In the Plane-Hopper's Handbook there seem to be some alchemical reagents where the text states: "When you use a ... as a material component or focus for a spell " but they never go into detail when it is a material component and when a focus.
Could I buy 1 of each of those and use it as a focus each time I cast a spell where it applies?
Example: Cooperation Crystals:
Source Plane-Hopper's Handbook pg. 10
Price 300 gp; Weight —
This vibrant blue-green crystal is a distillation of the spirit of cooperation characteristic of the chaotic good plane of Elysium.
Doses 1 (300 gp); Spells harmless spells
Effect When you use a cooperation crystal as a material component or focus for a harmless spell, treat your caster level as 1 higher for the purpose of determining the spell’s duration and effect. This increase doesn’t stack with other effects that raise the caster level of a spell.
Perhaps a lillte late but I do not consider the second and third power that good.In my reading you need a standard action to cast the spell and a full round action to deliver it within 20ft, which makes it useless in most circumstances. And Burrow haze, while it doesn't hinder you still cripples your allies' ability to see and fight normally.
Because of that I'd rate the Ashitah not higher than full power 0, versatility -1
Deliver Touch Spells (Su)::
Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.
If you are using a Nacreous Gray Sphere (Flawed) Ioun Stone you always look the age you were when you first used it.
What happens if your appearance changes drastically afterwards? Will those changes be incorporated into the way the stone makes you look? It only speaks about age.
If a 16 year old changeling girl finds such a stone and at age 26 she is afflicted by one of the above, does she still look like her 16 year old self or does she look like a 16 year old
1: but scarred
or does the stone treat her as a new wearer for 2-4, fixing the immage of a 26 year old of her new looks?
1: William, level 8 evangelist cleric of Besmara. Serpent skull from level 1 on and still being played. We have 3 rather new players in that party so a buffer who only grabs the spotlight through roleplaying, if at all.
2: Victor, Level 6 tyrant antipaladin of Asmodeus. Way of the wicked from level 1 on and still being played. Seemed a natural class choice in that path and I enjoy playing him.
3: Golo'in, fighter 10/Brawler 2/ankou's shadow stalker 1 in an iron caster build using Martial Flexibility to cast spells by getting item mastery feats on the fly. Played him from level 9-13 in curse of the crimson throne until the group broke apart. Having a fighter who can do more than hit people with a pointy stick is great.
If the chosen aspect's size differs from the the shifter's normal size is the damage of the natural attacks changed?
For example a mouse s!+#er major aspect is normally tiny and has a 1d4 bite attack.
Same for aspekts that have a large form, would the damage die decrease one step for a medium weretouched shifter?
Is the effect generated be the chasticing baton considered part of the spell thus making bouncing spell useless or is the effect generated by the item allowing you to redirect the spell to a new target despite the original target suffering some effect?
For example a cleric wielding a chasticing baton casts a bouncing command "Fall" on an enemy. The enemy succeeds at his save, takes 1d6 nonlethal and is sickend.
I will not do a full list but give some spells I feel are too strong to ignore.
Dave Justus wrote:
You're right about the 2 arms, 2 legs. Good point.
The Spike Stones spell should be able to do it.
In fact the area is large enough so that 3 castings should be enough saving the last casting for something to get them moving. Like summon swarm, Rain of frogs or some kind of fear spell.
I've been thinking about building a hangover cleric for some time now.
Cleric of Sun Wukong 4 / Fey Trickster Mesmerist 1 / whatever 1
I don't have a full build yet, but here is what I planned:
Race: Not fully decided but might be Halforc for Intimidating and sacred tattoo.
Channel negative energy
The idea is to apply my Hypnotic Stare to the main enemy, then channel negative with ale/wine variant or intimidate.
The magic altars from inner sea gods state that they lose their magic powers if moved.
They have a cost, so it seems possible to acquire one. But unless they are created "in situ" they have to be moved to reach the place where they are meant to be installed?
So if a cleric finds a sitz he deems suitable for a shrine or temple, can he buy an altar for his god, transport it to the designated site and activate it? Or does he need to bring the crafter to the place? If the latter, is that included in the cost?
