment +2 You can enhance a weapon or piece of armor Enhancement: Greater Enhancement Increase the bonus of Enhance Equipment by +1 Forbidden Lore +2 (Backlash 15%, Enhancement: Enhance Equipment +2) Increase your caster level for one effect, at the risk of suffering backlash Life: Cure 1d8+3 Heal a target for 1d8+3 hit points Life: Invigorate (Up to 3 temp HP) Grant up to 3 temporary HP to an injured target Life: Restore Heal a target's ability damage and remove negative conditions Lingering Blessing (3 temp HP) When enhancing a magical effect with Forbidden Lore, the target gains 1 temp HP per level Lingering Pain (1 round, DC 14) When enhancing a magical effect with Forbidden Lore, the target may be sickened for 1 rd Meditation Reroll a failed Knowledge check MSB +3 Use for counterspelling, concentration, caster level checks, and beating SR MSD 14 Use when defending against an MSB check Occult Knowledge +1 Gain +1 on all Knowledge, Spellcraft, and Use Magic Device checks Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Drawbacks:
Signs of the Void A spectral aura of void surrounds Voidson, causing all creatures within 30 ft. to feel the pull of the void - they know when Voidson uses magic, as well as the nature of the magic used. Personal Magic Voidson cares little for enhancing the abilities of others, and may only use his enhance ability to target himself and his own equipment. He cannot take the Ranged Enahncement talent, and any magic (except for the Bestow Intelligence, Lighten, and Animate Object talents) bestowed on an object ceases to function when wielded by another creature. Void's Grasp Voidson's magic comes from the void, even the merest touch is enough to harm his corrupt body. He must pass a Fortitude save (DC 10 + 1/2 the ability's Caster Level) whenever he uses magic, or be sickened for 1 round. If he uses magic while sickened, he must pass a Fortitude save (DC 10 + 1/2 the ability's Caster Level) or be nauseated for 1 round.
Personality:
If you must refer to me by a name, let it be Voidson, for that is what Groetus himself called me.
I was like you once. Selfish, weak, concerned with nothing but the trifles of this mortal coil, obsessed with petty pleasures of the flesh. Yes, I knew that life well. But, I had a vision! Groetus spoke to me! He showed me the corruption of this world, and how it must end to be purified. One day, the void will consume you, and you, and the entirety of the cosmos, and it shall be glorius! Groetus willing, it shall be soon. You may think me crazy, you may think me a deluded fool. But this is merely a reflection of your corrupted soul, fearing the endless nothing of the void. It will do anything to cling to its precious existence. Bah! I waste my time with you. You will not realize your mistake until the end is upon you. When that day comes, you will look back, you will remember my words, and you will weep with impotent despair, knowing that I, that Groetus, was right! Voidson is rather crazy, but in a functional way. He is determined to seek an artifact that he's convinced will usher in the end of all things. However, while arrogant and harsh, he understands that he is not a one-man army, and cooperating with others can help him further Groetus's goals. He is dead set against any other cults, outsiders, etc. that may also be trying to destroy the world - that is the purview of Groetus himself, and the others are upstarts that should be shut down with extreme prejudice.
Appearance:
Voidson is a tall man (6' 2"), with ashen skin and greying hair. He is harsh, rude, and arrogant. His wild eyes and fevered passion are intimidating. Background:
Voidson was once known as Arkuman, a mild-tempered man who worked as a librarian in Everwatch. He was born to Imperial parents, and lived nearly his whole life in Everwatch. He was a cautious, introverted man who loved to study the history of Nordholm. His favorite subjects of research were the many forgotten self-proclaimed kings that dot history.
Arkuman was content to read about these long-forgotten souls until the gravesite of his favorite ancient Nordic king, Ustav the Fierce, was discovered. He simply had to see it. Quite out of his element in the wilds, he nevertheless made it to the gravesite, and got far more than expected. Upon descending into the tomb, he slipped, fell, and hit his head. While unconscious he had fevered dreams (he insists they are visions) showing him an artifact that would aid Groetus in bringing about the destruction of all things. When he woke, he wandered aimlessly for several days, portents and images swarming his vision. He came to after a week or so, a changed man. Since then, he has not returned to Everwatch, instead searching the hidden nooks and crannies of Nordholm, determined to locate the artifact and bring about Groetus's will. He recently came afoul of an Imperial patrol after looting a tomb and refusing to allow them to search his belongings. They arrested him and stripped him of all that he had.
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