The Adaptive Shifter gets a reactive form called spiked form, which, if taken twice allows him to shoot multiple spikes. Is that using iterative attacks? Or how do we know how many I can shoot?
Assume he used Lasting Adaptation to make his spiked form last all day and then activates stretching form to gain reach with his natural attacks. If he has a foe in 10ft can he use all of his natural attacks and make his iteratives with spiked form? And if so do the natural attacks become secondary?
Spiked Form*: The adaptive shifter grows spines over her body. Any foe striking her with an unarmed strike or a melee natural weapon takes an amount of piercing damage equal to the base damage of her shifter claws, which ignores any damage reduction her shifter claws would ignore. She can learn this form a second time, allowing her to fling her spines as thrown natural weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make multiple attacks with her spines as part of a full attack; these otherwise deal damage and overcome damage reduction as her shifter claws.
Example level 6 ragebred adaptive shifter:
The wereboar can have 1 gore and 2 hoof natural attacks in addition to his shifter's claws and the spines he can shoot
How many spines can I shoot?
The Rod of nettles is a mace that deals no damage on a hit but deals ability damage on a melee touch attack.
If I remember right making a touch attack is a standard action and you can not use the full attack action to do several touch attacks.
So my question is: If you full attack with such a rod do you apply ability damage on each hit? And is this full attack vs touch AC?
And if a magus would use a rod of nettles for a spellstrike targeting normal AC, would he deliver his spell and the ability damage from the rod?
The only class that has the "Summon Familiar" ability is the adept.
But if it was meant to be adept only, why not put adept into the requirements?
This feat has been discussed for a long time yet never received an errata.
Depends. I've been told by a GM that my level 10 shield using fighter's AC 27 is ruining the game and I should tone it down so mook fights become a challenge once more.
Sometimes the problem is the GM.
Bones shaman for constant blur on the familiar/ swarm would be nice, too.Or heavens for a fly speed.
The feat Advanced Weapon Training (Combat) can give you this advanced weapon mastery:
Doing some necro:
Now that the iron caster is a thing (fighter levels to get advanced armor and weapon training, brawler levels for martial versatility lets you get any item mastery feat and by that some casting ability on the fly) I really enjoy playing fighters once more.
The thing fighters lacked for so long, versatility, is now available to them.
My current pc has warriot spirit to enhance his weapon and martial versatility for feats. As warrior spirit allows the trained weapon special ability which in turn gives the wielder a feat I now have two pools to give me either versatility or raw power whenever needed.
Now that's a great PC to play, you can rock fights and if a certain feat is needed you are the one who has it. In AND out of combat versatility. Super Great.
Example of in combat versatility:
Recently we battled an incorporeal creature who attacked us with spells, when it was hurt it retreated through the ceiling just to come back, healed, and attack again.
I used warrior spirit to grant my armor spikes +1, ghost touch and anchoring. When the enemy reappeared I attacked it once with my armor spikes, locking it into place, and could now keep on attacking with my usual weapon.
In the past something like that would have been unthinkable for a fighter.
I'm in a group (level 13 now) where one plays a path of war mystic.
We have a buffer bard and two other characters wo make good use of his buffs (inspire courage with Discordant Voice and haste) because they are build for multiple attacks. But the mystic, making standard action maneuvers most of the time, gets little from them and thus doesn't seem to be able to contribute as much as he wants to.
The fighter/brawler (iron caster build) has 6 attacks with brawler's flurry, haste and steel headbut. The first 5 of those hit for around 35 damage each unbuffed.
Is the mystic just using the class "wrong" by forgoing iteratives? Because even if his maneuvers have some damage bonuses or save or suck carriers they just can't keep up with the amount of damage dealt by the fighter.
And besides the damage the mystic is very squishy and easy to hit when compared to the fighter.
I know the fighter is all about damage but the starknife throwing warpriest in the party outdamages the mystic, too because she profits from the extra haste attack and gets the damage buffs on all attacks instead of just one.
The mystic often uses the fire glyph, so he buffs the party damage but that makes things only worse from his point of view because the total of +7 to hit (Inspire courage, haste, glyph of fire) means that most attacks hit and deal +1d6+9 (inspire courage + glyph of fire) additional damage which he doesn't see as "his" work. Instead he looks at the little his character does himself and is not enjoying himself.
Is the mystic meant to be that way or should he just attack normally using iteratives plus boosts instead of strikes?
Some creatures, like ratfolk and giant termites possess the swarming trait.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
This reads as if only two of the same race, in this case ratfolk, can swarm together. But a ratfolk druid with a giant termite vermin companion could not.Is this the case or is there any rule allowing different creatures to use their swarming trait together?
I have seen this often to varying degrees.
Often, when we play a longer going game most players start out as martials beause they like to play them but when levels increase and the difference in versatility become more obvious one after the other changes to a casting class.
For example our kingmaker party: When starting we had ranger, rogue, magus and master summoner.
A recent personal experience on the matter was a game of curse of the crimson throne where our sessions often last 12+ hours with 1-2 hours of combat. My fighter level 9 can handle hinself well in the short periods of combat but has little to do outside of combat. So for 80-90% of the game I can set my charater sheet aside because for pure roleplaying I don't need it and when it comes to skills I have little to do.
One of the reasons we have so little combat time is the mage teleporting us everywhere so we don't have fights while traveling.
On the other hand my pc at the latter parts of rise of the rune lords was as close as it gets to a god wizards who dominated the combats and had a solution or at least something helpful for every out of combat problem we came upon. (level 12+)
In another game that only went from 1-2 we had an half-ork earth wizard with a pig familiar. Not only was this a great pc for roleplaying with him being dressed as a peasant and carrying along a flail. No, he was by far the strongest combatant.
The summoner still has the option to chose between the two of eidolon and SLA at any time. I would have them make the choice at Char Gen once and for all.
You could play an aasimar (or other "genasi") and choose to be of Rougarou, Adlet or other wolf-like humnoid descend. That way you get the aasimar stats with the wolf-like looks without building a rougarou player race.
Sidebar: Non-Human Aasimar:
Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.
The questions are specific for familiars of this witch archetype.
If the familiar learns languages through skill ranks gained from high int that it puts into linguistics or through a transfered feat, can it speak them if it uses twin soul to take over a humanois capable of speach?
If the witch and the familiar share a body using twin soul does the familiar still need to feel for presences as described under magic jar or can it use the witch's eyes to choose a target it wants to posses?
Can the witch still use Familiar Form to assume the familiar's form if the familiar's body is dead and it has possessed another creature's body?
Does possessing someone via twin soul (which is su) allow spell resistance?
In my understanding you could prepare wizard spells in a higher slot and then use metamixing to decide which metamagic feat you want to add to the spell as long as the slot you prepared the spell in is of high enough level.
For example you could prepare magic missile in a 2nd level slot and then use metamixing to add either toppling spell or piercing spell to it on the fly.
Or you could use it to add a +0 metamagic feat on the fly. Like merciful spell.
My favorite I actually play (or played) is a half-orc aberrant primal bloodrager//spiritwhatever oracle (shadow mystery)
One of his main tricks is the combo of fire god's blessing with the fire spirit giving me flame touch and the lesser celestial totem rage power for level+1 healing each round I deal fire damage.
The free spell effect gained from greater bloodrage is often used for truestrike to be sure to land my savage dirty trick I start combat with on hard enemies.
Oracle spells give buffs and a fall back strategy when brute force doesn't work.
I'll have a look at the arcanist.
When it comes to BAB I'd thought you take one side of the gestalt and use that BAB. In my case either the u-monk/ninja or the sorc side.
Edit: I mentioned double ki-pool because I am not yet certain that I stick to 1 level monk only but forgot to state that. But that would, most likely, only be after ninja 10 so I can take the trick Unarmed Combat Mastery
I am thinking about a build for an upcoming game.
My basic plan is to make a tiefling u-monk (scaled fist) 1/ ninja x-1 / ghoulblooded sorc x.
The idea is to use feral combat training to flurry with claws (from maw or claw and some rounds with ghoul claws) and sneak attack in melee or sorc spells for magic.
For the sake of this thread please let's assume that twice cha to ki-pool and monster feats work and not discuss this.
Any suggestions or pieces of advice?